/*------------------------------------------------------------------------- * OpenGL Conformance Test Suite * ----------------------------- * * Copyright (c) 2014-2016 The Khronos Group Inc. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * */ /*! * \file * \brief */ /*-------------------------------------------------------------------*/ #include "esextcTessellationShaderXFB.hpp" #include "esextcTessellationShaderUtils.hpp" #include "gluContextInfo.hpp" #include "gluDefs.hpp" #include "glwEnums.hpp" #include "glwFunctions.hpp" #include "tcuTestLog.hpp" namespace glcts { /** Constructor * * @param context Test context **/ TessellationShaderXFB::TessellationShaderXFB(Context& context, const ExtParameters& extParams) : TestCaseBase(context, extParams, "xfb_captures_data_from_correct_stage", "Verifies transform-feedback captures data from appropriate shader stage.") , m_bo_id(0) , m_fs_id(0) , m_gs_id(0) , m_po_id(0) , m_tc_id(0) , m_te_id(0) , m_vs_id(0) , m_pipeline_id(0) , m_fs_program_id(0) , m_gs_program_id(0) , m_tc_program_id(0) , m_te_program_id(0) , m_vs_program_id(0) , m_vao_id(0) { /* Left blank on purpose */ } /** Deinitializes ES objects created for the test. */ void TessellationShaderXFB::deinit() { /* Call base class' deinit() */ TestCaseBase::deinit(); if (!m_is_tessellation_shader_supported) { return; } const glw::Functions& gl = m_context.getRenderContext().getFunctions(); /* Reset GL_PATCH_VERTICES_EXT value */ gl.patchParameteri(m_glExtTokens.PATCH_VERTICES, 3); /* Disable any pipeline object that may still be active */ gl.bindProgramPipeline(0); /* Reset TF buffer object bindings */ gl.bindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0 /* buffer */); gl.bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0 /* index */, 0 /* buffer */); /* Unbind vertex array object */ gl.bindVertexArray(0); /* Free all ES objects we allocated for the test */ if (m_bo_id != 0) { gl.deleteBuffers(1, &m_bo_id); m_bo_id = 0; } if (m_fs_id != 0) { gl.deleteShader(m_fs_id); m_fs_id = 0; } if (m_fs_program_id != 0) { gl.deleteProgram(m_fs_program_id); m_fs_program_id = 0; } if (m_gs_id != 0) { gl.deleteShader(m_gs_id); m_gs_id = 0; } if (m_gs_program_id != 0) { gl.deleteProgram(m_gs_program_id); m_gs_program_id = 0; } if (m_pipeline_id != 0) { gl.deleteProgramPipelines(1, &m_pipeline_id); m_pipeline_id = 0; } if (m_po_id != 0) { gl.deleteProgram(m_po_id); m_po_id = 0; } if (m_tc_id != 0) { gl.deleteShader(m_tc_id); m_tc_id = 0; } if (m_tc_program_id != 0) { gl.deleteProgram(m_tc_program_id); m_tc_program_id = 0; } if (m_te_id != 0) { gl.deleteShader(m_te_id); m_te_id = 0; } if (m_te_program_id != 0) { gl.deleteProgram(m_te_program_id); m_te_program_id = 0; } if (m_vs_id != 0) { gl.deleteShader(m_vs_id); m_vs_id = 0; } if (m_vs_program_id != 0) { gl.deleteProgram(m_vs_program_id); m_vs_program_id = 0; } if (m_vao_id != 0) { gl.deleteVertexArrays(1, &m_vao_id); m_vao_id = 0; } } /** Create separable programs **/ glw::GLuint TessellationShaderXFB::createSeparableProgram(glw::GLenum shader_type, unsigned int n_strings, const char* const* strings, unsigned int n_varyings, const char* const* varyings, bool should_succeed) { const glw::Functions& gl = m_context.getRenderContext().getFunctions(); glw::GLuint po_id = 0; glw::GLuint so_id = 0; /* Create a shader object */ so_id = gl.createShader(shader_type); GLU_EXPECT_NO_ERROR(gl.getError(), "glCreateShader() failed"); /* Create a program object */ po_id = gl.createProgram(); GLU_EXPECT_NO_ERROR(gl.getError(), "glCreateProgram() failed"); /* Mark the program object as separable */ gl.programParameteri(po_id, GL_PROGRAM_SEPARABLE, GL_TRUE); GLU_EXPECT_NO_ERROR(gl.getError(), "glProgramParameteri() call failed"); /* Configure XFB for the program object */ if (n_varyings != 0) { gl.transformFeedbackVaryings(po_id, n_varyings, varyings, GL_SEPARATE_ATTRIBS); GLU_EXPECT_NO_ERROR(gl.getError(), "glTransformFeedbackVaryings() call failed"); } bool build_success = buildProgram(po_id, so_id, n_strings, strings); /* Safe to delete the shader object at this point */ gl.deleteShader(so_id); GLU_EXPECT_NO_ERROR(gl.getError(), "glDeleteShader() call failed"); if (!build_success) { gl.deleteProgram(po_id); GLU_EXPECT_NO_ERROR(gl.getError(), "glDeleteProgram() call failed"); po_id = 0; if (should_succeed) { TCU_FAIL("Separable program should have succeeded"); } } else if (!should_succeed) { std::string shader_source = getShaderSource(so_id); m_testCtx.getLog() << tcu::TestLog::Message << "Shader source:\n\n" << shader_source << "\n\n" << tcu::TestLog::EndMessage; TCU_FAIL("Separable program should have failed"); } return po_id; } /** Initializes ES objects necessary to run the test. */ void TessellationShaderXFB::initTest() { /* Skip if required extensions are not supported. */ if (!m_is_tessellation_shader_supported) { return; } /* Generate all objects needed for the test */ const glw::Functions& gl = m_context.getRenderContext().getFunctions(); gl.genVertexArrays(1, &m_vao_id); GLU_EXPECT_NO_ERROR(gl.getError(), "Could not generate vertex array object"); gl.bindVertexArray(m_vao_id); GLU_EXPECT_NO_ERROR(gl.getError(), "Error binding vertex array object!"); gl.genBuffers(1, &m_bo_id); GLU_EXPECT_NO_ERROR(gl.getError(), "glGenBuffers() failed"); m_fs_id = gl.createShader(GL_FRAGMENT_SHADER); m_tc_id = gl.createShader(m_glExtTokens.TESS_CONTROL_SHADER); m_te_id = gl.createShader(m_glExtTokens.TESS_EVALUATION_SHADER); m_vs_id = gl.createShader(GL_VERTEX_SHADER); GLU_EXPECT_NO_ERROR(gl.getError(), "glCreateShader() failed"); m_po_id = gl.createProgram(); GLU_EXPECT_NO_ERROR(gl.getError(), "glCreateProgram() failed"); if (m_is_geometry_shader_extension_supported) { m_gs_id = gl.createShader(m_glExtTokens.GEOMETRY_SHADER); GLU_EXPECT_NO_ERROR(gl.getError(), "glCreateShader() failed for GL_GEOMETRY_SHADER_EXT"); } gl.genProgramPipelines(1, &m_pipeline_id); GLU_EXPECT_NO_ERROR(gl.getError(), "glGenProgramPipelines() failed"); /* Configure fragment shader body */ const char* fs_body = "${VERSION}\n" "\n" "${SHADER_IO_BLOCKS_REQUIRE}\n" "\n" "precision highp float;\n" "in BLOCK_INOUT { vec4 value; } user_in;\n" "\n" "void main()\n" "{\n" "}\n"; shaderSourceSpecialized(m_fs_id, 1 /* count */, &fs_body); GLU_EXPECT_NO_ERROR(gl.getError(), "glShaderSource() failed for fragment shader"); /* Create a fragment shader program */ glw::GLint link_status = GL_FALSE; const glw::GLchar* varying_name = "BLOCK_INOUT.value"; m_fs_program_id = createSeparableProgram(GL_FRAGMENT_SHADER, 1, /* n_strings */ &fs_body, 0, /* n_varyings */ DE_NULL, /* varyings */ true); /* should_succeed */ gl.getProgramiv(m_fs_program_id, GL_LINK_STATUS, &link_status); GLU_EXPECT_NO_ERROR(gl.getError(), "glGetProgramiv() failed"); if (link_status != GL_TRUE) { TCU_FAIL("Fragment shader program failed to link."); } /* Configure geometry shader body */ const char* gs_body = "${VERSION}\n" "\n" "${GEOMETRY_SHADER_REQUIRE}\n" "\n" "layout(points) in;\n" "layout(points, max_vertices = 1) out;\n" "\n" "precision highp float;\n" "${IN_PER_VERTEX_DECL_ARRAY}" "${OUT_PER_VERTEX_DECL}" "in BLOCK_INOUT { vec4 value; } user_in[];\n" "out BLOCK_INOUT { vec4 value; } user_out;\n" "\n" "void main()\n" "{\n" " user_out.value = vec4(1.0, 2.0, 3.0, 4.0);\n" " gl_Position = vec4(0.0, 0.0, 0.0, 1.0);\n" "\n" " EmitVertex();\n" "}\n"; if (m_is_geometry_shader_extension_supported) { shaderSourceSpecialized(m_gs_id, 1 /* count */, &gs_body); GLU_EXPECT_NO_ERROR(gl.getError(), "glShaderSource() failed for geometry shader"); /* Create a geometry shader program */ m_gs_program_id = createSeparableProgram(m_glExtTokens.GEOMETRY_SHADER, 1, /* n_strings */ &gs_body, 1, /* n_varyings */ &varying_name, true); /* should_succeed */ if (m_gs_program_id == 0) { TCU_FAIL("Could not create a separate geometry program object"); } gl.getProgramiv(m_gs_program_id, GL_LINK_STATUS, &link_status); GLU_EXPECT_NO_ERROR(gl.getError(), "glGetProgramiv() failed"); if (link_status != GL_TRUE) { TCU_FAIL("Geometry shader program failed to link."); } } /* Configure tessellation control shader body */ const char* tc_body = "${VERSION}\n" "\n" "${TESSELLATION_SHADER_REQUIRE}\n" "\n" "layout (vertices=4) out;\n" "\n" "precision highp float;\n" "${IN_PER_VERTEX_DECL_ARRAY}" "${OUT_PER_VERTEX_DECL_ARRAY}" "in BLOCK_INOUT { vec4 value; } user_in[];\n" "out BLOCK_INOUT { vec4 value; } user_out[];\n" "\n" "void main()\n" "{\n" " gl_out [gl_InvocationID].gl_Position = vec4(0.0, 0.0, 0.0, 1.0);\n" " user_out [gl_InvocationID].value = vec4(2.0, 3.0, 4.0, 5.0);\n" "\n" " gl_TessLevelOuter[0] = 1.0;\n" " gl_TessLevelOuter[1] = 1.0;\n" "}\n"; shaderSourceSpecialized(m_tc_id, 1 /* count */, &tc_body); GLU_EXPECT_NO_ERROR(gl.getError(), "glShaderSource() failed for tessellation control shader"); /* Test creating a tessellation control shader program with feedback. * For ES, this will fail, and so we will create a different * program without the feedback varyings that we can use for our testing. * (We can safely ignore the return value for the expected failure case. * In the event that the failure case incorrectly succeeds, * createSeparableProgram will generate a test failure exception.) */ bool tc_feedback_valid; if (!glu::isContextTypeES(m_context.getRenderContext().getType())) { tc_feedback_valid = true; } else { tc_feedback_valid = false; } /* Create a tessellation control shader program */ m_tc_program_id = createSeparableProgram(m_glExtTokens.TESS_CONTROL_SHADER, 1, /* n_strings */ &tc_body, 1, /* n_varyings */ &varying_name, /* varyings */ tc_feedback_valid); /* should_succeed */ if (!tc_feedback_valid) { /* Create a valid tessellation control shader program for ES */ m_tc_program_id = createSeparableProgram(m_glExtTokens.TESS_CONTROL_SHADER, 1, /* n_strings */ &tc_body, 0, /* n_varyings */ DE_NULL, /* varyings */ true); /* should_succeed */ } if (m_tc_program_id == 0) { TCU_FAIL("Could not create a separate tessellation control program object"); } gl.getProgramiv(m_tc_program_id, GL_LINK_STATUS, &link_status); GLU_EXPECT_NO_ERROR(gl.getError(), "glGetProgramiv() failed"); if (link_status != GL_TRUE) { TCU_FAIL("Tessellation control shader program failed to link."); } /* Configure tessellation evaluation shader body */ const char* te_body = "${VERSION}\n" "\n" "${TESSELLATION_SHADER_REQUIRE}\n" "\n" "layout (isolines, point_mode) in;\n" "\n" "precision highp float;\n" "${IN_PER_VERTEX_DECL_ARRAY}" "${OUT_PER_VERTEX_DECL}" "in BLOCK_INOUT { vec4 value; } user_in[];\n" "out BLOCK_INOUT { vec4 value; } user_out;\n" "\n" "void main()\n" "{\n" " gl_Position = gl_in[0].gl_Position;\n" " user_out.value = vec4(3.0, 4.0, 5.0, 6.0);\n" "}\n"; shaderSourceSpecialized(m_te_id, 1 /* count */, &te_body); GLU_EXPECT_NO_ERROR(gl.getError(), "glShaderSource() failed for tessellation evaluation shader"); /* Create a tessellation evaluation shader program */ m_te_program_id = createSeparableProgram(m_glExtTokens.TESS_EVALUATION_SHADER, 1, /* n_strings */ &te_body, 1, /* n_varyings */ &varying_name, true); /* should_succeed */ if (m_te_program_id == 0) { TCU_FAIL("Could not create a separate tessellation evaluation program object"); } gl.getProgramiv(m_te_program_id, GL_LINK_STATUS, &link_status); GLU_EXPECT_NO_ERROR(gl.getError(), "glGetProgramiv() failed"); if (link_status != GL_TRUE) { TCU_FAIL("Tessellation evaluation shader program failed to link."); } /* Configure vertex shader body */ const char* vs_body = "${VERSION}\n" "\n" "${SHADER_IO_BLOCKS_REQUIRE}\n" "\n" "precision highp float;\n" "${OUT_PER_VERTEX_DECL}" "out BLOCK_INOUT { vec4 value; } user_out;\n" "\n" "void main()\n" "{\n" " gl_Position = vec4(1.0, 0.0, 0.0, 1.0);\n" " user_out.value = vec4(4.0, 5.0, 6.0, 7.0);\n" "}\n"; shaderSourceSpecialized(m_vs_id, 1 /* count */, &vs_body); GLU_EXPECT_NO_ERROR(gl.getError(), "glShaderSource() failed for vertex shader"); /* Configure vertex shader program */ m_vs_program_id = createSeparableProgram(GL_VERTEX_SHADER, 1, /* n_strings */ &vs_body, 1, /* n_varyings */ &varying_name, true); /* should_succeed */ /* Compile all the shaders */ const glw::GLuint shaders[] = { m_fs_id, (m_is_geometry_shader_extension_supported) ? m_gs_id : 0, m_tc_id, m_te_id, m_vs_id }; const unsigned int n_shaders = sizeof(shaders) / sizeof(shaders[0]); for (unsigned int n_shader = 0; n_shader < n_shaders; ++n_shader) { glw::GLuint shader = shaders[n_shader]; if (shader != 0) { glw::GLint compile_status = GL_FALSE; gl.compileShader(shader); GLU_EXPECT_NO_ERROR(gl.getError(), "glCompileShader() failed"); gl.getShaderiv(shader, GL_COMPILE_STATUS, &compile_status); GLU_EXPECT_NO_ERROR(gl.getError(), "glGetShaderiv() failed"); if (compile_status != GL_TRUE) { const char* src[] = { fs_body, gs_body, tc_body, te_body, vs_body }; m_testCtx.getLog() << tcu::TestLog::Message << "Compilation of shader object at index " << n_shader << " failed.\n" << "Info log:\n" << getCompilationInfoLog(shader) << "Shader:\n" << src[n_shader] << tcu::TestLog::EndMessage; TCU_FAIL("Shader compilation failed"); } } } /* for (all shaders) */ /* Attach fragment & vertex shaders to the program object */ gl.attachShader(m_po_id, m_fs_id); gl.attachShader(m_po_id, m_vs_id); GLU_EXPECT_NO_ERROR(gl.getError(), "glAttachShader() failed"); /* Configure pipeline object's fragment & vertex stages */ gl.useProgramStages(m_pipeline_id, GL_FRAGMENT_SHADER_BIT, m_fs_program_id); GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgramStages call failed for fragment stage"); gl.useProgramStages(m_pipeline_id, GL_VERTEX_SHADER_BIT, m_vs_program_id); GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgramStages call failed for vertex stage"); /* Set up XFB for conventional program object */ gl.transformFeedbackVaryings(m_po_id, 1 /* count */, &varying_name, GL_SEPARATE_ATTRIBS); GLU_EXPECT_NO_ERROR(gl.getError(), "glTransformFeedbackVaryings() failed"); /* Set up buffer object storage. * We allocate enough space for a 4 vertex patch, which is the size * needed by desktop GL for the tessellation control shader feedback * whenever GL_NV_gpu_shader5 is present. */ gl.bindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, m_bo_id); GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer() failed"); gl.bufferData(GL_TRANSFORM_FEEDBACK_BUFFER, sizeof(float) * 4 /* components */ * 4 /* vertices per patch */, NULL, /* data */ GL_STATIC_DRAW); GLU_EXPECT_NO_ERROR(gl.getError(), "glBufferData() failed"); /* Bind the buffer object to indiced TF binding point */ gl.bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0 /* index */, m_bo_id); GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBufferBase() failed"); } /** Executes the test. * * Sets the test result to QP_TEST_RESULT_FAIL if the test failed, QP_TEST_RESULT_PASS otherwise. * * Note the function throws exception should an error occur! * * @return STOP if the test has finished, CONTINUE to indicate iterate() should be called once again. **/ tcu::TestNode::IterateResult TessellationShaderXFB::iterate(void) { /* Do not execute if required extensions are not supported. */ if (!m_is_tessellation_shader_supported) { throw tcu::NotSupportedError(TESSELLATION_SHADER_EXTENSION_NOT_SUPPORTED); } typedef std::vector<_test_descriptor> _tests; typedef _tests::const_iterator _tests_const_iterator; /* Initialize ES test objects */ initTest(); /* Describe test iterations */ _test_descriptor test_1; /* vs+tc+te+gs */ _test_descriptor test_2; /* vs+tc+te */ _test_descriptor test_3; /* vs+tc */ _tests tests; if (m_is_geometry_shader_extension_supported) { test_1.expected_data_source = m_glExtTokens.GEOMETRY_SHADER; test_1.expected_n_values = 2; test_1.should_draw_call_fail = false; test_1.requires_pipeline = false; test_1.tf_mode = GL_POINTS; test_1.use_gs = true; test_1.use_tc = true; test_1.use_te = true; tests.push_back(test_1); } test_2.expected_data_source = m_glExtTokens.TESS_EVALUATION_SHADER; test_2.expected_n_values = 2; test_2.should_draw_call_fail = false; test_2.requires_pipeline = false; test_2.tf_mode = GL_POINTS; test_2.use_gs = false; test_2.use_tc = true; test_2.use_te = true; tests.push_back(test_2); /* Note: This is a special negative case */ test_3.expected_data_source = m_glExtTokens.TESS_CONTROL_SHADER; test_3.expected_n_values = 4; if (!glu::isContextTypeES(m_context.getRenderContext().getType()) && isExtensionSupported("GL_NV_gpu_shader5")) { test_3.should_draw_call_fail = false; test_3.tf_mode = m_glExtTokens.PATCHES; } else { test_3.should_draw_call_fail = true; test_3.tf_mode = GL_POINTS; } test_3.requires_pipeline = true; test_3.use_gs = false; test_3.use_tc = true; test_3.use_te = false; tests.push_back(test_3); /* Use only one vertex per patch */ const glw::Functions& gl = m_context.getRenderContext().getFunctions(); gl.patchParameteri(m_glExtTokens.PATCH_VERTICES, 1); GLU_EXPECT_NO_ERROR(gl.getError(), "glPatchParameteriEXT() failed."); /* This test runs in two iterations: * * 1) Shaders are attached to a program object at the beginning of * each test. The test then executes. Once it's completed, the * shaders are detached from the program object; * 2) A pipeline object is used instead of a program object. */ for (int n_iteration = 0; n_iteration < 2; ++n_iteration) { bool use_pipeline_object = (n_iteration == 1); if (use_pipeline_object) { gl.bindProgramPipeline(m_pipeline_id); GLU_EXPECT_NO_ERROR(gl.getError(), "glBindProgramPipeline() failed."); gl.useProgram(0); GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram() failed"); } else { gl.bindProgramPipeline(0); GLU_EXPECT_NO_ERROR(gl.getError(), "glBindProgramPipeline() failed."); /* The program object will be shortly re-linked so defer the glUseProgram() call */ } /* Iterate through all tests */ for (_tests_const_iterator test_iterator = tests.begin(); test_iterator != tests.end(); test_iterator++) { const _test_descriptor& test = *test_iterator; if (use_pipeline_object) { /* Configure the pipeline object */ if (m_is_geometry_shader_extension_supported) { gl.useProgramStages(m_pipeline_id, m_glExtTokens.GEOMETRY_SHADER_BIT, test.use_gs ? m_gs_program_id : 0); GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgramStages() failed for GL_GEOMETRY_SHADER_BIT_EXT"); } gl.useProgramStages(m_pipeline_id, m_glExtTokens.TESS_CONTROL_SHADER_BIT, test.use_tc ? m_tc_program_id : 0); GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgramStages() failed for GL_TESS_CONTROL_SHADER_BIT_EXT"); gl.useProgramStages(m_pipeline_id, m_glExtTokens.TESS_EVALUATION_SHADER_BIT, test.use_te ? m_te_program_id : 0); GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgramStages() failed for GL_TESS_EVALUATION_SHADER_BIT_EXT"); /* Validate the pipeline object */ gl.validateProgramPipeline(m_pipeline_id); GLU_EXPECT_NO_ERROR(gl.getError(), "glValidateProgramPipeline() failed"); /* Retrieve the validation result */ glw::GLint validate_status = GL_FALSE; gl.getProgramPipelineiv(m_pipeline_id, GL_VALIDATE_STATUS, &validate_status); GLU_EXPECT_NO_ERROR(gl.getError(), "glGetProgramPipelineiv() failed"); if (validate_status == GL_FALSE && !test.should_draw_call_fail) { m_testCtx.getLog() << tcu::TestLog::Message << "A pipeline object consisting of: " << "[fragment stage] " << ((test.use_gs) ? "[geometry stage] " : "") << ((test.use_tc) ? "[tessellation control stage] " : "") << ((test.use_te) ? "[tessellation evaluation stage] " : "") << "[vertex stage] " << "was not validated successfully, even though it should." << tcu::TestLog::EndMessage; TCU_FAIL("Pipeline object is considered invalid, even though the stage combination is valid"); } } else { if (test.requires_pipeline) { continue; } /* Attach the shaders to the program object as described in * the test descriptor */ if (test.use_gs) { gl.attachShader(m_po_id, m_gs_id); GLU_EXPECT_NO_ERROR(gl.getError(), "Could not attach geometry shader"); } if (test.use_tc) { gl.attachShader(m_po_id, m_tc_id); GLU_EXPECT_NO_ERROR(gl.getError(), "Could not attach tessellation control shader"); } if (test.use_te) { gl.attachShader(m_po_id, m_te_id); GLU_EXPECT_NO_ERROR(gl.getError(), "Could not attach tessellation evaluation shader"); } /* Link the program object */ gl.linkProgram(m_po_id); GLU_EXPECT_NO_ERROR(gl.getError(), "Could not link program object"); /* Has the linking succeeded? */ glw::GLint link_status = GL_FALSE; gl.getProgramiv(m_po_id, GL_LINK_STATUS, &link_status); GLU_EXPECT_NO_ERROR(gl.getError(), "glGetProgramiv() failed"); if (link_status != GL_TRUE) { m_testCtx.getLog() << tcu::TestLog::Message << "A program object consisting of: " << "[fragment shader] " << ((test.use_gs) ? "[geometry shader] " : "") << ((test.use_tc) ? "[tessellation control shader] " : "") << ((test.use_te) ? "[tessellation evaluation shader] " : "") << "[vertex shader] " << "failed to link, even though it should link successfully." << tcu::TestLog::EndMessage; TCU_FAIL("Program linking failed, even though the shader combination was valid"); } gl.useProgram(m_po_id); GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram() failed."); } /* Render a single point */ gl.enable(GL_RASTERIZER_DISCARD); GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable(GL_RASTERIZER_DISCARD) failed"); gl.beginTransformFeedback(test.tf_mode); bool didBeginXFBFail = false; if (!test.should_draw_call_fail) { GLU_EXPECT_NO_ERROR(gl.getError(), "glBeginTransformFeedback(GL_POINTS) failed"); } else { /* For the negative case, i.e. beginTransformFeedback with an invalid pipeline of {VS, TCS, FS}, * ES spec is not clear if beginTransformFeedback should error, so relax the requirment here so * that test passes as long as either beginTransformFeedback or the next draw call raises * INVALID_OPERATION */ glw::GLint err = gl.getError(); if (err == GL_INVALID_OPERATION) { didBeginXFBFail = true; } else if (err != GL_NO_ERROR) { TCU_FAIL("Unexpected GL error in a beginTransformFeedback made on the program pipeline whose" "program closest to TFB has no output varying specified"); } } { gl.drawArrays(m_glExtTokens.PATCHES, 0 /* first */, 1 /* count */); if (!test.should_draw_call_fail) { GLU_EXPECT_NO_ERROR(gl.getError(), "glDrawArrays() failed"); } else { if (gl.getError() != GL_INVALID_OPERATION && !didBeginXFBFail) { TCU_FAIL("A draw call made using a program object lacking TES stage has" " not generated a GL_INVALID_OPERATION as specified"); } } } gl.endTransformFeedback(); if (!didBeginXFBFail) { GLU_EXPECT_NO_ERROR(gl.getError(), "glEndTransformFeedback() failed"); } else { if (gl.getError() != GL_INVALID_OPERATION) { TCU_FAIL("An endTransformFeedback made on inactive xfb has not generated a " "GL_INVALID_OPERATION as specified"); } } gl.disable(GL_RASTERIZER_DISCARD); GLU_EXPECT_NO_ERROR(gl.getError(), "glDisable(GL_RASTERIZER_DISCARD) failed"); if (!test.should_draw_call_fail) { /* Retrieve the captured result values */ glw::GLfloat* result_ptr = (glw::GLfloat*)gl.mapBufferRange( GL_TRANSFORM_FEEDBACK_BUFFER, 0, /* offset */ sizeof(float) * 4 /* components */ * test.expected_n_values, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT); GLU_EXPECT_NO_ERROR(gl.getError(), "glMapBufferRange() failed"); /* Verify the data */ const glw::GLfloat epsilon = (glw::GLfloat)1e-5; const glw::GLfloat expected_gs_data[] = { 1.0f, 2.0f, 3.0f, 4.0f }; const glw::GLfloat expected_tc_data[] = { 2.0f, 3.0f, 4.0f, 5.0f }; const glw::GLfloat expected_te_data[] = { 3.0f, 4.0f, 5.0f, 6.0f }; const glw::GLfloat expected_vs_data[] = { 4.0f, 5.0f, 6.0f, 7.0f }; for (int n_value = 0; n_value < test.expected_n_values; ++n_value) { const glw::GLfloat* expected_data_ptr = NULL; const glw::GLfloat* captured_data_ptr = result_ptr + n_value * 4 /* components */; if (test.expected_data_source == m_glExtTokens.GEOMETRY_SHADER) { expected_data_ptr = expected_gs_data; } else if (test.expected_data_source == m_glExtTokens.TESS_CONTROL_SHADER) { expected_data_ptr = expected_tc_data; } else if (test.expected_data_source == m_glExtTokens.TESS_EVALUATION_SHADER) { expected_data_ptr = expected_te_data; } else if (test.expected_data_source == GL_VERTEX_SHADER) { expected_data_ptr = expected_vs_data; } else { TCU_FAIL("Unrecognized expected data source"); } if (de::abs(captured_data_ptr[0] - expected_data_ptr[0]) > epsilon || de::abs(captured_data_ptr[1] - expected_data_ptr[1]) > epsilon || de::abs(captured_data_ptr[2] - expected_data_ptr[2]) > epsilon || de::abs(captured_data_ptr[3] - expected_data_ptr[3]) > epsilon) { m_testCtx.getLog() << tcu::TestLog::Message << "Captured data " << "(" << captured_data_ptr[0] << ", " << captured_data_ptr[1] << ", " << captured_data_ptr[2] << ", " << captured_data_ptr[3] << ")" << "is different from the expected value " << "(" << expected_data_ptr[0] << ", " << expected_data_ptr[1] << ", " << expected_data_ptr[2] << ", " << expected_data_ptr[3] << ")" << tcu::TestLog::EndMessage; TCU_FAIL("Invalid data captured"); } } /* Unmap the buffer object, since we're done */ memset(result_ptr, 0, sizeof(float) * 4 /* components */ * test.expected_n_values); gl.unmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER); GLU_EXPECT_NO_ERROR(gl.getError(), "glUnmapBuffer() failed"); } /* if (!test.should_draw_call_fail) */ if (!use_pipeline_object) { /* Detach all shaders we attached to the program object at the beginning * of the iteration */ if (test.use_gs) { gl.detachShader(m_po_id, m_gs_id); GLU_EXPECT_NO_ERROR(gl.getError(), "Could not detach geometry shader"); } if (test.use_tc) { gl.detachShader(m_po_id, m_tc_id); GLU_EXPECT_NO_ERROR(gl.getError(), "Could not detach tessellation control shader"); } if (test.use_te) { gl.detachShader(m_po_id, m_te_id); GLU_EXPECT_NO_ERROR(gl.getError(), "Could not detach tessellation evaluation shader"); } } /* if (!use_pipeline_object) */ else { /* We don't need to do anything with the pipeline object - stages will be * re-defined in next iteration */ } } /* for (all tests) */ } /* for (all iterations) */ /* All done */ m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass"); return STOP; } } /* namespace glcts */