/** 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; }
/** 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; }
/** 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; }