コード例 #1
0
/** Drawing quads method using drawArrays.
 */
bool MultiDrawElementsIndirectCountCase::draw()
{
	const Functions& gl = m_context.getRenderContext().getFunctions();

	ProgramSources sources = makeVtxFragSources(c_vertShader, c_fragShader);
	ShaderProgram  program(gl, sources);

	if (!program.isOk())
	{
		m_testCtx.getLog() << tcu::TestLog::Message << "Shader build failed.\n"
						   << "Vertex: " << program.getShaderInfo(SHADERTYPE_VERTEX).infoLog << "\n"
						   << "Fragment: " << program.getShaderInfo(SHADERTYPE_FRAGMENT).infoLog << "\n"
						   << "Program: " << program.getProgramInfo().infoLog << tcu::TestLog::EndMessage;
		return false;
	}

	gl.useProgram(program.getProgram());
	GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram");

	gl.clearColor(0.0f, 0.0f, 0.0f, 1.0f);
	gl.clear(GL_COLOR_BUFFER_BIT);

	gl.enable(GL_BLEND);
	gl.blendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	gl.enableVertexAttribArray(0);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray");
	gl.vertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer");

	gl.multiDrawElementsIndirectCount(GL_TRIANGLE_STRIP, GL_UNSIGNED_SHORT, 0, 0, 2, 0);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glMultiDrawElementsIndirectCountARB");

	gl.disableVertexAttribArray(0);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glDisableVertexAttribArray");

	gl.disable(GL_BLEND);

	return true;
}
コード例 #2
0
/** Draws scene using specific case parameters.
 *
 *  @return Returns true if no error occurred, false otherwise.
 */
bool ShaderDrawParametersTestBase::draw()
{
	const Functions& gl = m_context.getRenderContext().getFunctions();

	ProgramSources sources = makeVtxFragSources(sdp_vertShader, sdp_fragShader);
	ShaderProgram  program(gl, sources);

	if (!program.isOk())
	{
		m_testCtx.getLog() << tcu::TestLog::Message << "Shader build failed.\n"
						   << "Vertex: " << program.getShaderInfo(SHADERTYPE_VERTEX).infoLog << "\n"
						   << "Fragment: " << program.getShaderInfo(SHADERTYPE_FRAGMENT).infoLog << "\n"
						   << "Program: " << program.getProgramInfo().infoLog << tcu::TestLog::EndMessage;
		return false;
	}

	gl.useProgram(program.getProgram());
	GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram");

	gl.clearColor(0.0f, 0.0f, 0.0f, 1.0f);
	gl.clear(GL_COLOR_BUFFER_BIT);

	gl.enable(GL_BLEND);
	gl.blendFunc(GL_ONE, GL_ONE);

	gl.enableVertexAttribArray(0);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray");
	gl.vertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer");

	drawCommand();

	gl.disableVertexAttribArray(0);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glDisableVertexAttribArray");

	gl.disable(GL_BLEND);

	return true;
}
コード例 #3
0
/** Render polygon with anisotropic filtering.
 *
 *  @param gl           OpenGL functions wrapper
 *  @param target       Texture target
 *  @param anisoDegree  Degree of anisotropy
 *
 *  @return Returns true if no error occured, false otherwise.
 */
bool TextureFilterAnisotropicDrawingTestCase::drawTexture(const glw::Functions& gl, GLenum target, GLfloat anisoDegree)
{
	const GLfloat vertices2[] = { -1.0f, 0.0f, -0.5f, 0.0f, 0.0f, -4.0f, 4.0f, -2.0f, 0.0f, 1.0f,
								  1.0f,  0.0f, -0.5f, 1.0f, 0.0f, -2.0f, 4.0f, -2.0f, 1.0f, 1.0f };
	const GLfloat vertices3[] = { -1.0f, 0.0f, -0.5f, 0.0f, 0.0f, 0.0f, -4.0f, 4.0f, -2.0f, 0.0f, 1.0f, 0.0f,
								  1.0f,  0.0f, -0.5f, 1.0f, 0.0f, 0.0f, -2.0f, 4.0f, -2.0f, 1.0f, 1.0f, 0.0f };

	// Projection values.
	const GLfloat projectionMatrix[] = { 0.5f, 0.0f, 0.0f,		   0.0f,		 0.0f, 0.5f, 0.0f,  0.0f,
										 0.0f, 0.0f, -2.5f / 1.5f, -2.0f / 1.5f, 0.0f, 0.0f, -1.0f, 0.0f };

	gl.viewport(0, 0, 32, 32);

	std::string vertexShader   = m_vertex;
	std::string fragmentShader = m_fragment;

	std::string texCoordType;
	std::string samplerType;
	TextureFilterAnisotropicUtils::generateTokens(target, texCoordType, samplerType);

	TextureFilterAnisotropicUtils::replaceToken("<TEXCOORD_TYPE>", texCoordType.c_str(), vertexShader);
	TextureFilterAnisotropicUtils::replaceToken("<TEXCOORD_TYPE>", texCoordType.c_str(), fragmentShader);
	TextureFilterAnisotropicUtils::replaceToken("<SAMPLER_TYPE>", samplerType.c_str(), vertexShader);
	TextureFilterAnisotropicUtils::replaceToken("<SAMPLER_TYPE>", samplerType.c_str(), fragmentShader);

	if (glu::isContextTypeGLCore(m_context.getRenderContext().getType()))
	{
		TextureFilterAnisotropicUtils::replaceToken("<VERSION>", "130", vertexShader);
		TextureFilterAnisotropicUtils::replaceToken("<VERSION>", "130", fragmentShader);
	}
	else
	{
		TextureFilterAnisotropicUtils::replaceToken("<VERSION>", "300 es", vertexShader);
		TextureFilterAnisotropicUtils::replaceToken("<VERSION>", "300 es", fragmentShader);
	}

	ProgramSources sources = makeVtxFragSources(vertexShader, fragmentShader);
	ShaderProgram  program(gl, sources);

	if (!program.isOk())
	{
		m_testCtx.getLog() << tcu::TestLog::Message << "Shader build failed.\n"
						   << "Vertex: " << program.getShaderInfo(SHADERTYPE_VERTEX).infoLog << "\n"
						   << vertexShader << "\n"
						   << "Fragment: " << program.getShaderInfo(SHADERTYPE_FRAGMENT).infoLog << "\n"
						   << fragmentShader << "\n"
						   << "Program: " << program.getProgramInfo().infoLog << tcu::TestLog::EndMessage;
		return false;
	}

	GLuint vao;
	gl.genVertexArrays(1, &vao);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glGenVertexArrays");
	gl.bindVertexArray(vao);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glBindVertexArray");

	GLuint vbo;
	gl.genBuffers(1, &vbo);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glGenBuffers");
	gl.bindBuffer(GL_ARRAY_BUFFER, vbo);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer");

	std::vector<GLfloat> vboData;
	vboData.resize(24);

	GLuint texCoordDim;
	if (texCoordType == "vec2")
	{
		texCoordDim = 2;
		deMemcpy((void*)vboData.data(), (void*)vertices2, sizeof(vertices2));
	}
	else
	{
		texCoordDim = 3;
		deMemcpy((void*)vboData.data(), (void*)vertices3, sizeof(vertices3));
	}

	gl.bufferData(GL_ARRAY_BUFFER, vboData.size() * sizeof(GLfloat), (GLvoid*)vboData.data(), GL_DYNAMIC_DRAW);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glBufferData");

	gl.useProgram(program.getProgram());
	GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram");

	GLuint matrixLocation = gl.getUniformLocation(program.getProgram(), "projectionMatrix");
	GLuint texLocation	= gl.getUniformLocation(program.getProgram(), "tex");

	gl.activeTexture(GL_TEXTURE0);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glActiveTexture");
	gl.bindTexture(target, m_texture);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture");
	gl.uniformMatrix4fv(matrixLocation, 1, GL_FALSE, projectionMatrix);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glUniformMatrix4fv");
	gl.uniform1i(texLocation, 0);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i");

	gl.texParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisoDegree);
	GLU_EXPECT_NO_ERROR(gl.getError(), "texParameterfv");

	gl.clearColor(0.0f, 0.0f, 0.0f, 1.0f);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glClearColor");
	gl.clear(GL_COLOR_BUFFER_BIT);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glClear");

	gl.enableVertexAttribArray(0);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray");
	gl.enableVertexAttribArray(1);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray");

	GLint attrLocationVertex = gl.getAttribLocation(program.getProgram(), "vertex");
	GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation");
	GLint attrLocationInTexCoord = gl.getAttribLocation(program.getProgram(), "inTexCoord");
	GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation");

	GLuint strideSize = (3 + texCoordDim) * sizeof(GLfloat);
	gl.vertexAttribPointer(attrLocationVertex, 3, GL_FLOAT, GL_FALSE, strideSize, DE_NULL);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer");
	gl.vertexAttribPointer(attrLocationInTexCoord, texCoordDim, GL_FLOAT, GL_FALSE, strideSize,
						   (GLvoid*)(3 * sizeof(GLfloat)));
	GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer");

	gl.drawArrays(GL_TRIANGLE_STRIP, 0, 4);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glDrawArray");

	gl.disableVertexAttribArray(0);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glDisableVertexAttribArray");
	gl.disableVertexAttribArray(1);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glDisableVertexAttribArray");

	if (vbo)
	{
		gl.deleteBuffers(1, &vbo);
		GLU_EXPECT_NO_ERROR(gl.getError(), "glDeleteBuffers");
	}

	if (vao)
	{
		gl.deleteVertexArrays(1, &vao);
		GLU_EXPECT_NO_ERROR(gl.getError(), "glDeleteVertexArrays");
	}

	return true;
}