[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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