[Piglit] [PATCH 3/3] gl-3.2: add layered-2d-texture-render test
Paul Berry
stereotype441 at gmail.com
Tue Apr 30 16:24:32 PDT 2013
On 19 April 2013 17:09, Jordan Justen <jordan.l.justen at intel.com> wrote:
> This test renders to multiple slices of a 2D array texture
> by using a geometry shader and the gl_Layer variable.
>
> Signed-off-by: Jordan Justen <jordan.l.justen at intel.com>
>
There's an awful lot of duplicate code between this test and the one
introduced in patch 1/3. Can we move the common code into a shared source
file?
> ---
> tests/all.tests | 4 +
> tests/spec/CMakeLists.txt | 1 +
> tests/spec/gl-3.2/CMakeLists.gl.txt | 13 +
> tests/spec/gl-3.2/CMakeLists.txt | 1 +
> tests/spec/gl-3.2/layered-2d-texture-render.c | 339
> +++++++++++++++++++++++++
> 5 files changed, 358 insertions(+)
> create mode 100644 tests/spec/gl-3.2/CMakeLists.gl.txt
> create mode 100644 tests/spec/gl-3.2/CMakeLists.txt
> create mode 100644 tests/spec/gl-3.2/layered-2d-texture-render.c
>
> diff --git a/tests/all.tests b/tests/all.tests
> index 6c1298d..75f79c3 100644
> --- a/tests/all.tests
> +++ b/tests/all.tests
> @@ -707,6 +707,10 @@ for subtest in ['generated', 'written', 'flush']:
> cmdline = 'primitive-restart-xfb {0}'.format(subtest)
> gl31[cmdline] = concurrent_test('gl-3.1-' + cmdline)
>
> +gl32 = Group()
> +spec['!OpenGL 3.2'] = gl32
> +gl32['layered-2d-texture-render'] =
> concurrent_test('gl-3.2-layered-2d-texture-render')
> +
> # Group spec/glsl-es-1.00
> spec['glsl-es-1.00'] = Group()
> import_glsl_parser_tests(spec['glsl-es-1.00'],
> diff --git a/tests/spec/CMakeLists.txt b/tests/spec/CMakeLists.txt
> index f901a20..d2dda8a 100644
> --- a/tests/spec/CMakeLists.txt
> +++ b/tests/spec/CMakeLists.txt
> @@ -59,6 +59,7 @@ add_subdirectory (gl-2.0)
> add_subdirectory (gl-2.1)
> add_subdirectory (gl-3.0)
> add_subdirectory (gl-3.1)
> +add_subdirectory (gl-3.2)
> add_subdirectory (gles-2.0)
> add_subdirectory (gles-3.0)
> add_subdirectory (glx_arb_create_context)
> diff --git a/tests/spec/gl-3.2/CMakeLists.gl.txt
> b/tests/spec/gl-3.2/CMakeLists.gl.txt
> new file mode 100644
> index 0000000..ac9e3d2
> --- /dev/null
> +++ b/tests/spec/gl-3.2/CMakeLists.gl.txt
> @@ -0,0 +1,13 @@
> +include_directories(
> + ${GLEXT_INCLUDE_DIR}
> + ${OPENGL_INCLUDE_PATH}
> +)
> +
> +link_libraries (
> + piglitutil_${piglit_target_api}
> + ${OPENGL_gl_LIBRARY}
> + ${OPENGL_glu_LIBRARY}
> +)
> +
> +piglit_add_executable (gl-3.2-layered-2d-texture-render
> layered-2d-texture-render.c)
> +
> diff --git a/tests/spec/gl-3.2/CMakeLists.txt
> b/tests/spec/gl-3.2/CMakeLists.txt
> new file mode 100644
> index 0000000..144a306
> --- /dev/null
> +++ b/tests/spec/gl-3.2/CMakeLists.txt
> @@ -0,0 +1 @@
> +piglit_include_target_api()
> diff --git a/tests/spec/gl-3.2/layered-2d-texture-render.c
> b/tests/spec/gl-3.2/layered-2d-texture-render.c
> new file mode 100644
> index 0000000..0f77dc4
> --- /dev/null
> +++ b/tests/spec/gl-3.2/layered-2d-texture-render.c
> @@ -0,0 +1,339 @@
> +/*
> + * Copyright (c) 2013 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.
> + *
> + */
> +
> +/*
> + * Test 2D array texture rendering with gl_Layer
> + */
> +
> +#include "piglit-util-gl-common.h"
> +
> +#define PAD 5
> +#define SIZE 64
> +#define LAYERS 5
> +#define LOD 7
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> +
> + config.supports_gl_core_version = 32;
> + config.supports_gl_compat_version = 0;
> +
> + config.window_width = (((SIZE+PAD)*LAYERS)+PAD);
> + config.window_height = (((SIZE+PAD)*2)+PAD);
> + config.window_visual = PIGLIT_GL_VISUAL_DOUBLE |
> PIGLIT_GL_VISUAL_RGB;
> +
> +PIGLIT_GL_TEST_CONFIG_END
> +
> +static GLuint rectangle_vertices_bo;
> +
> +/* VS, GS and FS to fill the 2D array texture */
> +static const char *fill_tex_vs =
> + "#version 150\n"
> + "in vec2 vertex;\n"
> + "out vec4 vertex_to_gs;\n"
> + "out int layer;\n"
> + "void main()\n"
> + "{\n"
> + " layer = gl_InstanceID;\n"
> + " vertex_to_gs = vec4(vertex, vec2(0.0, 1.0));\n"
> + "}\n";
> +
> +static const char *fill_tex_gs =
> + "#version 150\n"
> + "uniform int color_bias;\n"
> + "in vec4 vertex_to_gs[3];\n"
> + "in int layer[3];\n"
> + "out vec3 color;\n"
> + "layout (triangle_strip, max_vertices=3) out;\n"
> + "vec3 get_color(int num)\n"
> + "{\n"
> + " vec3 result = vec3(0.0);\n"
> + " if ((num & 4) != 0) result.r = 1.0;"
> + " if ((num & 2) != 0) result.g = 1.0;"
> + " if ((num & 1) != 0) result.b = 1.0;"
> + " return result;\n"
> + "}\n"
> + "void main()\n"
> + "{\n"
> + " for (int i = 0; i < 3; i++) {\n"
> + " gl_Position = vertex_to_gs[i];\n"
> + " gl_Layer = layer[i];\n"
> + " color = get_color(color_bias + layer[i]);\n"
> + " EmitVertex();\n"
> + " }"
> + "}\n";
> +
> +static const char *fill_tex_fs =
> + "#version 150\n"
> + "in vec3 color;\n"
> + "void main()\n"
> + "{\n"
> + " gl_FragColor = vec4(color, 1.0);\n"
> + "}\n";
> +
> +/* VS and FS to use and test the 2D array texture */
> +static const char *use_tex_vs =
> + "#version 130\n"
> + "in vec2 vertex;\n"
> + "out vec2 coord;\n"
> + "void main()\n"
> + "{\n"
> + " gl_Position = vec4(vertex, vec2(0.0, 1.0));\n"
> + " coord = (vertex * 0.5) + 0.5;\n"
> + "}\n";
> +
> +static const char *use_tex_fs =
> + "#version 130\n"
> + "uniform sampler2DArray tex; \n"
> + "uniform int layer;\n"
> + "uniform int lod;\n"
> + "in vec2 coord;\n"
> + "void main()\n"
> + "{\n"
> + " gl_FragColor = textureLod(tex, vec3(coord, float(layer)), lod);\n"
> + "}\n";
> +
> +static GLuint fill_tex_program;
> +static GLuint use_tex_program;
> +
> +static int get_x(int layer)
> +{
> + return ((SIZE + PAD) * layer) + PAD;
> +}
> +
> +static int get_y(int layer, int lod)
> +{
> + int size = SIZE >> lod;
> + return PAD + (((1 << lod) - 1) * 2 * size);
> +}
> +
> +static GLfloat* get_color(int num)
> +{
> + int color_index;
> +
> + static GLfloat colors[][3] = {
> + {0.0, 0.0, 0.0},
> + {0.0, 0.0, 1.0},
> + {0.0, 1.0, 0.0},
> + {0.0, 1.0, 1.0},
> + {1.0, 0.0, 0.0},
> + {1.0, 0.0, 1.0},
> + {1.0, 1.0, 0.0},
> + {1.0, 1.0, 1.0},
> + };
> +
> + color_index = num % ARRAY_SIZE(colors);
> + return colors[color_index];
> +}
> +
> +static bool
> +render_tex_layers(GLuint tex)
> +{
> + int lod;
> + GLint color_bias_loc;
> + GLenum status;
> + int color_index = 0;
> + int size;
> +
> + glUseProgram(fill_tex_program);
> +
> + color_bias_loc = glGetUniformLocation(fill_tex_program,
> "color_bias");
> +
> + glBindBuffer(GL_ARRAY_BUFFER, rectangle_vertices_bo);
> + glBindAttribLocation(fill_tex_program, 0, "vertex");
> + glVertexAttribPointer(0, 2, GL_FLOAT, 0, 0, 0);
> + glEnableVertexAttribArray(0);
> + for (lod = 0; lod < LOD; lod++) {
> + size = SIZE >> lod;
> + glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
> tex, lod);
> + status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
> + if (status != GL_FRAMEBUFFER_COMPLETE) {
> + fprintf(stderr, "fbo incomplete (status = %s)\n",
> + piglit_get_gl_enum_name(status));
> + return false;
> + }
> + glDrawBuffer(GL_COLOR_ATTACHMENT0);
> + glViewport(0, 0, size, size);
> + glUniform1i(color_bias_loc, color_index);
> + glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, LAYERS);
> + color_index += LAYERS;
> + glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
> 0, lod);
> + }
> + glBindFramebuffer(GL_FRAMEBUFFER, 0);
> + glDisableVertexAttribArray(0);
> +
> + return true;
> +}
> +
> +static GLuint
> +build_texture(void)
> +{
> + GLuint tex;
> + int lod;
> + int size;
> +
> + glGenTextures(1, &tex);
> + glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
> + for (lod = 0; lod < LOD; lod++) {
> + size = SIZE >> lod;
> + glTexImage3D(GL_TEXTURE_2D_ARRAY, lod, GL_RGBA,
> + size, size, LAYERS, 0, GL_RGBA, GL_FLOAT,
> NULL);
> + }
> +
> + render_tex_layers(tex);
> +
> + return tex;
> +}
> +
> +static void
> +draw_box(GLuint tex, int layer, int lod)
> +{
> + GLint layer_loc, lod_loc;
> + int x = get_x(layer);
> + int y = get_y(layer, lod);
> + int size = SIZE >> lod;
> +
> + layer_loc = glGetUniformLocation(use_tex_program, "layer");
> + lod_loc = glGetUniformLocation(use_tex_program, "lod");
> +
> + glBindBuffer(GL_ARRAY_BUFFER, rectangle_vertices_bo);
> +
> + glBindAttribLocation(use_tex_program, 0, "vertex");
> + glVertexAttribPointer(0, 2, GL_FLOAT, 0, 0, 0);
> + glEnableVertexAttribArray(0);
> +
> + glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
> +
> + glViewport(x, y, size, size);
> + glUniform1i(layer_loc, layer);
> + glUniform1i(lod_loc, lod);
> + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
> +
> + glDisableVertexAttribArray(0);
> +}
> +
> +static GLboolean
> +test_results(int layer, int lod)
> +{
> + int x = get_x(layer);
> + int y = get_y(layer, lod);
> + GLfloat *color3f = get_color((lod * LAYERS) + layer);
> + GLboolean pass;
> + int size = SIZE >> lod;
> +
> + pass = piglit_probe_rect_rgb(x, y, size, size, color3f);
> +
> + if (!pass) {
> + printf("2D array failed at size %d, layer %d\n",
> + size, layer);
> + }
> +
> + return pass;
> +}
> +
> +static GLboolean
> +test_texture(GLuint tex)
> +{
> + int layer, lod;
> + GLint tex_loc;
> + GLboolean pass = GL_TRUE;
> + glUseProgram(use_tex_program);
> + glActiveTexture(GL_TEXTURE0);
> + tex_loc = glGetUniformLocation(use_tex_program, "tex");
> + glUniform1i(tex_loc, 0);
> +
> + glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER,
> + GL_NEAREST_MIPMAP_NEAREST);
> + glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER,
> + GL_NEAREST);
> +
> + for (lod = 0; lod < LOD; lod++) {
> + for (layer = 0; layer < LAYERS; layer++) {
> + draw_box(tex, layer, lod);
> + pass = test_results(layer, lod) && pass;
> + }
> + }
> +
> + glUseProgram(0);
> + return pass;
> +}
> +
> +enum piglit_result
> +piglit_display(void)
> +{
> + GLboolean pass;
> + GLuint vao, fbo;
> + GLuint tex;
> + static GLfloat verts[4][2] = {
> + { 1.0, -1.0},
> + {-1.0, -1.0},
> + { 1.0, 1.0},
> + {-1.0, 1.0},
> + };
> +
> + /* Clear background to gray */
> + glClearColor(0.5, 0.5, 0.5, 1.0);
> + glClear(GL_COLOR_BUFFER_BIT);
> +
> + glGenFramebuffers(1, &fbo);
> + glBindFramebuffer(GL_FRAMEBUFFER, fbo);
> + glGenVertexArrays(1, &vao);
> + glBindVertexArray(vao);
> + glGenBuffers(1, &rectangle_vertices_bo);
> + glBindBuffer(GL_ARRAY_BUFFER, rectangle_vertices_bo);
> + glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts,
> GL_STATIC_DRAW);
> +
> + tex = build_texture();
> + pass = test_texture(tex);
> + glDeleteTextures(1, &tex);
> +
> + piglit_present_results();
> +
> + glDeleteBuffers(1, &rectangle_vertices_bo);
> + glDeleteFramebuffers(1, &fbo);
> + glDeleteVertexArrays(1, &vao);
> +
> + return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> + GLuint vs, gs, fs;
> +
> + vs = piglit_compile_shader_text(GL_VERTEX_SHADER, fill_tex_vs);
> + piglit_check_gl_error(GL_NO_ERROR);
> + gs = piglit_compile_shader_text(GL_GEOMETRY_SHADER, fill_tex_gs);
> + piglit_check_gl_error(GL_NO_ERROR);
> + fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fill_tex_fs);
> + piglit_check_gl_error(GL_NO_ERROR);
> + fill_tex_program = piglit_link_simple_gs_program(vs, gs, fs);
> + piglit_check_gl_error(GL_NO_ERROR);
> +
> + vs = piglit_compile_shader_text(GL_VERTEX_SHADER, use_tex_vs);
> + piglit_check_gl_error(GL_NO_ERROR);
> + fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, use_tex_fs);
> + piglit_check_gl_error(GL_NO_ERROR);
> + use_tex_program = piglit_link_simple_program(vs, fs);
> + piglit_check_gl_error(GL_NO_ERROR);
> +}
> --
> 1.7.10.4
>
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