[Piglit] [PATCH] texturing: add full "round trip" test of array depth textures.
Ian Romanick
ian.d.romanick at intel.com
Mon Aug 27 11:56:35 PDT 2012
On 08/23/2012 05:00 PM, Paul Berry wrote:
> This test provokes a bug in Mesa as of 8/23/12 (commit 1cb07bd): when
> fast depth clears are performed on multiple layers of a multilayer
> depth texture (such as a 2D array or a cubemap texture), the
> implementation doesn't properly track the need for depth resolves,
> resulting in incorrect data when the texture is later used for
> texturing. See https://bugs.freedesktop.org/show_bug.cgi?id=50270.
>
> Although the bug was initially discovered using cubemap textures, this
> test provokes it using a 2D array texture, so that we don't have to
> reason about the coordinate transformations involved in cube map
> texture lookup.
Sorry for the lag...
Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
> ---
> tests/all.tests | 1 +
> tests/texturing/CMakeLists.gl.txt | 1 +
> tests/texturing/array-depth-roundtrip.c | 203 +++++++++++++++++++++++++++++++
> 3 files changed, 205 insertions(+), 0 deletions(-)
> create mode 100644 tests/texturing/array-depth-roundtrip.c
>
> diff --git a/tests/all.tests b/tests/all.tests
> index eb32225..c6c12ae 100644
> --- a/tests/all.tests
> +++ b/tests/all.tests
> @@ -700,6 +700,7 @@ create_context_es2_profile['invalid OpenGL ES version'] = PlainExecTest(['glx-cr
>
> texturing = Group()
> add_concurrent_test(texturing, '1-1-linear-texture')
> +add_plain_test(texturing, 'array-depth-roundtrip')
> add_plain_test(texturing, 'array-texture')
> add_plain_test(texturing, 'copytexsubimage')
> add_plain_test(texturing, 'copyteximage-border')
> diff --git a/tests/texturing/CMakeLists.gl.txt b/tests/texturing/CMakeLists.gl.txt
> index e161ece..ca30e4e 100644
> --- a/tests/texturing/CMakeLists.gl.txt
> +++ b/tests/texturing/CMakeLists.gl.txt
> @@ -18,6 +18,7 @@ if(NOT USE_WAFFLE)
> endif(NOT USE_WAFFLE)
>
> piglit_add_executable (1-1-linear-texture 1-1-linear-texture.c)
> +piglit_add_executable (array-depth-roundtrip array-depth-roundtrip.c)
> piglit_add_executable (array-texture array-texture.c)
> piglit_add_executable (compressedteximage compressedteximage.c)
> piglit_add_executable (copytexsubimage copytexsubimage.c)
> diff --git a/tests/texturing/array-depth-roundtrip.c b/tests/texturing/array-depth-roundtrip.c
> new file mode 100644
> index 0000000..3eb71f3
> --- /dev/null
> +++ b/tests/texturing/array-depth-roundtrip.c
> @@ -0,0 +1,203 @@
> +/*
> + * 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 array-depth-roundtrip.c
> + *
> + * Test that an array texture containing depth data works properly
> + * when making a full "roundtrip" through both the GPU's rendering
> + * pipeline and texturing operations.
> + *
> + * The test performs the following steps:
> + *
> + * - Create an array texture containing depth data.
> + *
> + * - Bind each slice of the array texture to a framebuffer, clear it,
> + * and render a quad to it. A different depth value is used for
> + * each slice of the array.
> + *
> + * - Use a shader to read from each slice of the array texture and
> + * render to the window system framebuffer.
> + *
> + * - Verify that correct data was rendered to the window system
> + * framebuffer.
> + */
> +
> +#include "piglit-util-gl-common.h"
> +
> +
> +#define TEX_WIDTH 56
> +#define TEX_HEIGHT 56
> +#define NUM_TILES_ACROSS 4
> +#define NUM_TILES_DOWN 4
> +#define TEX_DEPTH (NUM_TILES_ACROSS * NUM_TILES_DOWN)
> +
> +
> +PIGLIT_GL_TEST_MAIN(
> + TEX_WIDTH * NUM_TILES_ACROSS,
> + TEX_HEIGHT * NUM_TILES_DOWN,
> + GLUT_DOUBLE | GLUT_RGB)
> +
> +
> +GLuint tex;
> +GLuint fb;
> +GLuint prog;
> +GLint samp_loc;
> +GLint proj_loc;
> +GLint tex_depth_loc;
> +
> +
> +const char *vs_text = \
> + "#version 130\n"
> + "uniform mat4 proj;\n"
> + "uniform float tex_depth;\n"
> + "out vec3 tex_coord;\n"
> + "void main()\n"
> + "{\n"
> + " gl_Position = proj * gl_Vertex;\n"
> + " tex_coord = vec3(gl_Vertex.xy, tex_depth);\n"
> + "}\n";
> +
> +
> +const char *fs_text = \
> + "#version 130\n"
> + "uniform sampler2DArray samp;\n"
> + "in vec3 tex_coord;\n"
> + "void main()\n"
> + "{\n"
> + " gl_FragColor = texture(samp, tex_coord);\n"
> + "}\n";
> +
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> + GLuint vs, fs;
> +
> + piglit_require_gl_version(30);
> +
> + vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_text);
> + fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_text);
> + prog = piglit_link_simple_program(vs, fs);
> + samp_loc = glGetUniformLocation(prog, "samp");
> + proj_loc = glGetUniformLocation(prog, "proj");
> + tex_depth_loc = glGetUniformLocation(prog, "tex_depth");
> +
> + /* Create the array texture */
> + glGenTextures(1, &tex);
> + glActiveTexture(GL_TEXTURE0);
> + glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
> + glTexImage3D(GL_TEXTURE_2D_ARRAY, 0 /* level */,
> + GL_DEPTH_COMPONENT, TEX_WIDTH, TEX_HEIGHT, TEX_DEPTH,
> + 0 /* border */, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
> + glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER,
> + GL_NEAREST);
> + glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER,
> + GL_NEAREST);
> + glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE,
> + GL_NONE);
> +
> + glGenFramebuffers(1, &fb);
> +
> + if (!piglit_check_gl_error(GL_NO_ERROR))
> + piglit_report_result(PIGLIT_FAIL);
> +}
> +
> +
> +enum piglit_result
> +piglit_display()
> +{
> + int zoffset, x_tile, y_tile, i;
> + float depth_value;
> + float expected[3];
> + bool pass = true;
> +
> + /* Bind each level of the array texture to the framebuffer,
> + * clear it, and render a quad to it, using a depth value that
> + * is different in each array slice.
> + */
> + glBindFramebuffer(GL_FRAMEBUFFER, fb);
> + glViewport(0, 0, TEX_WIDTH, TEX_HEIGHT);
> + glUseProgram(0);
> + glEnable(GL_DEPTH_TEST);
> + glDepthFunc(GL_ALWAYS);
> + for (zoffset = 0; zoffset < TEX_DEPTH; ++zoffset) {
> + glFramebufferTextureLayer(GL_FRAMEBUFFER,
> + GL_DEPTH_ATTACHMENT,
> + tex, 0 /* level */, zoffset);
> + glClear(GL_DEPTH_BUFFER_BIT);
> + depth_value = zoffset / (float) (TEX_DEPTH - 1);
> + /* Adjust depth_value to [-1, 1] range to account for
> + * the fact that the pipeline translates from [-1, 1]
> + * to [0, 1].
> + */
> + depth_value = depth_value * 2.0 - 1.0;
> + piglit_draw_rect_z(depth_value,
> + -1, -1, 2, 2);
> + }
> +
> + /* Use a shader to read from each slice of the array texture
> + * and render to the window system framebuffer.
> + */
> + glBindFramebuffer(GL_FRAMEBUFFER, piglit_winsys_fbo);
> + glViewport(0, 0, piglit_width, piglit_height);
> + glClear(GL_COLOR_BUFFER_BIT);
> + glUseProgram(prog);
> + glUniform1i(samp_loc, 0);
> + for (y_tile = 0; y_tile < NUM_TILES_DOWN; ++y_tile) {
> + for (x_tile = 0; x_tile < NUM_TILES_ACROSS; ++x_tile) {
> + float xscale = 2.0 / NUM_TILES_ACROSS;
> + float yscale = 2.0 / NUM_TILES_DOWN;
> + float proj[4][4] = {
> + { xscale, 0, 0, xscale * x_tile - 1 },
> + { 0, yscale, 0, yscale * y_tile - 1 },
> + { 0, 0, 0, 0 },
> + { 0, 0, 0, 1 }
> + };
> + zoffset = NUM_TILES_ACROSS * y_tile + x_tile;
> + glUniformMatrix4fv(proj_loc, 1, GL_TRUE, &proj[0][0]);
> + glUniform1f(tex_depth_loc, zoffset);
> + piglit_draw_rect(0, 0, 1, 1);
> + }
> + }
> +
> + /* Verify that correct data was rendered. */
> + for (y_tile = 0; y_tile < NUM_TILES_DOWN; ++y_tile) {
> + for (x_tile = 0; x_tile < NUM_TILES_ACROSS; ++x_tile) {
> + zoffset = NUM_TILES_ACROSS * y_tile + x_tile;
> + printf("Probing array slice %d\n", zoffset);
> + depth_value = zoffset / (float) (TEX_DEPTH - 1);
> + for (i = 0; i < 3; ++i)
> + expected[i] = depth_value;
> + pass = piglit_probe_rect_rgb(x_tile * TEX_WIDTH,
> + y_tile * TEX_HEIGHT,
> + TEX_WIDTH, TEX_HEIGHT,
> + expected) && pass;
> + }
> + }
> +
> + pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
> +
> + piglit_present_results();
> +
> + return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}
>
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