<p dir="ltr">All.py?</p>
<div class="gmail_quote">On Oct 31, 2015 21:02, "Ilia Mirkin" <<a href="mailto:imirkin@alum.mit.edu">imirkin@alum.mit.edu</a>> wrote:<br type="attribution"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">I appear to never have checked this in... any objections?<br>
<br>
On Wed, Sep 24, 2014 at 12:53 AM, Ilia Mirkin <<a href="mailto:imirkin@alum.mit.edu">imirkin@alum.mit.edu</a>> wrote:<br>
> This points out a bug in the mesa/st ARB_texture_view patch which leaks<br>
> out to all layered rendering onto immutable 3d textures.<br>
><br>
> Signed-off-by: Ilia Mirkin <<a href="mailto:imirkin@alum.mit.edu">imirkin@alum.mit.edu</a>><br>
> ---<br>
><br>
> This is a copy of the gl-layer-render test with glTexStorage patched<br>
> in instead of glTexImage.<br>
><br>
> .../gl-3.2/layered-rendering/CMakeLists.gl.txt | 1 +<br>
> .../layered-rendering/gl-layer-render-storage.c | 303 +++++++++++++++++++++<br>
> 2 files changed, 304 insertions(+)<br>
> create mode 100644 tests/spec/gl-3.2/layered-rendering/gl-layer-render-storage.c<br>
><br>
> diff --git a/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt b/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt<br>
> index a5628dc..adc99ae 100644<br>
> --- a/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt<br>
> +++ b/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt<br>
> @@ -26,4 +26,5 @@ piglit_add_executable (gl-3.2-layered-rendering-gl-layer gl-layer.c)<br>
> piglit_add_executable (gl-3.2-layered-rendering-gl-layer-cube-map gl-layer-cube-map.c)<br>
> piglit_add_executable (gl-3.2-layered-rendering-gl-layer-not-layered gl-layer-not-layered.c)<br>
> piglit_add_executable (gl-3.2-layered-rendering-gl-layer-render gl-layer-render.c)<br>
> +piglit_add_executable (gl-3.2-layered-rendering-gl-layer-render-storage gl-layer-render-storage.c)<br>
> # vim: ft=cmake:<br>
> diff --git a/tests/spec/gl-3.2/layered-rendering/gl-layer-render-storage.c b/tests/spec/gl-3.2/layered-rendering/gl-layer-render-storage.c<br>
> new file mode 100644<br>
> index 0000000..01f8a7b<br>
> --- /dev/null<br>
> +++ b/tests/spec/gl-3.2/layered-rendering/gl-layer-render-storage.c<br>
> @@ -0,0 +1,303 @@<br>
> +/*<br>
> + * Copyright © 2013 Intel Corporation<br>
> + *<br>
> + * Permission is hereby granted, free of charge, to any person obtaining a<br>
> + * copy of this software and associated documentation files (the "Software"),<br>
> + * to deal in the Software without restriction, including without limitation<br>
> + * the rights to use, copy, modify, merge, publish, distribute, sublicense,<br>
> + * and/or sell copies of the Software, and to permit persons to whom 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 next<br>
> + * paragraph) shall be included in all copies or substantial portions of the<br>
> + * Software.<br>
> + *<br>
> + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR<br>
> + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,<br>
> + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL<br>
> + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER<br>
> + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING<br>
> + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS<br>
> + * IN THE SOFTWARE.<br>
> + */<br>
> +<br>
> +/** @file gl-layer-render.c<br>
> + * Section 4.12.4(Geometry Shaders) From GL spec 3.2 core:<br>
> + * "Geometry shaders can be used to render to one of several different layers<br>
> + * of cube map textures, three-dimensional textures, or one-or two-dimensional<br>
> + * texture arrays.<br>
> + *<br>
> + * The layer to render to is specified by writing to the built-in output<br>
> + * variable gl_Layer."<br>
> + */<br>
> +<br>
> +#include "piglit-util-gl.h"<br>
> +<br>
> +PIGLIT_GL_TEST_CONFIG_BEGIN<br>
> +<br>
> + config.supports_gl_compat_version = 32;<br>
> + config.supports_gl_core_version = 32;<br>
> +<br>
> + config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;<br>
> +<br>
> +PIGLIT_GL_TEST_CONFIG_END<br>
> +<br>
> +GLenum textureType[] = {<br>
> + GL_TEXTURE_3D,<br>
> + GL_TEXTURE_CUBE_MAP,<br>
> + GL_TEXTURE_1D_ARRAY,<br>
> + GL_TEXTURE_2D_ARRAY,<br>
> + GL_TEXTURE_2D_MULTISAMPLE_ARRAY<br>
> +};<br>
> +<br>
> +const char *vs_source = {<br>
> + "#version 150\n"<br>
> + "in vec4 piglit_vertex;\n"<br>
> + "out vec4 vert;\n"<br>
> + "void main() {\n"<br>
> + " gl_Position = piglit_vertex;\n"<br>
> + " vert = piglit_vertex;\n"<br>
> + "}\n"<br>
> +};<br>
> +<br>
> +const char *gs_source = {<br>
> + "#version 150\n"<br>
> + "layout(triangles) in;\n"<br>
> + "layout(triangle_strip, max_vertices = 3) out;\n"<br>
> + "in vec4 vert[3];\n"<br>
> + "uniform int layer;\n"<br>
> + "\n"<br>
> + "void main()\n"<br>
> + "{\n"<br>
> + " for(int i = 0; i < 3; i++) {\n"<br>
> + " gl_Position = vert[i];\n"<br>
> + " gl_Layer = layer;\n"<br>
> + " EmitVertex();\n"<br>
> + " }\n"<br>
> + "}\n"<br>
> +};<br>
> +<br>
> +const char *fs_source = {<br>
> + "#version 150\n"<br>
> + "uniform vec3 color;\n"<br>
> + "void main() {\n"<br>
> + " gl_FragColor = vec4(<a href="http://color.xyz" rel="noreferrer" target="_blank">color.xyz</a>, 1.);\n"<br>
> + "}\n"<br>
> +};<br>
> +<br>
> +static GLuint layer_uniform;<br>
> +static GLuint color_uniform;<br>
> +<br>
> +GLuint<br>
> +create_bind_texture(GLenum textureType) {<br>
> + int i;<br>
> + GLuint texture;<br>
> + glGenTextures(1, &texture);<br>
> + glBindTexture(textureType, texture);<br>
> +<br>
> + switch(textureType) {<br>
> + case GL_TEXTURE_1D_ARRAY:<br>
> + case GL_TEXTURE_2D:<br>
> + glTexParameteri(textureType, GL_TEXTURE_MIN_FILTER, GL_LINEAR);<br>
> + glTexParameteri(textureType, GL_TEXTURE_MAG_FILTER, GL_LINEAR);<br>
> + glTexParameteri(textureType, GL_TEXTURE_WRAP_S, GL_REPEAT);<br>
> + glTexParameteri(textureType, GL_TEXTURE_WRAP_T, GL_REPEAT);<br>
> + glTexStorage2D(textureType, 1, GL_RGB8, 6, 6);<br>
> + break;<br>
> + case GL_TEXTURE_3D:<br>
> + case GL_TEXTURE_2D_ARRAY:<br>
> + glTexParameteri(textureType, GL_TEXTURE_MIN_FILTER, GL_LINEAR);<br>
> + glTexParameteri(textureType, GL_TEXTURE_MAG_FILTER, GL_LINEAR);<br>
> + glTexParameteri(textureType, GL_TEXTURE_WRAP_S, GL_REPEAT);<br>
> + glTexParameteri(textureType, GL_TEXTURE_WRAP_T, GL_REPEAT);<br>
> + glTexParameteri(textureType, GL_TEXTURE_WRAP_R, GL_REPEAT);<br>
> + glTexStorage3D(textureType, 1, GL_RGB8, 6, 6, 6);<br>
> + break;<br>
> + case GL_TEXTURE_CUBE_MAP:<br>
> + glTexStorage2D(textureType, 1, GL_RGB8, 6, 6);<br>
> + break;<br>
> + case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:<br>
> + glTexStorage3DMultisample(textureType, 4, GL_RGB8,<br>
> + 6, 6, 6, GL_FALSE);<br>
> + break;<br>
> + }<br>
> +<br>
> + return texture;<br>
> +}<br>
> +<br>
> +bool check_framebuffer_status(GLenum target, GLenum expected) {<br>
> + GLenum observed = glCheckFramebufferStatus(target);<br>
> + if(expected != observed) {<br>
> + printf("Unexpected framebuffer status!\n"<br>
> + " Observed: %s\n Expected: %s\n",<br>
> + piglit_get_gl_enum_name(observed),<br>
> + piglit_get_gl_enum_name(expected));<br>
> + return false;<br>
> + }<br>
> + return true;<br>
> +}<br>
> +<br>
> +/* Take a framebuffer object, that has a GL_TEXTURE_2D_MULTISAMPLE<br>
> + * or a layer of a GL_TEXTURE_2D_MULTISAMPLE_ARRAY attached to<br>
> + * color attachment 0. Then blit that framebuffer object to<br>
> + * a new fbo that has a GL_TEXTURE_2D attached. Finally<br>
> + * attach the new GL_TEXTURE_2D to the original fbo.<br>
> + */<br>
> +void<br>
> +ConvertMultiSample2DToTexture2D(GLuint fboRead) {<br>
> + GLuint fboDraw, texture;<br>
> +<br>
> + glGenFramebuffers(1, &fboDraw);<br>
> + glGenTextures(1, &texture);<br>
> +<br>
> + glBindFramebuffer(GL_READ_FRAMEBUFFER, fboRead);<br>
> + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fboDraw);<br>
> +<br>
> + texture = create_bind_texture(GL_TEXTURE_2D);<br>
> + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,<br>
> + GL_TEXTURE_2D, texture, 0);<br>
> +<br>
> + if(!check_framebuffer_status(GL_DRAW_FRAMEBUFFER,<br>
> + GL_FRAMEBUFFER_COMPLETE) ||<br>
> + !check_framebuffer_status(GL_READ_FRAMEBUFFER,<br>
> + GL_FRAMEBUFFER_COMPLETE)) {<br>
> +<br>
> + piglit_report_result(PIGLIT_FAIL);<br>
> + }<br>
> +<br>
> + glBlitFramebuffer(0, 0, 6, 6, 0, 0, 6, 6,<br>
> + GL_COLOR_BUFFER_BIT, GL_NEAREST);<br>
> +<br>
> + if(!piglit_check_gl_error(GL_NO_ERROR)) {<br>
> + glDeleteTextures(1, &texture);<br>
> + piglit_report_result(PIGLIT_FAIL);<br>
> + }<br>
> +<br>
> + glBindFramebuffer(GL_FRAMEBUFFER, fboRead);<br>
> + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,<br>
> + GL_TEXTURE_2D, texture, 0);<br>
> +<br>
> + glDeleteFramebuffers(1, &fboDraw);<br>
> +<br>
> + if(!piglit_check_gl_error(GL_NO_ERROR)) {<br>
> + glDeleteTextures(1, &texture);<br>
> + piglit_report_result(PIGLIT_FAIL);<br>
> + }<br>
> +}<br>
> +<br>
> +<br>
> +bool<br>
> +probe_texture_layered_rbg(GLenum textureType, GLuint texture, int x, int y,<br>
> + int z, int w, int h, int d, float *expected)<br>
> +{<br>
> + int k;<br>
> + GLuint fbo;<br>
> +<br>
> + glGenFramebuffers(1, &fbo);<br>
> + glBindFramebuffer(GL_FRAMEBUFFER, fbo);<br>
> +<br>
> + for(k = 0; k < d; k++ ) {<br>
> + if(textureType == GL_TEXTURE_CUBE_MAP) {<br>
> + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,<br>
> + GL_TEXTURE_CUBE_MAP_POSITIVE_X+k+z, texture, 0);<br>
> + } else {<br>
> + glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,<br>
> + texture, 0, k+z);<br>
> + }<br>
> +<br>
> + if(textureType == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {<br>
> + ConvertMultiSample2DToTexture2D(fbo);<br>
> + }<br>
> +<br>
> + if(!piglit_probe_rect_rgb(0, 0, w, h, &expected[k*3])) {<br>
> + printf("Layer: %i\n", k);<br>
> + return false;<br>
> + }<br>
> + }<br>
> + return true;<br>
> +}<br>
> +<br>
> +<br>
> +<br>
> +void<br>
> +piglit_init(int argc, char **argv)<br>
> +{<br>
> + int i, j;<br>
> + bool pass = true;<br>
> + GLuint fbo, texture, program;<br>
> +<br>
> + float colors[6*3] = {<br>
> + 0, 0, 1,<br>
> + 0, 1, 0,<br>
> + 0, 1, 1,<br>
> + 1, 0, 0,<br>
> + 1, 0, 1,<br>
> + 1, 1, 0<br>
> + };<br>
> +<br>
> + program = piglit_build_simple_program_multiple_shaders(<br>
> + GL_VERTEX_SHADER, vs_source,<br>
> + GL_GEOMETRY_SHADER, gs_source,<br>
> + GL_FRAGMENT_SHADER, fs_source,<br>
> + 0);<br>
> + glUseProgram(program);<br>
> +<br>
> + /* Retrieve index from vs */<br>
> + color_uniform = glGetUniformLocation(program, "color");<br>
> + layer_uniform = glGetUniformLocation(program, "layer");<br>
> +<br>
> + /* Gen textures */<br>
> + for(i = 0; i < ARRAY_SIZE(textureType); i++) {<br>
> + printf("Texture Type: %s\n",<br>
> + piglit_get_gl_enum_name(textureType[i]));<br>
> + glGenFramebuffers(1, &fbo);<br>
> + glBindFramebuffer(GL_FRAMEBUFFER, fbo);<br>
> +<br>
> + texture = create_bind_texture(textureType[i]);<br>
> + glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,<br>
> + texture, 0);<br>
> +<br>
> + if(!check_framebuffer_status(GL_FRAMEBUFFER,<br>
> + GL_FRAMEBUFFER_COMPLETE) ||<br>
> + !piglit_check_gl_error(GL_NO_ERROR)) {<br>
> + printf("Texture Type: %s. Error with setup\n",<br>
> + piglit_get_gl_enum_name(textureType[i]));<br>
> + piglit_report_result(PIGLIT_FAIL);<br>
> + }<br>
> +<br>
> + /* draw quad on each layer with set color*/<br>
> + for(j = 0; j < 6; j++) {<br>
> + glUniform1i(layer_uniform, j);<br>
> + glUniform3fv(color_uniform, 1, &colors[j*3]);<br>
> +<br>
> + piglit_draw_rect(-1, -1, 2, 2);<br>
> + }<br>
> +<br>
> + if(textureType[i] == GL_TEXTURE_1D_ARRAY) {<br>
> + pass = probe_texture_layered_rbg(textureType[i], texture,<br>
> + 0, 0, 0, 6, 1, 6, colors)<br>
> + && pass;<br>
> + } else {<br>
> + pass = probe_texture_layered_rbg(textureType[i], texture,<br>
> + 0, 0, 0, 6, 6, 6, colors)<br>
> + && pass;<br>
> + }<br>
> +<br>
> + pass = piglit_check_gl_error(GL_NO_ERROR) && pass;<br>
> +<br>
> + /* Clean up */<br>
> + glDeleteTextures(1, &texture);<br>
> + glDeleteFramebuffers(1, &fbo);<br>
> + }<br>
> +<br>
> + pass = piglit_check_gl_error(GL_NO_ERROR) && pass;<br>
> +<br>
> + piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL);<br>
> +}<br>
> +<br>
> +enum piglit_result<br>
> +piglit_display(void)<br>
> +{<br>
> + /* UNREACHABLE */<br>
> + return PIGLIT_FAIL;<br>
> +}<br>
> --<br>
> 1.8.5.5<br>
><br>
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</blockquote></div>