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/*-------------------------------------------------------------------------
* 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 */