[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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