[Piglit] [PATCH] Test rendering to various miplevels of depth and stencil textures.

Chad Versace chad.versace at linux.intel.com
Wed Apr 25 13:04:28 PDT 2012


I usually loathe Piglit's multiplexed tests and find them difficult
to follow. But that wasn't the case with this test. Despite how many
combinations you are testing, the source is straightforward to read.

I have one request: that the naming scheme of the subtests be changed
to allow the addition of future tests without renaming everything.
In addition to testing combinations of formats z24_s8, z24, and z16,
we need to also  combinations involving s8, z32f, and z32f_s8.

(In case I wasn't clear, I'm not requesting that you add subtests
for those formats, just that you rename the subtests to help whoever
does add those tests).

For what it's worth, I suggest the naming scheme below. But disregard
it if you don't like it.


old name			new name
--------			--------
stencil				stencil=s8
depth_x				depth=z24_s8
depth				depth=z24
d16				depth=z16
depth_x_and_stencil		depth=z24_s8_then_stencil=z24_s8
stencil_and_depth_x		stencil=z24_s8_then_depth=z24_s8
depth_stencil_single_binding	depthstencil=z24_s8


This will allow us to add tests like this:
depth=z24_then_stencil=s8
depth=z32f_then_stencil=s8
depthstencil=z32f_s8


On 04/24/2012 10:39 AM, Paul Berry wrote:
> This patch adds a new test, "depthstencil-render-miplevels", which
> verifies that we can render to all miplevels of depth and stencil
> textures.  It exposes two bugs in Mesa's current i965 driver:
> 
> - Miptree offsets aren't being calculated correctly for HiZ and
>   separate stencil buffers, causing miplevels to overlap in those
>   buffers.
> 
> - When binding the same texture to the GL_DEPTH_ATTACHMENT and
>   GL_STENCIL_ATTACHMENT points, Mesa is trying to share internal data
>   structures even if the miplevels don't match; as a result,
>   transitioning from one miplevel to another doesn't work.
> 
> The test is capable of running at any texture size (including
> non-power-of-two texture sizes).  However, because of some GPU hang
> bugs in Mesa's current i965 driver, I've limited it to test at a
> texture size of 1024x1024 for now.
> ---
>  tests/all.tests                                   |   17 +
>  tests/texturing/CMakeLists.gl.txt                 |    1 +
>  tests/texturing/depthstencil-render-miplevels.cpp |  349 +++++++++++++++++++++
>  3 files changed, 367 insertions(+), 0 deletions(-)
>  create mode 100644 tests/texturing/depthstencil-render-miplevels.cpp
> 
> diff --git a/tests/all.tests b/tests/all.tests
> index bd16c42..dc746bc 100644
> --- a/tests/all.tests
> +++ b/tests/all.tests
> @@ -725,6 +725,23 @@ add_plain_test(texturing, 'texture-packed-formats')
>  add_plain_test(texturing, 'texture-rg')
>  add_plain_test(texturing, 'tex-srgb')
>  
> +# Note: for a reasonably thorough test we should be testing a variety
> +# of texture sizes, some of which are not powers of two.  For i965, a
> +# particularly mean set of test sizes would be (146, 292, 585, 1024),
> +# since this exercises all possible combinations of buffer alignments.
> +#
> +# However, existing i965 driver bugs cause GPU hangs for sizes 146,
> +# 292, and 585.  So, as a temporary measure, just test a size of 1024.
> +for texture_size in (1024,):
> +        for test_type in ('stencil', 'depth_x', 'depth', 'd16',
> +                          'depth_x_and_stencil', 'depth_and_stencil',
> +                          'stencil_and_depth_x', 'stencil_and_depth',
> +                          'depth_stencil_shared', 'stencil_depth_shared',
> +                          'depth_stencil_single_binding'):
> +                test_name = 'depthstencil-render-miplevels {0} {1}'.format(
> +                        texture_size, test_type)
> +                texturing[test_name] = PlainExecTest(test_name + ' -auto')
> +

Piglit really needs a way to place metadata like this into the test itself. One day...

>  def texwrap_test(args):
>  	test = PlainExecTest(args + ['-fbo'])
>  	test.runConcurrent = True
> diff --git a/tests/texturing/CMakeLists.gl.txt b/tests/texturing/CMakeLists.gl.txt
> index 6246a02..37b8bc7 100644
> --- a/tests/texturing/CMakeLists.gl.txt
> +++ b/tests/texturing/CMakeLists.gl.txt
> @@ -24,6 +24,7 @@ IF(${CMAKE_SYSTEM_NAME} MATCHES "Linux")
>  ENDIF(${CMAKE_SYSTEM_NAME} MATCHES "Linux")
>  piglit_add_executable (cubemap cubemap.c)
>  piglit_add_executable (depth-level-clamp depth-level-clamp.c)
> +piglit_add_executable (depthstencil-render-miplevels depthstencil-render-miplevels.cpp)
>  piglit_add_executable (gen-compressed-teximage gen-compressed-teximage.c)
>  piglit_add_executable (gen-nonzero-unit gen-nonzero-unit.c)
>  piglit_add_executable (gen-teximage gen-teximage.c)
> diff --git a/tests/texturing/depthstencil-render-miplevels.cpp b/tests/texturing/depthstencil-render-miplevels.cpp
> new file mode 100644
> index 0000000..4b818ec
> --- /dev/null
> +++ b/tests/texturing/depthstencil-render-miplevels.cpp
> @@ -0,0 +1,349 @@
> +/*
> + * Copyright © 2012 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 depthstencil-render-miplevels.cpp
> + *
> + * Test that data rendered to depth and stencil textures
> + * always lands at the correct miplevel.
> + *
> + * This test operates by creating a set of texture buffers, attaching
> + * them to a framebuffer one miplevel at a time, and rendering
> + * different data into each miplevel.  Then it verifies, using
> + * glReadPixels, that the correct data appears at each miplevel.
> + *
> + * This is useful in diagnosing bugs such as:
> + *
> + * - Incorrect miplevels being attached to the framebuffer
> + *
> + * - Miplevels being laid out incorrectly in memory (e.g. in an
> + *   overlapping fashion)
> + *
> + * Usage: depthstencil-render-miplevels <texture_size> <buffer_combination>
> + *
> + *  buffer_combination:          buffer attachments:
> + *  stencil                      stencil->DEPTH_STENCIL
> + *  depth_x                      depth->DEPTH_STENCIL
> + *  depth                        depth->DEPTH_COMPONENT
> + *  d16                          depth->DEPTH_COMPONENT16
> + *  depth_x_and_stencil          depth->DEPTH_STENCIL, stencil->DEPTH_STENCIL
> + *  stencil_and_depth_x          (as above, but stencil attached first)
> + *  depth_and_stencil            depth->DEPTH_COMPONENT, stencil->DEPTH_STENCIL
> + *  stencil_and_depth            (as above, but stencil attached first)
> + *  depth_stencil_shared         depth->DEPTH_STENCIL<-stencil
> + *  stencil_depth_shared         (as above, but stencil attached first)
> + *  depth_stencil_single_binding depth_stencil->DEPTH_STENCIL

I like your attention to thoroughness in permuting order of attachment,
as in depth_stencil vs stencil_depth.

> + *
> + * Note: the buffer attachments are diagrammed above as
> + * "attachment_point->BUFFER_TYPE".  So, for example:
> + *
> + * - "depth->DEPTH_COMPONENT, stencil->DEPTH_STENCIL" means there is a
> + *   texture of type GL_DEPTH_COMPONENT attached to
> + *   GL_DEPTH_ATTACHMENT, and a separate texture of type
> + *   GL_DEPTH_STENCIL attached to GL_STENCIL_ATTACHMENT.
> + *
> + * - "depth->DEPTH_STENCIL<-stencil" means there is a single texture
> + *   of type GL_DEPTH_STENCIL attached to both GL_DEPTH_ATTACHMENT and
> + *   GL_STENCIL_ATTACHMENT.
> + *
> + * - "depth_stencil->DEPTH_STENCIL" means there is a single texture of
> + *   type GL_DEPTH_STENCIL attached to the attachment point
> + *   GL_DEPTH_STENCIL_ATTACHMENT.
> + */
> +
> +#include "piglit-util.h"
> +
> +int piglit_width = 16;
> +int piglit_height = 16;
> +int piglit_window_mode = GLUT_RGBA;
> +
> +namespace {
> +
> +GLuint color_tex;
> +GLuint depth_tex;
> +GLuint stencil_tex;
> +bool attach_depth = false;
> +bool attach_stencil = false;
> +bool shared_attachment = false;
> +bool attach_together = false;
> +bool attach_stencil_first = false;
> +bool depth_attachment_lacks_stencil = false;
> +bool depth_attachment_16bit = false;
> +int miplevel0_size;
> +int max_miplevel;
> +
> +/**
> + * Create a mipmapped texture with the given dimensions and internal format.
> + */
> +GLuint
> +create_mipmapped_tex(GLenum internal_format)
> +{
> +	GLenum format = internal_format == GL_DEPTH_COMPONENT16
> +		? GL_DEPTH_COMPONENT : internal_format;
> +	GLenum type = format == GL_DEPTH_STENCIL
> +		? GL_UNSIGNED_INT_24_8 : GL_UNSIGNED_BYTE;
> +	GLuint tex;
> +	glGenTextures(1, &tex);
> +	glBindTexture(GL_TEXTURE_2D, tex);
> +	for (int level = 0; level <= max_miplevel; ++level) {
> +		int dim = miplevel0_size >> level;
> +		glTexImage2D(GL_TEXTURE_2D, level, internal_format,
> +			     dim, dim,
> +			     0,
> +			     format, type, NULL);
> +		if (!piglit_check_gl_error(GL_NO_ERROR))
> +			piglit_report_result(PIGLIT_FAIL);
> +	}
> +	return tex;
> +}
> +
> +/**
> + * Attach the proper miplevel of each texture to the framebuffer
> + */
> +void
> +set_up_framebuffer_for_miplevel(int level)
> +{
> +	glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER,
> +			       GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
> +			       color_tex, level);
> +	if (attach_together) {
> +		glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER,
> +				       GL_DEPTH_STENCIL_ATTACHMENT,
> +				       GL_TEXTURE_2D, depth_tex, level);
> +	} else if (attach_stencil_first) {
> +		glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER,
> +				       GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
> +				       stencil_tex, level);
> +		glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER,
> +				       GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
> +				       depth_tex, level);
> +	} else {
> +		if (attach_depth) {
> +			glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER,
> +					       GL_DEPTH_ATTACHMENT,
> +					       GL_TEXTURE_2D,
> +					       depth_tex, level);
> +		}
> +		if (attach_stencil) {
> +			glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER,
> +					       GL_STENCIL_ATTACHMENT,
> +					       GL_TEXTURE_2D,
> +					       stencil_tex, level);
> +		}
> +	}
> +
> +	/* Some implementations don't support certain buffer
> +	 * combinations, and that's ok, provided that the
> +	 * implementation reports GL_FRAMEBUFFER_UNSUPPORTED.
> +	 * However, if the buffer combination was supported at
> +	 * miplevel 0, it should be supported at all miplevels.
> +	 */
> +	GLenum status = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
> +	if (status == GL_FRAMEBUFFER_UNSUPPORTED && level == 0) {
> +		printf("This buffer combination is unsupported\n");
> +		piglit_report_result(PIGLIT_SKIP);
> +	} else if (status != GL_FRAMEBUFFER_COMPLETE) {
> +		printf("FBO incomplete at miplevel %d\n", level);
> +		piglit_report_result(PIGLIT_FAIL);
> +	}
> +}
> +
> +/**
> + * Using glClear, set the contents of the depth and stencil buffers
> + * (if present) to a value that is unique to this miplevel.
> + */
> +void
> +populate_miplevel(int level)
> +{
> +	float float_value = float(level + 1) / (max_miplevel + 1);
> +	GLbitfield clear_mask = 0;
> +
> +	if (attach_depth) {
> +		glClearDepth(float_value);
> +		clear_mask |= GL_DEPTH_BUFFER_BIT;
> +	}
> +	if (attach_stencil) {
> +		glClearStencil(level + 1);
> +		clear_mask |= GL_STENCIL_BUFFER_BIT;
> +	}
> +
> +	glClear(clear_mask);
> +}
> +
> +/**
> + * Test that every pixel in the depth and stencil buffers (if present)
> + * is equal to the value set by populate_miplevel.
> + */
> +bool
> +test_miplevel(int level)
> +{
> +	bool pass = true;
> +	int dim = miplevel0_size >> level;
> +	float float_value = float(level + 1) / (max_miplevel + 1);
> +
> +	if (attach_depth) {
> +		printf("Probing miplevel %d depth\n", level);
> +		pass = piglit_probe_rect_depth(0, 0, dim, dim, float_value)
> +			&& pass;
> +	}
> +
> +	if (attach_stencil) {
> +		printf("Probing miplevel %d stencil\n", level);
> +		pass = piglit_probe_rect_stencil(0, 0, dim, dim, level + 1)
> +			&& pass;
> +	}
> +
> +	return pass;
> +}
> +
> +void
> +print_usage_and_exit(char *prog_name)
> +{
> +	printf("Usage: %s <texture_size> <buffer_combination>\n"
> +	       "    buffer_combination:          buffer attachments:\n"
> +	       "    stencil                      stencil->DEPTH_STENCIL\n"
> +	       "    depth_x                      depth->DEPTH_STENCIL\n"
> +	       "    depth                        depth->DEPTH_COMPONENT\n"
> +	       "    depth_x_and_stencil          depth->DEPTH_STENCIL, stencil->DEPTH_STENCIL\n"
> +	       "    stencil_and_depth_x          (as above, but stencil attached first)\n"
> +	       "    depth_and_stencil            depth->DEPTH_COMPONENT, stencil->DEPTH_STENCIL\n"
> +	       "    stencil_and_depth            (as above, but stencil attached first)\n"
> +	       "    depth_stencil_shared         depth->DEPTH_STENCIL<-stencil\n"
> +	       "    stencil_depth_shared         (as above, but stencil attached first)\n"
> +	       "    depth_stencil_single_binding depth/stencil->DEPTH_STENCIL\n",
> +	       prog_name);
> +	piglit_report_result(PIGLIT_FAIL);
> +}
> +
> +extern "C" void
> +piglit_init(int argc, char **argv)
> +{
> +	if (argc != 3) {
> +		print_usage_and_exit(argv[0]);
> +	}
> +
> +	/* argv[1]: texture size */
> +	{
> +		char *endptr = NULL;
> +		miplevel0_size = strtol(argv[1], &endptr, 0);
> +		if (endptr != argv[1] + strlen(argv[1]))
> +			print_usage_and_exit(argv[0]);
> +
> +		/* Now figure out the appropriate value of max_miplevel for this size. */
> +		max_miplevel = 0;
> +		while ((miplevel0_size >> (max_miplevel + 1)) > 0)
> +			++max_miplevel;
> +	}
> +
> +	/* argv[2]: buffer combination */
> +	if (strcmp(argv[2], "stencil") == 0) {
> +		attach_stencil = true;
> +	} else if (strcmp(argv[2], "depth_x") == 0) {
> +		attach_depth = true;
> +	} else if (strcmp(argv[2], "depth") == 0) {
> +		attach_depth = true;
> +		depth_attachment_lacks_stencil = true;
> +	} else if (strcmp(argv[2], "d16") == 0) {
> +		attach_depth = true;
> +		depth_attachment_lacks_stencil = true;
> +		depth_attachment_16bit = true;
> +	} else if (strcmp(argv[2], "depth_x_and_stencil") == 0) {
> +		attach_depth = true;
> +		attach_stencil = true;
> +	} else if (strcmp(argv[2], "depth_and_stencil") == 0) {
> +		attach_depth = true;
> +		attach_stencil = true;
> +		depth_attachment_lacks_stencil = true;
> +	} else if (strcmp(argv[2], "stencil_and_depth_x") == 0) {
> +		attach_depth = true;
> +		attach_stencil = true;
> +		attach_stencil_first = true;
> +	} else if (strcmp(argv[2], "stencil_and_depth") == 0) {
> +		attach_depth = true;
> +		attach_stencil = true;
> +		attach_stencil_first = true;
> +		depth_attachment_lacks_stencil = true;
> +	} else if (strcmp(argv[2], "depth_stencil_shared") == 0) {
> +		attach_depth = true;
> +		attach_stencil = true;
> +		shared_attachment = true;
> +	} else if (strcmp(argv[2], "stencil_depth_shared") == 0) {
> +		attach_depth = true;
> +		attach_stencil = true;
> +		shared_attachment = true;
> +		attach_stencil_first = true;
> +	} else if (strcmp(argv[2], "depth_stencil_single_binding") == 0) {
> +		attach_depth = true;
> +		attach_stencil = true;
> +		shared_attachment = true;
> +		attach_together = true;
> +	} else {
> +		print_usage_and_exit(argv[0]);
> +	}
> +
> +	bool pass = true;
> +
> +	color_tex = create_mipmapped_tex(GL_RGBA);
> +
> +	if (attach_depth) {
> +		if (depth_attachment_16bit) {
> +			depth_tex = create_mipmapped_tex(GL_DEPTH_COMPONENT16);
> +		} else if (depth_attachment_lacks_stencil) {
> +			depth_tex = create_mipmapped_tex(GL_DEPTH_COMPONENT);
> +		} else {
> +			depth_tex = create_mipmapped_tex(GL_DEPTH_STENCIL);
> +		}
> +	}
> +
> +	if (attach_stencil) {
> +		if (shared_attachment) {
> +			stencil_tex = depth_tex;
> +		} else {
> +			stencil_tex = create_mipmapped_tex(GL_DEPTH_STENCIL);
> +		}
> +	}
> +
> +	GLuint fbo;
> +	glGenFramebuffers(1, &fbo);
> +	glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
> +	glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
> +
> +	for (int level = 0; level <= max_miplevel; ++level) {
> +		set_up_framebuffer_for_miplevel(level);
> +		populate_miplevel(level);
> +	}
> +	for (int level = 0; level <= max_miplevel; ++level) {
> +		set_up_framebuffer_for_miplevel(level);
> +		pass = test_miplevel(level) && pass;
> +	}
> +
> +	piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL);
> +}
> +
> +extern "C" enum piglit_result
> +piglit_display()
> +{
> +	/* Should never be reached */
> +	return PIGLIT_FAIL;
> +}
> +


> +};

There is so little C++ in Piglit, that closing brace looks
out of place. Please annotate it with
    /* end namespace anonymous */
or something similiar. 

----
Chad Versace
chad.versace at linux.intel.com


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