[Piglit] [PATCH V2 3/6] ARB_sample_shading: Add test to verify the functionality of gl_SampleID

Paul Berry stereotype441 at gmail.com
Tue Oct 29 16:01:20 CET 2013


On 25 October 2013 16:49, Anuj Phogat <anuj.phogat at gmail.com> wrote:

> V2: Get rid of redundant projection matrix.
> Signed-off-by: Anuj Phogat <anuj.phogat at gmail.com>
> ---
>  tests/all.tests                                    |   5 +
>  .../arb_sample_shading/execution/CMakeLists.gl.txt |   1 +
>  .../execution/builtin-gl-sample-id.cpp             | 230
> +++++++++++++++++++++
>  3 files changed, 236 insertions(+)
>  create mode 100644
> tests/spec/arb_sample_shading/execution/builtin-gl-sample-id.cpp
>

I'm not comfortable with this test.  It doesn't verify that gl_SampleID is
correct for each sample.  It just averages together
float(gl_SampleID)/float(gl_NumSamples) for all samples and verifies that
is equals the expected value (which will always be near 0.5).  In
particular, if there's a bug causing gl_SampleID to identify the samples in
an incorrect order, that won't be caught by this test.

I'd recommend keeping your vertex and fragment shader, but instead of
drawing to a renderbuffer, draw to a multisampled texture (using
ARB_texture_multisample).  Then you can have a second shader which reads
from the multisampled texture and verifies that every sample is correct at
every pixel location.

Also, Chris's suggestion from patch 2 (about reinventing piglit_draw_rect)
applies here as well.


>
> diff --git a/tests/all.tests b/tests/all.tests
> index 1fcd08a..d861a91 100644
> --- a/tests/all.tests
> +++ b/tests/all.tests
> @@ -1342,6 +1342,11 @@ for num_samples in TEST_SAMPLE_COUNTS:
>      executable = 'arb_sample_shading-{0} -auto'.format(test_name)
>      arb_sample_shading[test_name] = PlainExecTest(executable)
>
> +for num_samples in TEST_SAMPLE_COUNTS:
> +    test_name = 'builtin-gl-sample-id {0}'.format(num_samples)
> +    executable = 'arb_sample_shading-{0} -auto'.format(test_name)
> +    arb_sample_shading[test_name] = PlainExecTest(executable)
> +
>  # Group ARB_debug_output
>  arb_debug_output = Group()
>  spec['ARB_debug_output'] = arb_debug_output
> diff --git a/tests/spec/arb_sample_shading/execution/CMakeLists.gl.txt
> b/tests/spec/arb_sample_shading/execution/CMakeLists.gl.txt
> index 56fa0da..35f2905 100644
> --- a/tests/spec/arb_sample_shading/execution/CMakeLists.gl.txt
> +++ b/tests/spec/arb_sample_shading/execution/CMakeLists.gl.txt
> @@ -12,4 +12,5 @@ link_libraries (
>
>  piglit_add_executable (arb_sample_shading-api api.c)
>  piglit_add_executable (arb_sample_shading-builtin-gl-num-samples
> builtin-gl-num-samples.cpp)
> +piglit_add_executable (arb_sample_shading-builtin-gl-sample-id
> builtin-gl-sample-id.cpp)
>  # vim: ft=cmake:
> diff --git
> a/tests/spec/arb_sample_shading/execution/builtin-gl-sample-id.cpp
> b/tests/spec/arb_sample_shading/execution/builtin-gl-sample-id.cpp
> new file mode 100644
> index 0000000..143dc95
> --- /dev/null
> +++ b/tests/spec/arb_sample_shading/execution/builtin-gl-sample-id.cpp
> @@ -0,0 +1,230 @@
> +/*
> + * Copyright © 2013 Intel Corporation
> + *
> + * Permission is hereby granted, free of charge, to any person obtaining a
> + * copy of this software and associated documentation files (the
> "Software"),
> + * to deal in the Software without restriction, including without
> limitation
> + * the rights to use, copy, modify, merge, publish, distribute,
> sublicense,
> + * and/or sell copies of the Software, and to permit persons to whom the
> + * Software is furnished to do so, subject to the following conditions:
> + *
> + * The above copyright notice and this permission notice (including the
> next
> + * paragraph) shall be included in all copies or substantial portions of
> the
> + * Software.
> + *
> + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
> EXPRESS OR
> + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
> MERCHANTABILITY,
> + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT
> SHALL
> + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
> OTHER
> + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
> + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
> DEALINGS
> + * IN THE SOFTWARE.
> + */
> +
> +/** \file builtin-gl-sample-id.cpp
> + *  This test verifies that using gl_SampleID in fragment shader program
> + *  works as per ARB_sample_shading specification.
> + *
> + **/
> +
> +#include "piglit-fbo.h"
> +using namespace piglit_util_fbo;
> +
> +const int pattern_width = 128; const int pattern_height = 128;
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> +
> +       config.supports_gl_compat_version = 10;
> +
> +       config.window_width = pattern_width;
> +       config.window_height = pattern_height;
> +       config.window_visual = PIGLIT_GL_VISUAL_DOUBLE |
> PIGLIT_GL_VISUAL_RGBA;
> +
> +PIGLIT_GL_TEST_CONFIG_END
> +
> +static int  num_samples;
> +static unsigned prog, vao, vertex_buf;
> +static Fbo multisampled_fbo, singlesampled_fbo;
> +
> +static void
> +print_usage_and_exit(char *prog_name)
> +{
> +       printf("Usage: %s <num_samples>\n", prog_name);
> +       piglit_report_result(PIGLIT_FAIL);
> +}
> +
> +void
> +compile_shader(void)
> +{
> +       static const char *vert =
> +               "#version 130\n"
> +               "in vec2 pos;\n"
> +               "void main()\n"
> +               "{\n"
> +               "  gl_Position = vec4(pos, 0.0, 1.0);\n"
> +               "}\n";
> +       static const char *frag =
> +               "#version 130\n"
> +               "#extension GL_ARB_sample_shading : enable\n"
> +               "uniform int samples;\n"
> +               "out vec4 out_color;\n"
> +               "void main()\n"
> +               "{\n"
> +               "  if(samples == 0)\n"
> +               "    out_color = vec4(0.0, 1.0, 0.0, 1.0);\n"
> +               "  else\n"
> +               "    out_color = vec4(0.0, float(gl_SampleID) / samples,
> 0.0, 1.0);\n"
> +               "}\n";
> +       /* Compile program */
> +       prog = glCreateProgram();
> +       GLint vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vert);
> +       glAttachShader(prog, vs);
> +       piglit_check_gl_error(GL_NO_ERROR);
> +       GLint fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, frag);
> +       glAttachShader(prog, fs);
> +       glBindAttribLocation(prog, 0, "pos");
> +       glLinkProgram(prog);
> +       if (!piglit_link_check_status(prog)) {
> +               piglit_report_result(PIGLIT_FAIL);
> +       }
> +
> +       /* Set up vertex array object */
> +       glGenVertexArrays(1, &vao);
> +       glBindVertexArray(vao);
> +
> +       /* Set up vertex input buffer */
> +       glGenBuffers(1, &vertex_buf);
> +       glBindBuffer(GL_ARRAY_BUFFER, vertex_buf);
> +       glEnableVertexAttribArray(0);
> +       glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float),
> +                             (void *) 0);
> +
> +       /* Set up element input buffer to tesselate a quad into
> +        * triangles
> +        */
> +       unsigned int indices[6] = { 0, 1, 2, 0, 2, 3 };
> +       GLuint element_buf;
> +       glGenBuffers(1, &element_buf);
> +       glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, element_buf);
> +       glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
> +                    GL_STATIC_DRAW);
> +}
> +
> +void
> +draw_pattern(GLint samples)
> +{
> +       float vertex_data[4][4] = {
> +               { -1, -1 },
> +               { -1,  1 },
> +               {  1,  1 },
> +               {  1, -1 }};
> +
> +       glUseProgram(prog);
> +       glBindVertexArray(vao);
> +
> +       /* Set up uniforms */
> +       glUseProgram(prog);
> +       glUniform1i(glGetUniformLocation(prog, "samples"), samples);
> +
> +       glBindBuffer(GL_ARRAY_BUFFER, vertex_buf);
> +       glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_data), vertex_data,
> +                    GL_STREAM_DRAW);
> +       glDrawElements(GL_TRIANGLES, 6 , GL_UNSIGNED_INT, (void *) 0);
> +}
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> +       if (argc != 2)
> +               print_usage_and_exit(argv[0]);
> +
> +       /* 1st arg: num_samples */
> +       char *endptr = NULL;
> +       num_samples = strtol(argv[1], &endptr, 0);
> +       if (endptr != argv[1] + strlen(argv[1]))
> +               print_usage_and_exit(argv[0]);
> +
> +       piglit_require_gl_version(21);
> +       piglit_require_extension("GL_ARB_vertex_array_object");
> +       piglit_require_extension("GL_ARB_sample_shading");
> +
> +       /* Skip the test if num_samples > GL_MAX_SAMPLES */
> +       GLint max_samples;
> +       glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
> +       if (num_samples > max_samples)
> +               piglit_report_result(PIGLIT_SKIP);
> +
> +       singlesampled_fbo.setup(FboConfig(0,
> +                                         pattern_width,
> +                                         pattern_height));
> +
> +       FboConfig msConfig(num_samples, pattern_width, pattern_height);
> +       multisampled_fbo.setup(msConfig);
> +
> +       compile_shader();
> +       if (!piglit_check_gl_error(GL_NO_ERROR)) {
> +               piglit_report_result(PIGLIT_FAIL);
> +       }
> +}
> +
> +bool test_builtin_sample_id(Fbo ms_fbo)
> +{
> +       bool pass = true;
> +       int i, samples;
> +        float expected[4] = {0.0, 0.0, 0.0, 1.0};
> +
> +       glBindFramebuffer(GL_DRAW_FRAMEBUFFER, ms_fbo.handle);
> +       glGetIntegerv(GL_SAMPLES, &samples);
> +
> +       /* Expected color is computed after taking in to account the
> +        * multisample color resolve:
> +        * ((sample_id0 + sample_id_1 + sample_id_2 + sample_id_3)
> +        *  / (samples * samples))
> +        */
> +        if (samples == 0)
> +               expected[1] = 1.0;
> +       else {
> +               for (i = 0; i < samples; i++)
> +                       expected[1] += (((float) i) / samples);
> +               expected[1] /= samples;
> +       }
> +
> +       glClear(GL_COLOR_BUFFER_BIT);
> +       draw_pattern(samples);
> +
> +       glBindFramebuffer(GL_READ_FRAMEBUFFER, ms_fbo.handle);
> +       glBindFramebuffer(GL_DRAW_FRAMEBUFFER, singlesampled_fbo.handle);
> +       glClear(GL_COLOR_BUFFER_BIT);
> +       glBlitFramebuffer(0, 0,
> +                         pattern_width, pattern_height,
> +                         0, 0,
> +                         pattern_width, pattern_height,
> +                         GL_COLOR_BUFFER_BIT,
> +                         GL_NEAREST);
> +
> +       glBindFramebuffer(GL_READ_FRAMEBUFFER, singlesampled_fbo.handle);
> +       glBindFramebuffer(GL_DRAW_FRAMEBUFFER, piglit_winsys_fbo);
> +
> +       pass = piglit_probe_rect_rgba(0, 0, pattern_width,
> +                                      pattern_width, expected)
> +               && pass;
> +       glClear(GL_COLOR_BUFFER_BIT);
> +       glBlitFramebuffer(0, 0,
> +                         pattern_width, pattern_height,
> +                         0, 0,
> +                         pattern_width, pattern_height,
> +                         GL_COLOR_BUFFER_BIT,
> +                         GL_NEAREST);
> +
> +       piglit_present_results();
> +       return pass;
> +}
> +
> +enum piglit_result
> +piglit_display()
> +{
> +       bool pass = true;
> +       pass = test_builtin_sample_id(multisampled_fbo)
> +               && pass;
> +       return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}
> --
> 1.8.1.4
>
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