/*------------------------------------------------------------------------- * 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 "esextcGeometryShaderNonarrayInput.hpp" #include "gluContextInfo.hpp" #include "gluDefs.hpp" #include "glwEnums.hpp" #include "glwFunctions.hpp" #include "tcuTestLog.hpp" #include #include #include namespace glcts { /* Fragment shader code */ const char* GeometryShaderNonarrayInputCase::m_fs_code = "${VERSION}\n" "\n" "precision highp float;\n" "\n" "out vec4 color;\n" "\n" "void main()\n" "{\n" " color = vec4(0, 1, 0, 1);\n" "}\n"; /* Geometry shader body parts */ const char* GeometryShaderNonarrayInputCase::m_gs_code_preamble = "${VERSION}\n" "${GEOMETRY_SHADER_REQUIRE}\n" "\n"; const char* GeometryShaderNonarrayInputCase::m_gs_code_body = "layout(points) in;\n" "layout(triangle_strip, max_vertices=4) out;\n" "\n" "#ifndef USE_BLOCK\n" " #define V1 v1[0]\n" " #define V2 v2[0]\n" " #define V3 v3[0]\n" "\n" " in vec4 v1[];\n" " in vec4 v2[];\n" " in vec4 v3[];\n" " \n" " #ifdef CORRUPT\n" " #define V4 v4\n" " in vec4 v4;\n" " #else\n" " #define V4 v4[0]\n" " in vec4 v4[];\n" " #endif\n" "#else\n" " in VS_GS\n" " {\n" " in vec4 v1;\n" " in vec4 v2;\n" " in vec4 v3;\n" " in vec4 v4;\n" " #ifdef CORRUPT\n" " } interface_block;\n" "\n" " #define V1 interface_block.v1\n" " #define V2 interface_block.v2\n" " #define V3 interface_block.v3\n" " #define V4 interface_block.v4\n" " #else\n" " } interface_block[];\n" "\n" " #define V1 interface_block[0].v1\n" " #define V2 interface_block[0].v2\n" " #define V3 interface_block[0].v3\n" " #define V4 interface_block[0].v4\n" " #endif\n" "#endif\n" "\n" "void main()\n" "{\n" " gl_Position = V1;\n" " EmitVertex();\n" " gl_Position = V2;\n" " EmitVertex();\n" " gl_Position = V3;\n" " EmitVertex();\n" " gl_Position = V4;\n" " EmitVertex();\n" " EndPrimitive();\n" "}\n"; /* Vertex shader body parts */ const char* GeometryShaderNonarrayInputCase::m_vs_code_preamble = "${VERSION}\n" "\n"; const char* GeometryShaderNonarrayInputCase::m_vs_code_body = "#ifndef USE_BLOCK\n" " #define V1 v1\n" " #define V2 v2\n" " #define V3 v3\n" " #define V4 v4\n" "\n" " out vec4 v1;\n" " out vec4 v2;\n" " out vec4 v3;\n" " out vec4 v4;\n" "#else\n" " ${SHADER_IO_BLOCKS_ENABLE}\n" " #define V1 interface_block.v1\n" " #define V2 interface_block.v2\n" " #define V3 interface_block.v3\n" " #define V4 interface_block.v4\n" "\n" " out VS_GS\n" " {\n" " vec4 v1;\n" " vec4 v2;\n" " vec4 v3;\n" " vec4 v4;\n" " } interface_block;\n" "#endif\n" "\n" "void main()\n" "{\n" " V1 = vec4(-1, -1, 0, 1);\n" " V2 = vec4(-1, 1, 0, 1);\n" " V3 = vec4( 1, -1, 0, 1);\n" " V4 = vec4( 1, 1, 0, 1);\n" "}\n"; /* Definitions */ #define TEXTURE_HEIGHT (4) #define TEXTURE_WIDTH (4) /** Constructor * * @param context Test context * @param name Test case's name * @param description Test case's desricption **/ GeometryShaderNonarrayInputCase::GeometryShaderNonarrayInputCase(Context& context, const ExtParameters& extParams, const char* name, const char* description) : TestCaseBase(context, extParams, name, description) , m_fbo_id(0) , m_fs(0) , m_gs_invalid_non_ib(0) , m_gs_invalid_ib(0) , m_gs_valid_non_ib(0) , m_gs_valid_ib(0) , m_po_a_invalid(0) , m_po_b_invalid(0) , m_po_a_valid(0) , m_po_b_valid(0) , m_to_id(0) , m_vao_id(0) , m_vs_valid_ib(0) , m_vs_valid_non_ib(0) { } /** Executes the test. * Sets the test result to QP_TEST_RESULT_FAIL if the test failed, QP_TEST_RESULT_PASS otherwise. * @return STOP if the test has finished, CONTINUE to indicate iterate should be called once again. * Note the function throws exception should an error occur! **/ tcu::TestNode::IterateResult GeometryShaderNonarrayInputCase::iterate(void) { glw::GLint compile_status = GL_FALSE; const glw::Functions& gl = m_context.getRenderContext().getFunctions(); glw::GLint link_status = GL_FALSE; unsigned int m = 0; unsigned int n = 0; /* Form the shaders */ const char* fs_parts[] = { m_fs_code }; const char* gs_invalid_non_ib_parts[] = { m_gs_code_preamble, "#define CORRUPT\n", m_gs_code_body }; const char* gs_invalid_ib_parts[] = { m_gs_code_preamble, "#define CORRUPT\n#define USE_BLOCK\n", m_gs_code_body }; const char* gs_valid_non_ib_parts[] = { m_gs_code_preamble, m_gs_code_body }; const char* gs_valid_ib_parts[] = { m_gs_code_preamble, "#define USE_BLOCK\n", m_gs_code_body }; const char* vs_valid_non_ib_parts[] = { m_vs_code_preamble, m_vs_code_body }; const char* vs_valid_ib_parts[] = { m_vs_code_preamble, "#define USE_BLOCK\n", m_vs_code_body }; /* This test should only run if EXT_geometry_shader is supported. * Note that EXT_shader_io_blocks support is implied. */ if (!m_is_geometry_shader_extension_supported) { throw tcu::NotSupportedError(GEOMETRY_SHADER_EXTENSION_NOT_SUPPORTED, "", __FILE__, __LINE__); } /* Create program objects */ m_po_a_invalid = gl.createProgram(); m_po_b_invalid = gl.createProgram(); /* Create shader objects */ m_fs = gl.createShader(GL_FRAGMENT_SHADER); m_gs_invalid_non_ib = gl.createShader(m_glExtTokens.GEOMETRY_SHADER); m_gs_invalid_ib = gl.createShader(m_glExtTokens.GEOMETRY_SHADER); m_gs_valid_non_ib = gl.createShader(m_glExtTokens.GEOMETRY_SHADER); m_gs_valid_ib = gl.createShader(m_glExtTokens.GEOMETRY_SHADER); m_vs_valid_non_ib = gl.createShader(GL_VERTEX_SHADER); m_vs_valid_ib = gl.createShader(GL_VERTEX_SHADER); shaderSourceSpecialized(m_fs, DE_LENGTH_OF_ARRAY(fs_parts), fs_parts); shaderSourceSpecialized(m_gs_invalid_non_ib, DE_LENGTH_OF_ARRAY(gs_invalid_non_ib_parts), gs_invalid_non_ib_parts); shaderSourceSpecialized(m_gs_invalid_ib, DE_LENGTH_OF_ARRAY(gs_invalid_ib_parts), gs_invalid_ib_parts); shaderSourceSpecialized(m_gs_valid_non_ib, DE_LENGTH_OF_ARRAY(gs_valid_non_ib_parts), gs_valid_non_ib_parts); shaderSourceSpecialized(m_gs_valid_ib, DE_LENGTH_OF_ARRAY(gs_valid_ib_parts), gs_valid_ib_parts); shaderSourceSpecialized(m_vs_valid_non_ib, DE_LENGTH_OF_ARRAY(vs_valid_non_ib_parts), vs_valid_non_ib_parts); shaderSourceSpecialized(m_vs_valid_ib, DE_LENGTH_OF_ARRAY(vs_valid_ib_parts), vs_valid_ib_parts); /* Create and form invalid programs */ gl.attachShader(m_po_a_invalid, m_fs); gl.attachShader(m_po_a_invalid, m_gs_invalid_non_ib); gl.attachShader(m_po_a_invalid, m_vs_valid_non_ib); gl.attachShader(m_po_b_invalid, m_fs); gl.attachShader(m_po_b_invalid, m_gs_invalid_ib); gl.attachShader(m_po_b_invalid, m_vs_valid_ib); /* Try to compile the shaders. Do not check GL_COMPILE_STATUS - we expect a linking failure */ gl.compileShader(m_fs); gl.compileShader(m_gs_invalid_non_ib); gl.compileShader(m_gs_invalid_ib); gl.compileShader(m_vs_valid_non_ib); gl.compileShader(m_vs_valid_ib); /* Try to link the programs */ gl.linkProgram(m_po_a_invalid); gl.getProgramiv(m_po_a_invalid, GL_LINK_STATUS, &link_status); if (link_status != GL_FALSE) { m_testCtx.getLog() << tcu::TestLog::Message << "Program linked sucessfully although it shouldn't because geometry shaders are not " "expected to support non-array input attributes." << tcu::TestLog::EndMessage; m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Fail"); return STOP; } gl.linkProgram(m_po_b_invalid); gl.getProgramiv(m_po_b_invalid, GL_LINK_STATUS, &link_status); if (link_status != GL_FALSE) { m_testCtx.getLog() << tcu::TestLog::Message << "Program linked sucessfully although it shouldn't because geometry shaders are not " "expected to support non-array block input attributes." << tcu::TestLog::EndMessage; m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Fail"); return STOP; } /* Release the programs before we continue */ gl.deleteProgram(m_po_a_invalid); gl.deleteProgram(m_po_b_invalid); m_po_a_invalid = 0; m_po_b_invalid = 0; /* Release the invalid geometry shaders */ gl.deleteShader(m_gs_invalid_non_ib); gl.deleteShader(m_gs_invalid_ib); m_gs_invalid_non_ib = 0; m_gs_invalid_ib = 0; /* Create and form valid programs */ m_po_a_valid = gl.createProgram(); m_po_b_valid = gl.createProgram(); gl.attachShader(m_po_a_valid, m_fs); gl.attachShader(m_po_a_valid, m_gs_valid_non_ib); gl.attachShader(m_po_a_valid, m_vs_valid_non_ib); gl.attachShader(m_po_b_valid, m_fs); gl.attachShader(m_po_b_valid, m_gs_valid_ib); gl.attachShader(m_po_b_valid, m_vs_valid_ib); gl.compileShader(m_gs_valid_non_ib); gl.compileShader(m_gs_valid_ib); gl.getShaderiv(m_gs_valid_non_ib, GL_COMPILE_STATUS, &compile_status); if (compile_status != GL_TRUE) { std::string log = getCompilationInfoLog(m_gs_valid_non_ib); m_testCtx.getLog() << tcu::TestLog::Message << "Valid geometry shader didn't compile. Error message: " << log << tcu::TestLog::EndMessage; m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Fail"); return STOP; } gl.getShaderiv(m_gs_valid_ib, GL_COMPILE_STATUS, &compile_status); if (compile_status != GL_TRUE) { std::string log = getCompilationInfoLog(m_gs_valid_ib); m_testCtx.getLog() << tcu::TestLog::Message << "Valid geometry shader didn't compile. Error message: " << log << tcu::TestLog::EndMessage; m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Fail"); return STOP; } gl.linkProgram(m_po_a_valid); gl.getProgramiv(m_po_a_valid, GL_LINK_STATUS, &link_status); if (link_status != GL_TRUE) { std::string log = getLinkingInfoLog(m_po_a_valid); m_testCtx.getLog() << tcu::TestLog::Message << "Program failed to link although it was expected to link successfully. Error message: " << log << tcu::TestLog::EndMessage; m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Fail"); return STOP; } gl.linkProgram(m_po_b_valid); gl.getProgramiv(m_po_b_valid, GL_LINK_STATUS, &link_status); if (link_status != GL_TRUE) { std::string log = getLinkingInfoLog(m_po_b_valid); m_testCtx.getLog() << tcu::TestLog::Message << "Program failed to link although it was expected to link successfully. Error message: " << log << tcu::TestLog::EndMessage; m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Fail"); return STOP; } /* Set up a FBO */ gl.genFramebuffers(1, &m_fbo_id); gl.bindFramebuffer(GL_FRAMEBUFFER, m_fbo_id); gl.genTextures(1, &m_to_id); gl.bindTexture(GL_TEXTURE_2D, m_to_id); gl.texStorage2D(GL_TEXTURE_2D, 1 /* levels */, GL_RGBA8, TEXTURE_WIDTH, TEXTURE_HEIGHT); gl.framebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_to_id, 0 /* level */); GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to set up a framebuffer object"); gl.viewport(0 /* x */, 0 /* y */, TEXTURE_WIDTH, TEXTURE_HEIGHT); /* Generate and bind a VAO */ gl.genVertexArrays(1, &m_vao_id); gl.bindVertexArray(m_vao_id); /* Set up clear color */ gl.clearColor(1.0f, 0, 0, 0); /* Use both program objects and verify they work correctly */ for (m = 0; m < 2 /* programs */; ++m) { glw::GLuint program = (m == 0) ? m_po_a_valid : m_po_b_valid; unsigned char result[TEXTURE_WIDTH * TEXTURE_HEIGHT * 4 /*components */]; /* Clear the color attachment before we continue */ gl.clear(GL_COLOR_BUFFER_BIT); /* Render! */ gl.useProgram(program); gl.drawArrays(GL_POINTS, 0 /* first */, 1 /* count */); GLU_EXPECT_NO_ERROR(gl.getError(), "glDrawArrays() call failed"); /* Read back the result */ gl.readPixels(0 /* x */, 0 /* y */, TEXTURE_WIDTH, TEXTURE_HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, result); GLU_EXPECT_NO_ERROR(gl.getError(), "Could not read back pixels from color attachment 0"); /* Verify the result data is correct */ for (n = 0; n < TEXTURE_WIDTH * TEXTURE_HEIGHT; ++n) { if (result[n * 4 + 0] != 0 || result[n * 4 + 1] != 255 || result[n * 4 + 2] != 0 || result[n * 4 + 3] != 255) { m_testCtx.getLog() << tcu::TestLog::Message << "Pixel data isn't correct. All pixels should have green color. Pixel at: " << "[" << n / 4 << ", " << n % 4 << "] " << "has color: " << "[" << result[n * 4 + 0] << ", " << result[n * 4 + 1] << ", " << result[n * 4 + 2] << ", " << result[n * 4 + 3] << "]" << tcu::TestLog::EndMessage; m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Fail"); return STOP; } /* if (result data is invalid) */ } /* for (all pixels) */ } /* for (all programs) */ m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass"); return STOP; } /** Deinitializes GLES objects created during the test. * */ void GeometryShaderNonarrayInputCase::deinit(void) { const glw::Functions& gl = m_context.getRenderContext().getFunctions(); /* Reset OpenGL ES state */ gl.useProgram(0); gl.bindFramebuffer(GL_FRAMEBUFFER, 0); gl.bindVertexArray(0); if (m_po_a_valid != 0) { gl.deleteProgram(m_po_a_valid); } if (m_po_b_valid != 0) { gl.deleteProgram(m_po_b_valid); } if (m_fs != 0) { gl.deleteShader(m_fs); } if (m_gs_invalid_ib != 0) { gl.deleteShader(m_gs_invalid_ib); } if (m_gs_invalid_non_ib != 0) { gl.deleteShader(m_gs_invalid_non_ib); } if (m_gs_valid_ib != 0) { gl.deleteShader(m_gs_valid_ib); } if (m_gs_valid_non_ib != 0) { gl.deleteShader(m_gs_valid_non_ib); } if (m_vs_valid_ib != 0) { gl.deleteShader(m_vs_valid_ib); } if (m_vs_valid_non_ib != 0) { gl.deleteShader(m_vs_valid_non_ib); } if (m_to_id != 0) { gl.deleteTextures(1, &m_to_id); } if (m_fbo_id != 0) { gl.deleteFramebuffers(1, &m_fbo_id); } if (m_vao_id != 0) { gl.deleteVertexArrays(1, &m_vao_id); } /* Release base class */ TestCaseBase::deinit(); } } // namespace glcts