GLdc/tests/test_pvr_vertex_submission.h
2026-06-22 09:05:44 +01:00

513 lines
19 KiB
C++

#pragma once
#include "tools/test.h"
#include "tools/gl_test.h"
#include <stdint.h>
#include <GL/gl.h>
#include <GL/glkos.h>
/*
* Internal headers needed to inspect the Tile Accelerator (TA) submission
* buffers directly after a draw call.
*
* After glDrawArrays / glEnd, the GL driver fills one of three poly-lists
* (OP_LIST / PT_LIST / TR_LIST). Each list is an AlignedVector whose
* elements are 64-byte Vertex structs. The first element in the vector
* after a draw is a PolyHeader (also 64 bytes), followed by the actual
* vertex data.
*
* This file tests:
* - That the expected number of PolyHeader + Vertex entries appear
* in OP_LIST after various draw calls.
* - That the GPU_CMD_VERTEX / GPU_CMD_VERTEX_EOL flags are set on
* the correct vertices.
* - That the PolyHeader command word is valid.
* - That primary colour set via glColor* or glColorPointer appears
* correctly in each submitted vertex's argb[] field.
*/
#include "GL/private.h"
#include "containers/aligned_vector.h"
/* =========================================================================
* PVRVertexSubmissionTests
* =========================================================================*/
class PVRVertexSubmissionTests : public GLTestCase {
public:
/* GLTestCase::set_up() gives a clean slate: GPU initialised once, colour
* reset to white and all client-state arrays disabled. */
/* Convenience: cast element i of a list to Vertex*. */
static Vertex* vertex_at(PolyList* list, uint32_t i) {
return (Vertex*) aligned_vector_at(&list->vector, i);
}
/* -----------------------------------------------------------------------
* Basic list structure
* -------------------------------------------------------------------- */
/* OP_LIST must be empty before the first draw call. */
void test_op_list_is_empty_before_any_draw() {
assert_equal(aligned_vector_size(&OP_LIST.vector), 0u);
}
/* Drawing a single triangle via immediate mode must produce exactly
* one PolyHeader and three vertices (four elements total). */
void test_immediate_triangle_produces_four_list_entries() {
glBegin(GL_TRIANGLES);
glVertex3f(-1.0f, -1.0f, 0.5f);
glVertex3f( 1.0f, -1.0f, 0.5f);
glVertex3f( 0.0f, 1.0f, 0.5f);
glEnd();
assert_equal(aligned_vector_size(&OP_LIST.vector), 4u);
}
/* A second triangle drawn while GPU state is unchanged must not add
* another PolyHeader, yielding 4 + 3 = 7 entries. */
void test_second_triangle_without_state_change_shares_header() {
glBegin(GL_TRIANGLES);
glVertex3f(-1.0f, -1.0f, 0.5f);
glVertex3f( 1.0f, -1.0f, 0.5f);
glVertex3f( 0.0f, 1.0f, 0.5f);
glEnd();
glBegin(GL_TRIANGLES);
glVertex3f(-0.5f, -0.5f, 0.5f);
glVertex3f( 0.5f, -0.5f, 0.5f);
glVertex3f( 0.0f, 0.5f, 0.5f);
glEnd();
/* 1 header + 3 verts + 3 verts = 7 */
assert_equal(aligned_vector_size(&OP_LIST.vector), 7u);
}
/* After glKosSwapBuffers the list must be cleared. */
void test_op_list_is_empty_after_swap_buffers() {
glBegin(GL_TRIANGLES);
glVertex3f(-1.0f, -1.0f, 0.5f);
glVertex3f( 1.0f, -1.0f, 0.5f);
glVertex3f( 0.0f, 1.0f, 0.5f);
glEnd();
glKosSwapBuffers();
assert_equal(aligned_vector_size(&OP_LIST.vector), 0u);
}
/* -----------------------------------------------------------------------
* PolyHeader validation
* -------------------------------------------------------------------- */
/* The PolyHeader command word must have the polygon-header type bits
* set (upper byte = 0x80) as defined by GPU_CMD_POLYHDR = 0x80840000. */
void test_poly_header_has_correct_upper_byte() {
glBegin(GL_TRIANGLES);
glVertex3f(0.0f, 0.0f, 0.5f);
glVertex3f(1.0f, 0.0f, 0.5f);
glVertex3f(0.0f, 1.0f, 0.5f);
glEnd();
PolyHeader* hdr = (PolyHeader*) aligned_vector_at(&OP_LIST.vector, 0);
/* Top byte must be 0x80 (polygon-header command). */
assert_equal(hdr->cmd & 0xFF000000u, 0x80000000u);
}
/* For the opaque list the blend word in mode2 must encode ONE/ZERO. */
void test_opaque_poly_header_blend_is_one_zero() {
glBegin(GL_TRIANGLES);
glVertex3f(0.0f, 0.0f, 0.5f);
glVertex3f(1.0f, 0.0f, 0.5f);
glVertex3f(0.0f, 1.0f, 0.5f);
glEnd();
PolyHeader* hdr = (PolyHeader*) aligned_vector_at(&OP_LIST.vector, 0);
/* src blend = GPU_BLEND_ONE (1) in bits 31-29 of mode2 */
uint32_t src = (hdr->mode2 >> GPU_TA_PM2_SRCBLEND_SHIFT) & 0x7;
/* dst blend = GPU_BLEND_ZERO (0) in bits 28-26 of mode2 */
uint32_t dst = (hdr->mode2 >> GPU_TA_PM2_DSTBLEND_SHIFT) & 0x7;
assert_equal(src, (uint32_t)GPU_BLEND_ONE);
assert_equal(dst, (uint32_t)GPU_BLEND_ZERO);
}
/* -----------------------------------------------------------------------
* Vertex flag tests
* -------------------------------------------------------------------- */
/* For GL_TRIANGLES, vertices 0 and 1 of the strip carry GPU_CMD_VERTEX;
* vertex 2 (end of triangle) carries GPU_CMD_VERTEX_EOL. */
void test_triangle_vertex_flags_are_set_correctly() {
glBegin(GL_TRIANGLES);
glVertex3f(-1.0f, -1.0f, 0.5f);
glVertex3f( 1.0f, -1.0f, 0.5f);
glVertex3f( 0.0f, 1.0f, 0.5f);
glEnd();
/* Index 0 is the PolyHeader; vertices start at index 1. */
Vertex* v0 = vertex_at(&OP_LIST, 1);
Vertex* v1 = vertex_at(&OP_LIST, 2);
Vertex* v2 = vertex_at(&OP_LIST, 3);
assert_equal(v0->flags, (uint32_t)GPU_CMD_VERTEX);
assert_equal(v1->flags, (uint32_t)GPU_CMD_VERTEX);
assert_equal(v2->flags, (uint32_t)GPU_CMD_VERTEX_EOL);
}
/* For two back-to-back GL_TRIANGLES the EOL flag must appear on every
* third vertex (indices 3 and 6 within the combined list). */
void test_two_triangles_have_eol_on_every_third_vertex() {
glBegin(GL_TRIANGLES);
glVertex3f(-1.0f, -1.0f, 0.5f);
glVertex3f( 1.0f, -1.0f, 0.5f);
glVertex3f( 0.0f, 1.0f, 0.5f);
glEnd();
glBegin(GL_TRIANGLES);
glVertex3f(-0.5f, -0.5f, 0.5f);
glVertex3f( 0.5f, -0.5f, 0.5f);
glVertex3f( 0.0f, 0.5f, 0.5f);
glEnd();
/* 1 header + 6 vertices (indices 1..6) */
assert_equal(vertex_at(&OP_LIST, 1)->flags, (uint32_t)GPU_CMD_VERTEX);
assert_equal(vertex_at(&OP_LIST, 2)->flags, (uint32_t)GPU_CMD_VERTEX);
assert_equal(vertex_at(&OP_LIST, 3)->flags, (uint32_t)GPU_CMD_VERTEX_EOL);
assert_equal(vertex_at(&OP_LIST, 4)->flags, (uint32_t)GPU_CMD_VERTEX);
assert_equal(vertex_at(&OP_LIST, 5)->flags, (uint32_t)GPU_CMD_VERTEX);
assert_equal(vertex_at(&OP_LIST, 6)->flags, (uint32_t)GPU_CMD_VERTEX_EOL);
}
/* -----------------------------------------------------------------------
* Immediate-mode colour tests
* -------------------------------------------------------------------- */
/* A single colour set before all vertices must appear identically in
* every submitted vertex (alpha, red, green, blue in ARGB order). */
void test_immediate_single_color_appears_in_all_vertices() {
/* Set a distinctive colour: R=1, G=0, B=0, A=1 */
glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
glBegin(GL_TRIANGLES);
glVertex3f(-1.0f, -1.0f, 0.5f);
glVertex3f( 1.0f, -1.0f, 0.5f);
glVertex3f( 0.0f, 1.0f, 0.5f);
glEnd();
for(uint32_t i = 1; i <= 3; ++i) {
Vertex* v = vertex_at(&OP_LIST, i);
assert_close(v->argb[A8IDX], 1.0f, 0.001f);
assert_close(v->argb[R8IDX], 1.0f, 0.001f);
assert_close(v->argb[G8IDX], 0.0f, 0.001f);
assert_close(v->argb[B8IDX], 0.0f, 0.001f);
}
}
/* glColor4ub must also produce the correct normalised float values in
* the submitted vertices. */
void test_immediate_color4ub_appears_correctly_in_vertex() {
glColor4ub(0, 255, 0, 255); /* green */
glBegin(GL_TRIANGLES);
glVertex3f(-1.0f, -1.0f, 0.5f);
glVertex3f( 1.0f, -1.0f, 0.5f);
glVertex3f( 0.0f, 1.0f, 0.5f);
glEnd();
Vertex* v = vertex_at(&OP_LIST, 1);
assert_close(v->argb[A8IDX], 1.0f, 0.005f);
assert_close(v->argb[R8IDX], 0.0f, 0.005f);
assert_close(v->argb[G8IDX], 1.0f, 0.005f);
assert_close(v->argb[B8IDX], 0.0f, 0.005f);
}
/* Changing the colour between vertex calls must produce per-vertex
* colour variation in the submitted list. */
void test_immediate_per_vertex_colors_are_distinct() {
glBegin(GL_TRIANGLES);
glColor4f(1.0f, 0.0f, 0.0f, 1.0f); /* red */
glVertex3f(-1.0f, -1.0f, 0.5f);
glColor4f(0.0f, 1.0f, 0.0f, 1.0f); /* green */
glVertex3f( 1.0f, -1.0f, 0.5f);
glColor4f(0.0f, 0.0f, 1.0f, 1.0f); /* blue */
glVertex3f( 0.0f, 1.0f, 0.5f);
glEnd();
Vertex* v0 = vertex_at(&OP_LIST, 1); /* red */
Vertex* v1 = vertex_at(&OP_LIST, 2); /* green */
Vertex* v2 = vertex_at(&OP_LIST, 3); /* blue */
/* v0 = red */
assert_close(v0->argb[R8IDX], 1.0f, 0.001f);
assert_close(v0->argb[G8IDX], 0.0f, 0.001f);
assert_close(v0->argb[B8IDX], 0.0f, 0.001f);
assert_close(v0->argb[A8IDX], 1.0f, 0.001f);
/* v1 = green */
assert_close(v1->argb[R8IDX], 0.0f, 0.001f);
assert_close(v1->argb[G8IDX], 1.0f, 0.001f);
assert_close(v1->argb[B8IDX], 0.0f, 0.001f);
assert_close(v1->argb[A8IDX], 1.0f, 0.001f);
/* v2 = blue */
assert_close(v2->argb[R8IDX], 0.0f, 0.001f);
assert_close(v2->argb[G8IDX], 0.0f, 0.001f);
assert_close(v2->argb[B8IDX], 1.0f, 0.001f);
assert_close(v2->argb[A8IDX], 1.0f, 0.001f);
}
/* glColor3f (no alpha) must result in alpha=1 in the submitted vertex. */
void test_immediate_color3f_vertex_has_full_alpha() {
glColor3f(0.5f, 0.25f, 0.1f);
glBegin(GL_TRIANGLES);
glVertex3f(-1.0f, -1.0f, 0.5f);
glVertex3f( 1.0f, -1.0f, 0.5f);
glVertex3f( 0.0f, 1.0f, 0.5f);
glEnd();
Vertex* v = vertex_at(&OP_LIST, 1);
assert_close(v->argb[A8IDX], 1.0f, 0.001f);
assert_close(v->argb[R8IDX], 0.5f, 0.001f);
assert_close(v->argb[G8IDX], 0.25f, 0.001f);
assert_close(v->argb[B8IDX], 0.1f, 0.001f);
}
/* -----------------------------------------------------------------------
* Vertex-array colour tests (glColorPointer path)
* -------------------------------------------------------------------- */
/* When no colour array is active the current colour (set via glColor*)
* must be used for every submitted vertex. */
void test_no_color_pointer_uses_current_color_for_all_vertices() {
glColor4f(0.5f, 0.25f, 0.1f, 0.8f);
GLfloat verts[] = {
-1.0f, -1.0f, 0.5f,
1.0f, -1.0f, 0.5f,
0.0f, 1.0f, 0.5f
};
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, verts);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableClientState(GL_VERTEX_ARRAY);
Vertex* v = vertex_at(&OP_LIST, 1);
assert_close(v->argb[R8IDX], 0.5f, 0.001f);
assert_close(v->argb[G8IDX], 0.25f, 0.001f);
assert_close(v->argb[B8IDX], 0.1f, 0.001f);
assert_close(v->argb[A8IDX], 0.8f, 0.001f);
}
/* Colours supplied via glColorPointer (GL_FLOAT, size 4, RGBA order)
* must reach the submitted vertices in ARGB layout.
*
* _readColour4fARGB treats the input as RGBA and writes:
* argb[R8IDX] = input[0] argb[G8IDX] = input[1]
* argb[B8IDX] = input[2] argb[A8IDX] = input[3]
*/
void test_color_pointer_float4_rgba_stored_correctly() {
GLfloat verts[] = {
-1.0f, -1.0f, 0.5f,
1.0f, -1.0f, 0.5f,
0.0f, 1.0f, 0.5f
};
/* RGBA float colours: red, green, blue */
GLfloat colors[] = {
1.0f, 0.0f, 0.0f, 1.0f, /* red */
0.0f, 1.0f, 0.0f, 1.0f, /* green */
0.0f, 0.0f, 1.0f, 1.0f /* blue */
};
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, verts);
glColorPointer(4, GL_FLOAT, 0, colors);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
Vertex* v0 = vertex_at(&OP_LIST, 1); /* red */
Vertex* v1 = vertex_at(&OP_LIST, 2); /* green */
Vertex* v2 = vertex_at(&OP_LIST, 3); /* blue */
/* v0 = red */
fprintf(stderr, "%f %f %f %f\n", v0->argb[0], v0->argb[1], v0->argb[2], v0->argb[3]);
assert_close(v0->argb[0], 1.0f, 0.001f);
assert_close(v0->argb[1], 0.0f, 0.001f);
assert_close(v0->argb[2], 0.0f, 0.001f);
assert_close(v0->argb[3], 1.0f, 0.001f);
/* v1 = green */
assert_close(v1->argb[0], 0.0f, 0.001f);
assert_close(v1->argb[1], 1.0f, 0.001f);
assert_close(v1->argb[2], 0.0f, 0.001f);
assert_close(v1->argb[3], 1.0f, 0.001f);
/* v2 = blue */
assert_close(v2->argb[0], 0.0f, 0.001f);
assert_close(v2->argb[1], 0.0f, 0.001f);
assert_close(v2->argb[2], 1.0f, 0.001f);
assert_close(v2->argb[3], 1.0f, 0.001f);
}
/* Same test as above but using GL_UNSIGNED_BYTE colours (RGBA order). */
void test_color_pointer_ubyte4_rgba_stored_correctly() {
GLfloat verts[] = {
-1.0f, -1.0f, 0.5f,
1.0f, -1.0f, 0.5f,
0.0f, 1.0f, 0.5f
};
/* RGBA ubyte colours: red, green, blue */
GLubyte colors[] = {
255, 0, 0, 255, /* red */
0, 255, 0, 255, /* green */
0, 0, 255, 255 /* blue */
};
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, verts);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
Vertex* v0 = vertex_at(&OP_LIST, 1);
Vertex* v1 = vertex_at(&OP_LIST, 2);
Vertex* v2 = vertex_at(&OP_LIST, 3);
/* v0 = red */
assert_close(v0->argb[R8IDX], 1.0f, 0.005f);
assert_close(v0->argb[G8IDX], 0.0f, 0.005f);
assert_close(v0->argb[B8IDX], 0.0f, 0.005f);
assert_close(v0->argb[A8IDX], 1.0f, 0.005f);
/* v1 = green */
assert_close(v1->argb[R8IDX], 0.0f, 0.005f);
assert_close(v1->argb[G8IDX], 1.0f, 0.005f);
assert_close(v1->argb[B8IDX], 0.0f, 0.005f);
assert_close(v1->argb[A8IDX], 1.0f, 0.005f);
/* v2 = blue */
assert_close(v2->argb[R8IDX], 0.0f, 0.005f);
assert_close(v2->argb[G8IDX], 0.0f, 0.005f);
assert_close(v2->argb[B8IDX], 1.0f, 0.005f);
assert_close(v2->argb[A8IDX], 1.0f, 0.005f);
}
/* Three-component float colour pointer (GL_FLOAT, size 3).
* _readColour3fARGB reads RGB and forces alpha to 1.0. */
void test_color_pointer_float3_rgb_forces_alpha_to_one() {
GLfloat verts[] = {
-1.0f, -1.0f, 0.5f,
1.0f, -1.0f, 0.5f,
0.0f, 1.0f, 0.5f
};
/* RGB float colours only (no alpha channel) */
GLfloat colors[] = {
0.5f, 0.0f, 0.0f, /* dark red */
0.0f, 0.5f, 0.0f, /* dark green */
0.0f, 0.0f, 0.5f /* dark blue */
};
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, verts);
glColorPointer(3, GL_FLOAT, 0, colors);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
Vertex* v0 = vertex_at(&OP_LIST, 1);
/* Alpha must be 1 even though input has no alpha channel. */
assert_close(v0->argb[A8IDX], 1.0f, 0.001f);
assert_close(v0->argb[R8IDX], 0.5f, 0.001f);
assert_close(v0->argb[G8IDX], 0.0f, 0.001f);
assert_close(v0->argb[B8IDX], 0.0f, 0.001f);
Vertex* v1 = vertex_at(&OP_LIST, 2);
assert_close(v1->argb[A8IDX], 1.0f, 0.001f);
assert_close(v1->argb[R8IDX], 0.0f, 0.001f);
assert_close(v1->argb[G8IDX], 0.5f, 0.001f);
assert_close(v1->argb[B8IDX], 0.0f, 0.001f);
}
/* Using glDrawElements with an index array must produce the same vertex
* colours as the equivalent glDrawArrays call. */
void test_draw_elements_colour_matches_draw_arrays() {
GLfloat verts[] = {
-1.0f, -1.0f, 0.5f, /* 0 */
1.0f, -1.0f, 0.5f, /* 1 */
0.0f, 1.0f, 0.5f /* 2 */
};
GLfloat colors[] = {
0.2f, 0.4f, 0.6f, 1.0f, /* 0 */
0.3f, 0.5f, 0.7f, 1.0f, /* 1 */
0.4f, 0.6f, 0.8f, 1.0f /* 2 */
};
GLubyte indices[] = { 0, 1, 2 };
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, verts);
glColorPointer(4, GL_FLOAT, 0, colors);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_BYTE, indices);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
Vertex* v0 = vertex_at(&OP_LIST, 1);
assert_close(v0->argb[0], 0.2f, 0.001f);
assert_close(v0->argb[1], 0.4f, 0.001f);
assert_close(v0->argb[2], 0.6f, 0.001f);
assert_close(v0->argb[3], 1.0f, 0.001f);
}
/* Blending enabled must route geometry to TR_LIST, not OP_LIST. */
void test_blended_triangle_goes_to_tr_list() {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBegin(GL_TRIANGLES);
glColor4f(1.0f, 0.0f, 0.0f, 0.5f);
glVertex3f(-1.0f, -1.0f, 0.5f);
glVertex3f( 1.0f, -1.0f, 0.5f);
glVertex3f( 0.0f, 1.0f, 0.5f);
glEnd();
/* Opaque list must remain empty. */
assert_equal(aligned_vector_size(&OP_LIST.vector), 0u);
/* Transparent list must have 1 header + 3 vertices. */
assert_equal(aligned_vector_size(&TR_LIST.vector), 4u);
glDisable(GL_BLEND);
}
/* Colours in the TR_LIST must also reflect what was submitted. */
void test_blended_triangle_colour_in_tr_list() {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0.0f, 1.0f, 0.0f, 0.5f); /* semi-transparent green */
glBegin(GL_TRIANGLES);
glVertex3f(-1.0f, -1.0f, 0.5f);
glVertex3f( 1.0f, -1.0f, 0.5f);
glVertex3f( 0.0f, 1.0f, 0.5f);
glEnd();
Vertex* v = (Vertex*) aligned_vector_at(&TR_LIST.vector, 1);
assert_close(v->argb[R8IDX], 0.0f, 0.001f);
assert_close(v->argb[G8IDX], 1.0f, 0.001f);
assert_close(v->argb[B8IDX], 0.0f, 0.001f);
assert_close(v->argb[A8IDX], 0.5f, 0.001f);
glDisable(GL_BLEND);
}
};