<div dir="ltr">Yes, the texture sample is important. It may be affecting the timing of the uniform loads via sampler.<div><br></div><div>If I remove use of the texture, or replace it with vec3(1.0), the problem is very hard to detect.<br>
</div><div><br></div><div>I'm using white to make it very clear where the incorrect results creep in.</div><div><br></div><div>That being said, I'm sure there are other ways to get the bug to show up..</div><div><br>
</div><div>-C</div></div><div class="gmail_extra"><br><br><div class="gmail_quote">On Tue, Jul 1, 2014 at 3:36 PM, Chris Forbes <span dir="ltr"><<a href="mailto:chrisf@ijw.co.nz" target="_blank">chrisf@ijw.co.nz</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">The texture actually seems unnecessary -- are you using that to defeat<br>
some optimization?<br>
<div><div class="h5"><br>
On Wed, Jul 2, 2014 at 9:28 AM, Cody Northrop <<a href="mailto:cody@lunarg.com">cody@lunarg.com</a>> wrote:<br>
> On Tue, Jul 1, 2014 at 3:05 PM, Kenneth Graunke <<a href="mailto:kenneth@whitecape.org">kenneth@whitecape.org</a>><br>
> wrote:<br>
>><br>
>> On Tuesday, July 01, 2014 12:53:18 PM Cody Northrop wrote:<br>
>> > Add a test that ensures fragment discard while loading from<br>
>> > uniform buffer objects works correctly. At time of submission,<br>
>> > this test fails on i965.<br>
>> ><br>
>> > Test will work with the following patch, sent to mesa-dev:<br>
>> ><br>
>> > i965/fs: Update discard jump to preserve uniform loads via sampler.<br>
>> ><br>
>> > Signed-off-by: Cody Northrop <<a href="mailto:cody@lunarg.com">cody@lunarg.com</a>><br>
>> > Reviewed-by: Courtney Goeltzenleuchter <<a href="mailto:courtney@lunarg.com">courtney@lunarg.com</a>><br>
>> > ---<br>
>> > tests/all.py | 1 +<br>
>> > .../arb_uniform_buffer_object/CMakeLists.gl.txt | 1 +<br>
>> > .../arb_uniform_buffer_object/rendering-discard.c | 195<br>
>> +++++++++++++++++++++<br>
>> > 3 files changed, 197 insertions(+)<br>
>> > create mode 100644<br>
>> > tests/spec/arb_uniform_buffer_object/rendering-discard.c<br>
>> ><br>
>> > diff --git a/tests/all.py b/tests/all.py<br>
>> > index 17d5d9b..04ae9e5 100644<br>
>> > --- a/tests/all.py<br>
>> > +++ b/tests/all.py<br>
>> > @@ -2965,6 +2965,7 @@ arb_uniform_buffer_object['negative-<br>
>> getactiveuniformblockiv'] = concurrent_test(<br>
>> > arb_uniform_buffer_object['negative-getactiveuniformsiv'] =<br>
>> concurrent_test('arb_uniform_buffer_object-negative-getactiveuniformsiv')<br>
>> > arb_uniform_buffer_object['referenced-by-shader'] =<br>
>> concurrent_test('arb_uniform_buffer_object-referenced-by-shader')<br>
>> > arb_uniform_buffer_object['rendering'] =<br>
>> concurrent_test('arb_uniform_buffer_object-rendering')<br>
>> > +arb_uniform_buffer_object['rendering-discard'] =<br>
>> concurrent_test('arb_uniform_buffer_object-rendering-discard')<br>
>> > arb_uniform_buffer_object['row-major'] =<br>
>> concurrent_test('arb_uniform_buffer_object-row-major')<br>
>> > arb_uniform_buffer_object['uniformblockbinding'] =<br>
>> concurrent_test('arb_uniform_buffer_object-uniformblockbinding')<br>
>> ><br>
>> > diff --git a/tests/spec/arb_uniform_buffer_object/CMakeLists.gl.txt<br>
>> b/tests/spec/arb_uniform_buffer_object/CMakeLists.gl.txt<br>
>> > index 7d65e2d..6bc3976 100644<br>
>> > --- a/tests/spec/arb_uniform_buffer_object/CMakeLists.gl.txt<br>
>> > +++ b/tests/spec/arb_uniform_buffer_object/CMakeLists.gl.txt<br>
>> > @@ -39,6 +39,7 @@ piglit_add_executable<br>
>> > (arb_uniform_buffer_object-negative-<br>
>> getactiveuniformblocki<br>
>> > piglit_add_executable (arb_uniform_buffer_object-negative-<br>
>> getactiveuniformsiv negative-getactiveuniformsiv.c)<br>
>> > piglit_add_executable (arb_uniform_buffer_object-referenced-by-shader<br>
>> referenced-by-shader.c)<br>
>> > piglit_add_executable (arb_uniform_buffer_object-rendering rendering.c)<br>
>> > +piglit_add_executable (arb_uniform_buffer_object-rendering-discard<br>
>> rendering-discard.c)<br>
>> > piglit_add_executable (arb_uniform_buffer_object-row-major row-major.c)<br>
>> > piglit_add_executable (arb_uniform_buffer_object-uniformblockbinding<br>
>> uniformblockbinding.c)<br>
>> ><br>
>> > diff --git a/tests/spec/arb_uniform_buffer_object/rendering-discard.c<br>
>> b/tests/spec/arb_uniform_buffer_object/rendering-discard.c<br>
>> > new file mode 100644<br>
>> > index 0000000..cf3624d<br>
>> > --- /dev/null<br>
>> > +++ b/tests/spec/arb_uniform_buffer_object/rendering-discard.c<br>
>> > @@ -0,0 +1,195 @@<br>
>> > +/*<br>
>> > + * Copyright (c) 2014 LunarG, Inc.<br>
>> > + *<br>
>> > + * Permission is hereby granted, free of charge, to any person<br>
>> > obtaining a<br>
>> > + * copy of this software and associated documentation files (the<br>
>> "Software"),<br>
>> > + * to deal in the Software without restriction, including without<br>
>> limitation<br>
>> > + * the rights to use, copy, modify, merge, publish, distribute,<br>
>> > sublicense,<br>
>> > + * and/or sell copies of the Software, and to permit persons to whom<br>
>> > the<br>
>> > + * Software is furnished to do so, subject to the following conditions:<br>
>> > + *<br>
>> > + * The above copyright notice and this permission notice (including the<br>
>> next<br>
>> > + * paragraph) shall be included in all copies or substantial portions<br>
>> > of<br>
>> the<br>
>> > + * Software.<br>
>> > + *<br>
>> > + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,<br>
>> > EXPRESS<br>
>> OR<br>
>> > + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF<br>
>> > MERCHANTABILITY,<br>
>> > + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT<br>
>> > SHALL<br>
>> > + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR<br>
>> OTHER<br>
>> > + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,<br>
>> > ARISING<br>
>> > + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER<br>
>> > + * DEALINGS IN THE SOFTWARE.<br>
>> > + */<br>
>> > +<br>
>> > +/** @file rendering-discard.c<br>
>> > + *<br>
>> > + * Test rendering with UBOs in the presence of discard. Draw a single<br>
>> square<br>
>> > + * with a fragment shader that conditionally discards along a boundary<br>
>> > that<br>
>> can<br>
>> > + * cause problems when rendering multiple fragment quads at once. Test<br>
>> should<br>
>> > + * render a single color, no texture should bleed through.<br>
>> > + */<br>
>> > +<br>
>> > +#include "piglit-util-gl-common.h"<br>
>> > +<br>
>> > +PIGLIT_GL_TEST_CONFIG_BEGIN<br>
>> > +<br>
>> > + config.supports_gl_core_version = 32;<br>
>> > + config.supports_gl_compat_version = 32;<br>
>> > + config.window_visual = PIGLIT_GL_VISUAL_DOUBLE |<br>
>> PIGLIT_GL_VISUAL_RGBA;<br>
>> > +<br>
>> > +PIGLIT_GL_TEST_CONFIG_END<br>
>> > +<br>
>> > +static const char vertex_shader_text[] =<br>
>> > + "#version 140\n"<br>
>> > + "#extension GL_ARB_explicit_attrib_location: require\n"<br>
>> > + "layout(location = 0) in vec4 piglit_vertex;\n"<br>
>> > + "void main()\n"<br>
>> > + "{\n"<br>
>> > + " gl_Position = piglit_vertex;\n"<br>
>> > + "}\n"<br>
>> > + ;<br>
>> > +<br>
>> > +static const char fragment_shader_text[] =<br>
>> > + "#version 140\n"<br>
>> > + "#extension GL_ARB_shading_language_420pack : enable\n"<br>
>> > + "#extension GL_ARB_uniform_buffer_object : enable\n"<br>
>> > + "\n"<br>
>> > + "layout(std140, binding = 0) uniform globals \n"<br>
>> > + "{\n"<br>
>> > + " vec3 global0; \n"<br>
>> > + " vec3 global1; \n"<br>
>><br>
>> These two UBO fields appear to be unused - are they necessary?<br>
><br>
><br>
> Hmmm, they were in the original test case, but the test appears to still<br>
> fail if I shrink the buffer back down to size. I'll reduce it to just one<br>
> vec4.<br>
><br>
>><br>
>><br>
>> > + " vec3 global2; \n"<br>
>> > + " float global3; \n"<br>
>> > + "}\n;"<br>
>> > + "\n"<br>
>> > + "layout(binding = 0) uniform sampler2D tex2;\n"<br>
>> > + "\n"<br>
>> > + "void main()\n"<br>
>> > + "{\n"<br>
>> > + " vec3 foo = texture(tex2, vec2(0.5)).xyz ;\n"<br>
>> > + ""<br>
>> > + " // This condition will discard fragments to the left \n"<br>
>> > + " // of a diagonal line. It is designed to partially \n"<br>
>> > + " // discard the contents of SIMD registers. \n"<br>
>> > + " if ((gl_FragCoord.x - gl_FragCoord.y) < 0.0) \n"<br>
>> > + " discard; \n"<br>
>> > + ""<br>
>> > + " gl_FragColor = vec4(foo * global2 * global3, 1.0 );\n"<br>
>> > + "}\n"<br>
>> > + ;<br>
>> > +<br>
>> > +/* Note that the expected color is set up to both match the clear<br>
>> > color,<br>
>> > + * but also be multiplied in the fragment shader to generate the same<br>
>> > + * value. The multiplication is critical to testing behavior on some<br>
>> > + * backends, so it should remain in the shader.<br>
>> > + */<br>
>> > +const float expected_color[4] = { 0.2, 0.2, 0.2, 1.0 };<br>
>> > +<br>
>> > +/*<br>
>> > + * Create a single-color image.<br>
>> > + */<br>
>> > +static GLubyte *<br>
>> > +create_image(GLint w, GLint h, const GLubyte color[4])<br>
>> > +{<br>
>> > + GLubyte *buf = (GLubyte *) malloc(w * h * 4);<br>
>> > + int i;<br>
>> > + for (i = 0; i < w * h; i++) {<br>
>> > + buf[i*4+0] = color[0];<br>
>> > + buf[i*4+1] = color[1];<br>
>> > + buf[i*4+2] = color[2];<br>
>> > + buf[i*4+3] = color[3];<br>
>> > + }<br>
>> > + return buf;<br>
>> > +}<br>
>> > +<br>
>> > +static void<br>
>> > +setup_texture(void)<br>
>> > +{<br>
>> > + GLubyte colors[4] = {255, 255, 255, 255};<br>
>> > + GLuint tex1;<br>
>> > + GLint width = 128, height = 64, levels = 1;<br>
>> > + GLint level = 0;<br>
>> > + GLubyte *colorBuf = create_image(width, height, colors);<br>
>> > +<br>
>> > + /* Set up a texture to pull from, just fill it with solid white<br>
>> > */<br>
>> > + glGenTextures(1, &tex1);<br>
>> > + glBindTexture(GL_TEXTURE_2D, tex1);<br>
>> > + glTexStorage2D(GL_TEXTURE_2D, levels, GL_RGBA8, width, height);<br>
>> > + piglit_check_gl_error(GL_NO_ERROR);<br>
>> > + glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, width, height,<br>
>> > GL_RGBA,<br>
>> GL_UNSIGNED_BYTE, colorBuf);<br>
>> > + glActiveTexture(GL_TEXTURE0);<br>
>> > + glBindTexture(GL_TEXTURE_2D, tex1);<br>
>> > +}<br>
>> > +<br>
>> > +static void<br>
>> > +setup_uniform_buffer(void)<br>
>> > +{<br>
>> > + GLuint uBuffer;<br>
>> > + GLfloat bufData[12] = {<br>
>> > + expected_color[0], expected_color[1], expected_color[2],<br>
>> expected_color[3],<br>
>> > + expected_color[0], expected_color[1], expected_color[2],<br>
>> expected_color[3],<br>
>> > + expected_color[0], expected_color[1], expected_color[2],<br>
>> expected_color[3],<br>
>> > + };<br>
>> > +<br>
>> > + /* Set up a uniform buffer with data that, when processed by<br>
>> > the<br>
>> > + * fragment shader, should draw the same color as the clear<br>
>> > color.<br>
>> > + * This normally "bad" test behavior is designed to make it<br>
>> > easier<br>
>> > + * to see that any unwanted color has entered along the<br>
>> > boundary<br>
>> > + * condition. In this case, it will usually be the contents of<br>
>> > the<br>
>> > + * texture, but it can also be random data.<br>
>> > + * Note that the size of the buffer and the offsets of the<br>
>> > values<br>
>> > + * being loaded are important to trigger specific behavior in<br>
>> > some<br>
>> > + * backends that optimize loading of uniform values.<br>
>> > + */<br>
>> > + glGenBuffers(1, &uBuffer);<br>
>> > + glBindBuffer(GL_UNIFORM_BUFFER, uBuffer);<br>
>> > + glBufferData(GL_UNIFORM_BUFFER, sizeof(bufData), NULL,<br>
>> GL_STATIC_DRAW);<br>
>> > + glBindBufferBase(GL_UNIFORM_BUFFER, 0, uBuffer);<br>
>> > + glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(bufData),<br>
>> > bufData);<br>
>> > +}<br>
>> > +<br>
>> > +void<br>
>> > +piglit_init(int argc, char **argv)<br>
>> > +{<br>
>> > + GLint prog = 0;<br>
>> > +<br>
>> > + piglit_require_extension("GL_ARB_uniform_buffer_object");<br>
>> > + piglit_require_extension("GL_ARB_shading_language_420pack");<br>
>> > + piglit_require_extension("GL_ARB_explicit_attrib_location");<br>
>><br>
>> As written, this test also requires GL_ARB_texture_storage.<br>
><br>
><br>
> Thanks, I'll add that. Did I miss some debug spew that could have caught<br>
> this?<br>
><br>
>><br>
>> I didn't review the test too thoroughly, but it looks reasonable enough.<br>
>> With<br>
>> the extra extension check added, this would get:<br>
>><br>
>> Acked-by: Kenneth Graunke <<a href="mailto:kenneth@whitecape.org">kenneth@whitecape.org</a>><br>
>><br>
>> (perhaps other people will want to review it, though)<br>
>><br>
>> Thanks for doing this.<br>
><br>
><br>
> I'll wait a bit before resubmitting, see if any other comments are made.<br>
><br>
>><br>
>><br>
>> > +<br>
>> > + prog = piglit_build_simple_program(vertex_shader_text,<br>
>> fragment_shader_text);<br>
>> > + assert(prog);<br>
>> > + glUseProgram(prog);<br>
>> > +<br>
>> > + setup_texture();<br>
>> > + setup_uniform_buffer();<br>
>> > +<br>
>> > + glClearColor(expected_color[0], expected_color[1],<br>
>> > expected_color[2],<br>
>> expected_color[3]);<br>
>> > +}<br>
>> > +<br>
>> > +<br>
>> > +enum piglit_result<br>
>> > +piglit_display(void)<br>
>> > +{<br>
>> > + int probe = 0;<br>
>> > +<br>
>> > + glViewport(0, 0, piglit_width, piglit_height);<br>
>> > +<br>
>> > + glClear(GL_COLOR_BUFFER_BIT);<br>
>> > +<br>
>> > + if (!piglit_check_gl_error(GL_NO_ERROR))<br>
>> > + return PIGLIT_FAIL;<br>
>> > +<br>
>> > + piglit_draw_rect(-1, -1, 2, 2);<br>
>> > +<br>
>> > + /* Probe a rect so we don't have to guess at which pixel is<br>
>> > + * incorrect. Just a small area in the corner should be<br>
>> > sufficient,<br>
>> as<br>
>> > + * long as the boundary condition exists within it. The expected<br>
>> value<br>
>> > + * should match both fragment shader output and the clear color.<br>
>> > + */<br>
>> > + probe = piglit_probe_rect_rgba(0, 0, piglit_width/4,<br>
>> > piglit_height/4,<br>
>> expected_color);<br>
>> > +<br>
>> > + piglit_present_results();<br>
>> > +<br>
>> > + return probe == 1 ? PIGLIT_PASS : PIGLIT_FAIL;<br>
>> > +}<br>
><br>
><br>
><br>
><br>
> --<br>
> Cody Northrop<br>
> Graphics Software Engineer<br>
> LunarG, Inc.- 3D Driver Innovations<br>
> Email: <a href="mailto:cody@lunarg.com">cody@lunarg.com</a><br>
> Website: <a href="http://www.lunarg.com" target="_blank">http://www.lunarg.com</a><br>
><br>
</div></div>> _______________________________________________<br>
> Piglit mailing list<br>
> <a href="mailto:Piglit@lists.freedesktop.org">Piglit@lists.freedesktop.org</a><br>
> <a href="http://lists.freedesktop.org/mailman/listinfo/piglit" target="_blank">http://lists.freedesktop.org/mailman/listinfo/piglit</a><br>
><br>
</blockquote></div><br><br clear="all"><div><br></div>-- <br><div dir="ltr"><div><font color="#999999"><font face="trebuchet ms, sans-serif"> Cody Northrop<br> Graphics Software Engineer<br> LunarG, Inc.- 3D Driver Innovations</font><font face="trebuchet ms, sans-serif" style="font-size:small"><br>
Email: <a href="mailto:cody@lunarg.com" target="_blank">cody@lunarg.com</a><br> Website: <a href="http://www.lunarg.com/" target="_blank">http://www.lunarg.com</a></font></font></div></div>
</div>