[Piglit] [PATCH] gs: Test EndPrimitive() functionality.

Paul Berry stereotype441 at gmail.com
Mon Aug 26 08:40:19 PDT 2013


On 23 August 2013 12:17, Kenneth Graunke <kenneth at whitecape.org> wrote:

> On 08/11/2013 10:32 PM, Paul Berry wrote:
>
>> ---
>>   tests/all.tests                                    |   9 +
>>   tests/spec/glsl-1.50/**execution/CMakeLists.txt      |   1 +
>>   .../glsl-1.50/execution/**geometry/CMakeLists.gl.txt |  13 +
>>   .../glsl-1.50/execution/**geometry/CMakeLists.txt    |   1 +
>>   .../glsl-1.50/execution/**geometry/end-primitive.c   | 393
>> +++++++++++++++++++++
>>   5 files changed, 417 insertions(+)
>>   create mode 100644 tests/spec/glsl-1.50/**
>> execution/geometry/CMakeLists.**gl.txt
>>   create mode 100644 tests/spec/glsl-1.50/**
>> execution/geometry/CMakeLists.**txt
>>   create mode 100644 tests/spec/glsl-1.50/**execution/geometry/end-**
>> primitive.c
>>
>> diff --git a/tests/all.tests b/tests/all.tests
>> index a914a2a..bebb69a 100644
>> --- a/tests/all.tests
>> +++ b/tests/all.tests
>> @@ -910,6 +910,15 @@ for draw in ['', 'indexed']:
>>                               ('arb_geometry_shader4-ignore-**adjacent-vertices
>> '
>>                                'core {0} {1}').format(draw, prim))
>>
>> +# max_vertices of 32 and 128 are important transition points for
>> +# mesa/i965 (they are the number of bits in a float and a vec4,
>> +# respectively), so test around there.  Also test 0, which means the
>> +# maximum number of geometry shader output vertices supported by the
>> +# hardware.
>> +for i in [31, 32, 33, 34, 127, 128, 129, 130, 0]:
>> +    add_concurrent_test(spec['**glsl-1.50'],
>> +                        'glsl-1.50-geometry-end-**primitive
>> {0}'.format(i))
>> +
>>   # Group spec/glsl-es-3.00
>>   spec['glsl-es-3.00'] = Group()
>>   import_glsl_parser_tests(spec[**'glsl-es-3.00'],
>> diff --git a/tests/spec/glsl-1.50/**execution/CMakeLists.txt
>> b/tests/spec/glsl-1.50/**execution/CMakeLists.txt
>> index 144a306..c0c4f05 100644
>> --- a/tests/spec/glsl-1.50/**execution/CMakeLists.txt
>> +++ b/tests/spec/glsl-1.50/**execution/CMakeLists.txt
>> @@ -1 +1,2 @@
>>   piglit_include_target_api()
>> +add_subdirectory (geometry)
>> diff --git a/tests/spec/glsl-1.50/**execution/geometry/CMakeLists.**gl.txt
>> b/tests/spec/glsl-1.50/**execution/geometry/CMakeLists.**gl.txt
>> new file mode 100644
>> index 0000000..d4becb7
>> --- /dev/null
>> +++ b/tests/spec/glsl-1.50/**execution/geometry/CMakeLists.**gl.txt
>> @@ -0,0 +1,13 @@
>> +include_directories(
>> +${GLEXT_INCLUDE_DIR}
>> +${OPENGL_INCLUDE_PATH}
>> +${piglit_SOURCE_DIR}/tests/**util
>> +)
>> +
>> +link_libraries (
>> +piglitutil_${piglit_target_**api}
>> +${OPENGL_gl_LIBRARY}
>> +${OPENGL_glu_LIBRARY}
>> +)
>> +
>> +piglit_add_executable (glsl-1.50-geometry-end-**primitive
>> end-primitive.c)
>> diff --git a/tests/spec/glsl-1.50/**execution/geometry/CMakeLists.**txt
>> b/tests/spec/glsl-1.50/**execution/geometry/CMakeLists.**txt
>> new file mode 100644
>> index 0000000..144a306
>> --- /dev/null
>> +++ b/tests/spec/glsl-1.50/**execution/geometry/CMakeLists.**txt
>> @@ -0,0 +1 @@
>> +piglit_include_target_api()
>> diff --git a/tests/spec/glsl-1.50/**execution/geometry/end-**primitive.c
>> b/tests/spec/glsl-1.50/**execution/geometry/end-**primitive.c
>> new file mode 100644
>> index 0000000..9400229
>> --- /dev/null
>> +++ b/tests/spec/glsl-1.50/**execution/geometry/end-**primitive.c
>> @@ -0,0 +1,393 @@
>> +/*
>> + * Copyright © 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.
>> + */
>> +
>> +/**
>> + * \file end-primitive.c
>> + *
>> + * Verify functionality of the geometry shader EndPrimitive() function.
>> + *
>> + * This test checks that EndPrimitive() works properly for the
>> + * combination of output primitive type and max vertex count speficied
>> + * on the command line.
>> + *
>> + * The test operates by sending three POINT primitives down the
>> + * pipeline.  The geometry shader converts each POINT primitive into a
>> + * triangle_strip containing the requested number of vertices.
>> + * EndPrimitive() is called after every third vertex, so the resulting
>> + * image consists of discrete triangles.  The triangles are arranged
>> + * into a spiral pattern so that the maximum geometry shader output
>> + * vertex count can be accommodated without making the triangles too
>> + * small.
>> + *
>> + * Each of the 3 geometry shader invocations calls EndPrimitive() at
>> + * different times (the first invocation calls it prior to vertices 0,
>> + * 3, 6, 9, etc., the second invocation prior to vertices 1, 4, 7, 10,
>> + * etc., and the third invocation prior to vertices 2, 5, 8, 11,
>> + * etc.).  The colors of the triangles are red for the first geometry
>> + * shader invocation, green for the second, and blue for the third.
>> + * So the resulting image should show the entire triangle strip with
>> + * colors sequencing in red, green, blue order.
>> + *
>> + * Colors are communicated from the geometry shader to the fragment
>> + * shader by adjusting the value of gl_Position.z.  This allows us to
>> + * avoid taking up an extra varying slot to communicate color (which
>> + * might reduce the number of vertices we can test, due to
>> + * GL_MAX_GEOMETRY_TOTAL_OUTPUT_**COMPONENTS).
>> + *
>> + * The test image is drawn twice, once in the manner described above
>> + * (the test pattern), and once without using geometry shaders (the
>> + * reference pattern).  The test and reference pattern are then
>> + * compared.
>>
>
> Brilliant.  I like it.
>
>
>  + * The image is drawn with a blend equation of GL_MAX, so that if any
>> + * call to EndPrimitive() fails to work, the result will be visible,
>> + * even if a subsequent geometry shader invocation draws over the same
>> + * part of the image.
>> + */
>> +
>> +
>> +#include "piglit-util-gl-common.h"
>> +
>> +#define PATTERN_SIZE 256
>> +
>> +PIGLIT_GL_TEST_CONFIG_BEGIN
>> +
>> +       config.supports_gl_compat_**version = 32;
>> +       config.supports_gl_core_**version = 32;
>> +       config.window_width = 2*PATTERN_SIZE;
>> +       config.window_height = PATTERN_SIZE;
>> +       config.window_visual = PIGLIT_GL_VISUAL_DOUBLE |
>> PIGLIT_GL_VISUAL_RGB;
>> +
>> +PIGLIT_GL_TEST_CONFIG_END
>> +
>> +static GLuint prog_ref, prog_test, fb;
>> +static int num_vertices;
>> +
>> +/**
>> + * Function to compute the spiral pattern.  The distance between
>> + * adjacent vertices returned by this function is approximately
>> + * constant, so the resulting triangles will be approximately equal in
>> + * size.
>> + */
>> +static const char *spiral_text =
>> +       "#version 150\n"
>> +       "\n"
>> +       "uniform int num_vertices;\n"
>> +       "\n"
>> +       "vec2 spiral(int vertex_id)\n"
>> +       "{\n"
>> +       "  float pi = acos(-1.0);\n"
>> +       "  float radial_spacing = 1.5;\n"
>> +       "  float spiral_spacing = 0.5;\n"
>> +       "  float a = 4.0*pi*spiral_spacing/radial_**spacing;\n"
>> +       "  float b = radial_spacing/(2*pi);\n"
>> +       "  float theta = sqrt(a*float(vertex_id + 1));\n"
>> +       "  float r = b*theta;\n"
>> +       "  if (vertex_id % 2 == 1) r += 1.0;\n"
>> +       "  float max_r = b*sqrt(a*float(num_vertices)) + 1.0;\n"
>> +       "  r /= max_r;\n"
>> +       "  return r*vec2(cos(theta), sin(theta));\n"
>> +       "}\n";
>>
>
> I didn't review this code, but I trust that it works.
>
>
>  +/**
>> + * Vertex shader for drawing the test pattern.  The incoming vertex ID
>> + * is passed down into the geometry shader, so that it can tell which
>> + * invocation it is.
>> + */
>> +static const char *vs_test_text =
>> +       "#version 150\n"
>> +       "\n"
>> +       "out int end_prim_offset;\n"
>> +       "\n"
>> +       "void main()\n"
>> +       "{\n"
>> +       "  end_prim_offset = gl_VertexID;\n"
>> +       "}\n";
>> +
>> +/**
>> + * Geometry shader for drawing the test pattern.
>> + */
>> +static const char *gs_test_text =
>> +       "#version 150\n"
>> +       "\n"
>> +       "vec2 spiral(int vertex_id);\n"
>> +       "uniform int num_vertices;\n"
>> +       "in int end_prim_offset[];\n"
>> +       "\n"
>> +       "void main()\n"
>> +       "{\n"
>> +       "  int i = 0;\n"
>> +       "  while (true) {\n"
>> +       "    if (i % 3 == end_prim_offset[0])\n"
>> +       "      EndPrimitive();\n"
>> +       "    if (i == num_vertices)\n"
>> +       "      break;\n"
>> +       "    gl_Position = vec4(spiral(i++), end_prim_offset[0]/4.0,
>> 1.0);\n"
>> +       "    EmitVertex();\n"
>> +       "  }\n"
>> +       "}\n";
>> +
>> +/**
>> + * Printf template for the geometry shader layout.  %d will be filled
>> + * in with the number of vertices requested on the command line.
>> + */
>> +static const char *gs_layout_template =
>> +       "#version 150\n"
>> +       "\n"
>> +       "layout(points) in;\n"
>> +       "layout(triangle_strip, max_vertices = %d) out;\n";
>> +
>> +/**
>> + * Fragment shader for drawing both the test and reference patterns.
>> + */
>> +static const char *fs_text =
>> +       "#version 150\n"
>> +       "\n"
>> +       "void main()\n"
>> +       "{\n"
>> +       "  int end_prim_offset = int(round((gl_FragCoord.z - 0.5) *
>> 8.0));\n"
>> +       "  const vec4 colors[3] = vec4[3](\n"
>> +       "    vec4(1.0, 0.0, 0.0, 1.0),\n"
>> +       "    vec4(0.0, 1.0, 0.0, 1.0),\n"
>> +       "    vec4(0.0, 0.0, 1.0, 1.0));\n"
>> +       "  gl_FragColor = colors[end_prim_offset];\n"
>> +       "}\n";
>> +
>> +/**
>> + * Vertex shader for drawing the reference pattern.  gl_VertexID takes
>> + * the place of the variable i in the geometry shader.
>> + */
>> +static const char *vs_ref_text =
>> +       "#version 150\n"
>> +       "\n"
>> +       "vec2 spiral(int vertex_id);\n"
>> +       "uniform int end_prim_offset;\n"
>> +       "\n"
>> +       "void main()\n"
>> +       "{\n"
>> +       "  gl_Position = vec4(spiral(gl_VertexID), end_prim_offset/4.0,\n"
>> +       "                     1.0);\n"
>> +       "}\n";
>> +
>> +
>> +static void
>> +print_usage_and_exit(const char *prog_name)
>> +{
>> +       printf("Usage: %s <vertex_count>\n"
>> +              "  where <vertex_count> is the number of vertices to test,
>> or\n"
>> +              "  0 to test the maximum possible number of vertices.\n",
>> +              prog_name);
>> +       piglit_report_result(PIGLIT_**FAIL);
>> +}
>> +
>> +
>> +void
>> +piglit_init(int argc, char **argv)
>> +{
>> +       GLuint vs_spiral, gs_spiral, vs_ref_main, vs_test_main,
>> gs_test_main,
>> +               gs_layout, fs_main, vao, element_buf, rb;
>> +       GLint max_gs_out_vertices, max_gs_out_components;
>> +       int max_testable_vertices;
>> +       char *text, *endptr;
>> +
>> +       /* parse args */
>> +       if (argc != 2)
>> +               print_usage_and_exit(argv[0]);
>> +       endptr = NULL;
>> +       num_vertices = strtol(argv[1], &endptr, 0);
>> +       if (endptr != argv[1] + strlen(argv[1]))
>> +               print_usage_and_exit(argv[0]);
>> +
>> +       /* Figure out the maximum number of vertices we can test. */
>> +       glGetIntegerv(GL_MAX_GEOMETRY_**OUTPUT_VERTICES,
>> &max_gs_out_vertices);
>> +       glGetIntegerv(GL_MAX_GEOMETRY_**TOTAL_OUTPUT_COMPONENTS,
>> +                     &max_gs_out_components);
>> +       if (!piglit_check_gl_error(GL_NO_**ERROR))
>> +               piglit_report_result(PIGLIT_**FAIL);
>> +       max_testable_vertices = MIN2(max_gs_out_vertices,
>> +                                    max_gs_out_components / 4);
>> +
>> +       /* If num_vertices == 0, test the maximum possible number of
>> +        * vertices.  Otherwise ensure that the requested number is
>> +        * supported by the implementation.
>> +        */
>> +       if (num_vertices == 0)
>> +               num_vertices = max_testable_vertices;
>> +       else if (num_vertices > max_testable_vertices) {
>> +               printf("Can't test more than %d vertices\n",
>> +                      max_testable_vertices);
>> +               piglit_report_result(PIGLIT_**SKIP);
>> +       }
>> +
>> +       /* Compile shaders */
>> +       vs_spiral = piglit_compile_shader_text(GL_**VERTEX_SHADER,
>> spiral_text);
>> +       gs_spiral = piglit_compile_shader_text(GL_**GEOMETRY_SHADER,
>> +                                              spiral_text);
>> +       vs_ref_main = piglit_compile_shader_text(GL_**VERTEX_SHADER,
>> +                                                vs_ref_text);
>> +       vs_test_main = piglit_compile_shader_text(GL_**VERTEX_SHADER,
>> +                                                 vs_test_text);
>> +       gs_test_main = piglit_compile_shader_text(GL_**GEOMETRY_SHADER,
>> +                                                 gs_test_text);
>> +       asprintf(&text, gs_layout_template, num_vertices);
>> +       gs_layout = piglit_compile_shader_text(GL_**GEOMETRY_SHADER,
>> text);
>> +       free(text);
>> +       fs_main = piglit_compile_shader_text(GL_**FRAGMENT_SHADER,
>> fs_text);
>> +
>> +       prog_ref = glCreateProgram();
>> +       glAttachShader(prog_ref, vs_ref_main);
>> +       glAttachShader(prog_ref, vs_spiral);
>> +       glAttachShader(prog_ref, fs_main);
>> +       glLinkProgram(prog_ref);
>> +       if (!piglit_link_check_status(**prog_ref))
>> +               piglit_report_result(PIGLIT_**FAIL);
>> +
>> +       prog_test = glCreateProgram();
>> +       glAttachShader(prog_test, vs_test_main);
>> +       glAttachShader(prog_test, gs_test_main);
>> +       glAttachShader(prog_test, gs_spiral);
>> +       glAttachShader(prog_test, gs_layout);
>> +       glAttachShader(prog_test, fs_main);
>> +       glLinkProgram(prog_test);
>> +       if (!piglit_link_check_status(**prog_test))
>> +               piglit_report_result(PIGLIT_**FAIL);
>> +
>> +       glDeleteShader(vs_spiral);
>> +       glDeleteShader(gs_spiral);
>> +       glDeleteShader(vs_ref_main);
>> +       glDeleteShader(vs_test_main);
>> +       glDeleteShader(gs_test_main);
>> +       glDeleteShader(gs_layout);
>> +       glDeleteShader(fs_main);
>> +
>> +       /* Various other GL objects needed by the test */
>> +       glGenVertexArrays(1, &vao);
>> +       glBindVertexArray(vao);
>> +       glGenBuffers(1, &element_buf);
>> +       glBindBuffer(GL_ELEMENT_ARRAY_**BUFFER, element_buf);
>> +       glGenFramebuffers(1, &fb);
>> +       glBindFramebuffer(GL_**FRAMEBUFFER, fb);
>> +       glGenRenderbuffers(1, &rb);
>> +       glBindRenderbuffer(GL_**RENDERBUFFER, rb);
>> +       glRenderbufferStorage(GL_**RENDERBUFFER, GL_RGBA, PATTERN_SIZE,
>> +                             PATTERN_SIZE);
>> +       glFramebufferRenderbuffer(GL_**FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
>> +                                 GL_RENDERBUFFER, rb);
>> +
>> +       if (!piglit_check_gl_error(GL_NO_**ERROR))
>> +               piglit_report_result(PIGLIT_**FAIL);
>> +}
>> +
>> +
>> +/**
>> + * Simulate the action of the 3 geometry shader invocations by making
>> + * 3 glDrawElements() calls.  Primitive restart is used to simulate
>> + * the action of EndPrimitive().
>> + */
>> +static void
>> +draw_ref_pattern()
>> +{
>> +       int i, vertex_count, end_prim_offset;
>> +
>> +       glClear(GL_COLOR_BUFFER_BIT);
>> +       glUseProgram(prog_ref);
>> +       glUniform1i(**glGetUniformLocation(prog_ref, "num_vertices"),
>> +                   num_vertices);
>> +       glEnable(GL_PRIMITIVE_RESTART)**;
>> +       glPrimitiveRestartIndex(**0xffffffff);
>> +
>> +       for (end_prim_offset = 0; end_prim_offset < 3; end_prim_offset++)
>> {
>> +               GLuint *index_buffer =
>> +                       malloc(2 * sizeof(GLuint) * num_vertices);
>>
>
> This is overallocating, right?  Your index buffer would normally be [0, 1,
> 2, 3, ..] except that you're inserting 0xffffffff every 3 vertices.
> Wouldn't (num_vertices + ceil(num_vertices/3.) ) * sizeof(GLuint) work?
>

> Overallocating shouldn't hurt anything - it's safe and avoids irritating
> rounding problems - but it might be nice to have a comment saying that's
> what you're doing.


Fair enough--I've added a comment.


>
>
>  +               i = vertex_count = 0;
>> +               while (true) {
>> +                       if (i % 3 == end_prim_offset)
>> +                               index_buffer[vertex_count++] = 0xffffffff;
>> +                       if (i == num_vertices)
>> +                               break;
>> +                       index_buffer[vertex_count++] = i++;
>> +               }
>>
>
> Wouldn't the following also work?
>
> while (i < num_vertices) {
>
>         if (i % 3 == end_prim_offset)
>                 index_buffer[vertex_count++] = 0xffffffff;
>         index_buffer[vertex_count++] = i++;
> }
>
> You might not get the 0xffffffff at the very end, but since it's the end
> of your draw call anyway, I don't think it would matter.
>
> Not a big deal either way.  As is, it matches your shader, and that's
> worth preserving...


You're right, your way would have worked too.  I mostly chose to do what I
did to mtach the shader :)


>
>
>  +               glUniform1i(**glGetUniformLocation(prog_ref,
>> "end_prim_offset"),
>> +                           end_prim_offset);
>> +               glBufferData(GL_ELEMENT_ARRAY_**BUFFER,
>> +                            sizeof(GLuint) * vertex_count, index_buffer,
>> +                            GL_STATIC_DRAW);
>> +               free(index_buffer);
>> +               glDrawElements(GL_TRIANGLE_**STRIP, vertex_count,
>> +                              GL_UNSIGNED_INT, NULL);
>> +       }
>> +
>> +       glDisable(GL_PRIMITIVE_**RESTART);
>> +}
>> +
>> +
>> +static void
>> +draw_test_pattern()
>> +{
>> +       glClear(GL_COLOR_BUFFER_BIT);
>> +       glUseProgram(prog_test);
>> +       glUniform1i(**glGetUniformLocation(prog_**test, "num_vertices"),
>> +                   num_vertices);
>> +       glDrawArrays(GL_POINTS, 0, 3);
>> +}
>> +
>> +
>> +enum piglit_result
>> +piglit_display(void)
>> +{
>> +       bool pass = true;
>> +
>> +       glEnable(GL_BLEND);
>> +       glBlendEquation(GL_MAX);
>> +
>> +       /* Left half of the window is the test pattern */
>> +       glViewport(0, 0, PATTERN_SIZE, PATTERN_SIZE);
>> +       glBindFramebuffer(GL_DRAW_**FRAMEBUFFER, fb);
>> +       draw_test_pattern();
>> +       glBindFramebuffer(GL_READ_**FRAMEBUFFER, fb);
>> +       glBindFramebuffer(GL_DRAW_**FRAMEBUFFER, piglit_winsys_fbo);
>> +       glBlitFramebuffer(0, 0, PATTERN_SIZE, PATTERN_SIZE,
>> +                         0, 0, PATTERN_SIZE, PATTERN_SIZE,
>> +                         GL_COLOR_BUFFER_BIT, GL_NEAREST);
>> +
>> +       /* Right half of the window is the reference image */
>> +       glBindFramebuffer(GL_DRAW_**FRAMEBUFFER, fb);
>> +       draw_ref_pattern();
>> +       glBindFramebuffer(GL_READ_**FRAMEBUFFER, fb);
>> +       glBindFramebuffer(GL_DRAW_**FRAMEBUFFER, piglit_winsys_fbo);
>> +       glBlitFramebuffer(0, 0, PATTERN_SIZE, PATTERN_SIZE,
>> +                         PATTERN_SIZE, 0, 2*PATTERN_SIZE, PATTERN_SIZE,
>> +                         GL_COLOR_BUFFER_BIT, GL_NEAREST);
>>
>
> You could probably just adjust the viewport rather than monkeying around
> with multiple framebuffers and blitting.  Should be simpler.


That's much simpler, thanks.


>
>
>  +       if (!piglit_check_gl_error(GL_NO_**ERROR))
>> +               pass = false;
>> +
>> +       /* Compare window halves */
>> +       glBindFramebuffer(GL_READ_**FRAMEBUFFER, piglit_winsys_fbo);
>> +       pass = piglit_probe_rect_halves_**equal_rgba(0, 0,
>> 2*PATTERN_SIZE,
>> +                                                  PATTERN_SIZE) && pass;
>> +
>> +       piglit_present_results();
>> +
>> +       return pass ? PIGLIT_PASS : PIGLIT_FAIL;
>> +}
>>
>>
> Reviewed-by: Kenneth Graunke <kenneth at whitecape.org>
>
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