[Piglit] [PATCH 3/9] GL 3.2: Test layered framebuffers blit properly.
Paul Berry
stereotype441 at gmail.com
Tue Aug 27 11:01:02 PDT 2013
On 26 August 2013 11:44, Jacob Penner <jkpenner91 at gmail.com> wrote:
> ---
> tests/spec/gl-3.2/layered-rendering/blit.c | 352
> +++++++++++++++++++++++++++++
> 1 file changed, 352 insertions(+)
> create mode 100644 tests/spec/gl-3.2/layered-rendering/blit.c
>
> diff --git a/tests/spec/gl-3.2/layered-rendering/blit.c
> b/tests/spec/gl-3.2/layered-rendering/blit.c
> new file mode 100644
> index 0000000..d897840
> --- /dev/null
> +++ b/tests/spec/gl-3.2/layered-rendering/blit.c
> @@ -0,0 +1,352 @@
> +/*
> + * 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 blit.c
> + *
> + * Section 4.3.2(Reading and Copying Pixels) From GL spec 3.2 core:
> + * If the read framebuffer is layered (see section 4.4.7), pixel values
> are
> + * read from layer zero. If the draw framebuffer is layered, pixel values
> are
> + * written to layer zero. If both read and draw framebuffers are layered,
> the
> + * blit operation is still performed only on layer zero.
> + *
> + * Test Layout
> + * *-------*-------* test1:
> + * | | | Source tex is layered, Dest tex is layered
> + * | test3 | test4 | test2:
> + * | | | Source tex is layered, Dest tex is not layered
> + * *-------*-------* test3:
> + * | | | Source tex is not layered, Dest tex is layered
> + * | test1 | test2 | test4:
> + * | | | Source tex is not layered, Dest tex is not
> layered
> + * *-------*-------*
> + *
> + * src dest Each Test
> + * *---*---* Display source tex layers on left
> + * | | | layer 1 Blit source tex to dest tex
> + * *---*---* Display resulting layers
> + * | | | layer 2
> + * *---*---*
> + */
> +
> +#include "piglit-util-gl-common.h"
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> +
> + config.supports_gl_compat_version = 32;
> + config.supports_gl_core_version = 32;
> +
> + config.window_width = 128;
> + config.window_height = 128;
> + config.window_visual = PIGLIT_GL_VISUAL_RGB |
> PIGLIT_GL_VISUAL_DOUBLE;
> +
> +PIGLIT_GL_TEST_CONFIG_END
> +
> +/* Values Set in piglit init */
> +const int texWidth = 32;
> +const int texHeight = 32;
> +const int texDepth = 2;
> +const int texelsPerLayer = 32 * 32;
> +const int floatPerLayer = 32 * 32 * 3;
> +
> +static const float srcColors[2][3] = {
> + {1, 0, 0}, {0, 1, 0}
> +};
> +
> +static const float desColors[2][3] = {
> + {0, 0, 1}, {0, 1, 1}
> +};
>
"des" is a nonstandard abbreviation for "destination". Pleaste use "dst".
> +
> +/*
> + * Blit the passed texture to the screen. If texture is layered,
> + * loops through each layer and blit it to the screen.
> + */
> +bool
> +display_texture(int x, int y, int w, int h,
> + GLuint tex, int layers)
> +{
> + GLuint tempFBO;
> + int i, dx1, dy1, dx2, dy2;
> + GLenum fbStatus;
> +
> + dx1 = x;
> + dx2 = x+w;
> +
> + /* Gen temp fbo to work with */
> + glGenFramebuffers(1, &tempFBO);
> +
> + if(layers == 1) {
> + dy1 = y;
> + dy2 = y+h;
> +
> + glBindFramebuffer(GL_FRAMEBUFFER, tempFBO);
> + glFramebufferTexture2D(GL_FRAMEBUFFER,
> GL_COLOR_ATTACHMENT0,
> + GL_TEXTURE_2D, tex, 0);
> +
> + /* Blit layer to screen */
> + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
> + glBindFramebuffer(GL_READ_FRAMEBUFFER, tempFBO);
> + glBlitFramebuffer(0, 0, texWidth, texHeight,
> + dx1, dy1, dx2, dy2,
> + GL_COLOR_BUFFER_BIT, GL_NEAREST);
> + }
> + else {
>
Style nit: we usually put this on a single line like this: "} else {"
> + /* loop through each layer */
> + for( i = 0; i < layers; i++) {
> + dy1 = y + i*(h/layers);
> + dy2 = y + (i+1)*(h/layers);
> +
> + /* Bind new layer to display */
> + glBindFramebuffer(GL_FRAMEBUFFER, tempFBO);
> + glFramebufferTextureLayer(GL_FRAMEBUFFER,
> + GL_COLOR_ATTACHMENT0,
> + tex, 0, i);
> +
> + fbStatus =
> glCheckFramebufferStatus(GL_FRAMEBUFFER);
> + if(fbStatus != GL_FRAMEBUFFER_COMPLETE) {
> + printf("Framebuffer Status: %s\n",
> + piglit_get_gl_enum_name(fbStatus));
> + return false;
> + }
> +
> + /* Blit layer to screen */
> + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
> + glBindFramebuffer(GL_READ_FRAMEBUFFER, tempFBO);
> + glBlitFramebuffer(0, 0, texWidth, texHeight,
> + dx1, dy1, dx2, dy2,
> + GL_COLOR_BUFFER_BIT, GL_NEAREST);
> + }
> + }
> +
> + /* Cleanup temp fbo */
> + glBindFramebuffer(GL_FRAMEBUFFER, 0);
> + glDeleteFramebuffers(1, &tempFBO);
> +
> + return piglit_check_gl_error(GL_NO_ERROR);
> +}
> +
> +void
> +gen_color_data(float *colorData, int texelsPerLayer, int layers, bool
> useSrcTex)
> +{
> + int i, j;
> + for(j = 0; j < layers; j++)
> + for(i = 0; i < texelsPerLayer; i++) {
>
The second for loop should be indented to clarify that it is nested inside
the first.
> + int offset = j * texelsPerLayer * 3 + i * 3;
> + if(useSrcTex) {
> + colorData[offset + 0] = srcColors[j][0];
> + colorData[offset + 1] = srcColors[j][1];
> + colorData[offset + 2] = srcColors[j][2];
> + }
> + else {
> + colorData[offset + 0] = desColors[j][0];
> + colorData[offset + 1] = desColors[j][1];
> + colorData[offset + 2] = desColors[j][2];
> + }
> + }
> +}
>
+
> +void
> +create_bind_texture(GLenum textureType, GLuint *texture, bool useSrcTex)
>
Unless there's a special reason to do so, it's better to output data from
the function via a return value than via a pointer. I'd change this to:
GLuint
create_bind_texture(GLenum textureType, bool useSrcTex)
> +{
> + piglit_check_gl_error(GL_NO_ERROR);
> +
> + glGenTextures(1, texture);
> + glBindTexture(textureType, *texture);
> +
> + glTexParameteri(textureType, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
> + glTexParameteri(textureType, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
> + glTexParameteri(textureType, GL_TEXTURE_WRAP_S, GL_REPEAT);
> + glTexParameteri(textureType, GL_TEXTURE_WRAP_T, GL_REPEAT);
> + glTexParameteri(textureType, GL_TEXTURE_WRAP_R, GL_REPEAT);
> +
> + if(textureType == GL_TEXTURE_2D) {
> + float colorData[floatPerLayer];
> + gen_color_data(colorData, texelsPerLayer, 1, useSrcTex);
> + glTexImage2D(textureType, 0, GL_RGB, texWidth, texHeight,
> 0,
> + GL_RGB, GL_FLOAT, colorData);
> + }
> + else if(textureType == GL_TEXTURE_3D) {
> + float colorData[texDepth * floatPerLayer];
> + gen_color_data(colorData, texelsPerLayer, texDepth,
> useSrcTex);
> + glTexImage3D(textureType, 0, GL_RGB, texWidth, texHeight,
> + texDepth, 0, GL_RGB, GL_FLOAT, colorData);
> + }
>
This should be a switch statement.
> +
> + if(!piglit_check_gl_error(GL_NO_ERROR)) {
> + glDeleteTextures(1, texture);
> + *texture = 0;
> + }
> +}
> +
> +bool
> +testFramebufferBlitLayered(int x, int y, int w, int h,
> + bool sLayered, bool dLayered)
>
It's not obvious from initial reading that sLayered and dLayered refer to
src and dst. I'd recommend renaming them to srcLayered and dstLayered.
> +{
> + bool pass = true;
> + GLuint srcFBO, desFBO;
> + GLuint srcTex, desTex;
> + GLenum fbStatus;
> + int srclayers = (sLayered) ? (texDepth) : (1);
> + int deslayers = (dLayered) ? (texDepth) : (1);
> +
> + /* Set up source fbo */
> + glGenFramebuffers(1, &srcFBO);
> + glBindFramebuffer(GL_FRAMEBUFFER, srcFBO);
> +
> + piglit_check_gl_error(GL_NO_ERROR);
> + if(sLayered) {
> + create_bind_texture(GL_TEXTURE_3D, &srcTex, true);
> + glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
> + srcTex, 0);
> + }
> + else {
> + create_bind_texture(GL_TEXTURE_2D, &srcTex, true);
> + glFramebufferTexture2D(GL_FRAMEBUFFER,
> GL_COLOR_ATTACHMENT0,
> + GL_TEXTURE_2D, srcTex, 0);
> + }
> +
> + /* Check source framebuffer status */
> + fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
> + if(fbStatus != GL_FRAMEBUFFER_COMPLETE) {
> + printf("FtestFramebufferBlitLayered srcFBO Status: %s\n",
> + piglit_get_gl_enum_name(fbStatus));
>
I assume "Ftest..." is a typo?
> + return false;
> + }
> +
> + /* Set up dest fbo */
> + glGenFramebuffers(1, &desFBO);
> + glBindFramebuffer(GL_FRAMEBUFFER, desFBO);
> +
> + if(dLayered) {
> + create_bind_texture(GL_TEXTURE_3D, &desTex, false);
> + glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
> + desTex, 0);
> + }
> + else {
> + create_bind_texture(GL_TEXTURE_2D, &desTex, false);
> + glFramebufferTexture2D(GL_FRAMEBUFFER,
> GL_COLOR_ATTACHMENT0,
> + GL_TEXTURE_2D, desTex, 0);
> + }
> +
> + /* Check dest framebuffer status */
> + fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
> + if(fbStatus != GL_FRAMEBUFFER_COMPLETE) {
> + printf("testFramebufferBlitLayered desFBO Status: %s\n",
> + piglit_get_gl_enum_name(fbStatus));
> + return false;
> + }
> +
> + /* Check for if any errors have occured */
> + if(!piglit_check_gl_error(GL_NO_ERROR)) {
> + printf("Error setting up framebuffers for test.\n");
> + return false;
> + }
> +
> + /* Blit from source to dest framebuffers */
> + glBindFramebuffer(GL_READ_FRAMEBUFFER, srcFBO);
> + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, desFBO);
> + glBlitFramebuffer(0, 0, texWidth, texHeight,
> + 0, 0, texWidth, texHeight,
> + GL_COLOR_BUFFER_BIT, GL_LINEAR);
> +
> + /* Display the results */
> + display_texture(x, y, w/2, h, srcTex, srclayers);
> + display_texture(x+w/2, y, w/2, h, desTex, deslayers);
> +
> + /* Check for pass condition */
> + if(sLayered) {
> + pass = piglit_probe_rect_rgb(x, y, w/2, h/2, srcColors[0])
> + && pass;
> + pass = piglit_probe_rect_rgb(x, y+h/2, w/2, h/2,
> srcColors[1])
> + && pass;
> + }
> + else {
> + pass = piglit_probe_rect_rgb(x, y, w/2, h, srcColors[0])
> + && pass;
> + }
>
The above tests seem weird--why do we need to check the source texture?
> +
> + if(dLayered) {
> + pass = piglit_probe_rect_rgb(x+w/2, y, w/2, h/2,
> srcColors[0])
> + && pass;
> + pass = piglit_probe_rect_rgb(x+w/2, y+h/2, w/2, h/2,
> + desColors[1])
> + && pass;
> + }
> + else {
> + pass = piglit_probe_rect_rgb(x+w/2, y, w/2, h,
> srcColors[0])
> + && pass;
> + }
> +
> +
> + /* Clean up */
> + glBindFramebuffer(GL_FRAMEBUFFER, 0);
> + glDeleteFramebuffers(1, &srcFBO);
> + glDeleteFramebuffers(1, &desFBO);
> + glDeleteTextures(1, &srcTex);
> + glDeleteTextures(1, &desTex);
> +
> + /* Check for if any errors have occured */
> + if(!piglit_check_gl_error(GL_NO_ERROR)) {
> + printf("Error setting up framebuffers for test.\n");
> + return false;
> + }
> +
> + return pass;
> +}
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> +
> +}
> +
> +enum piglit_result
> +piglit_display(void)
> +{
> + bool pass = true;
> + int hw = piglit_width/2;
> + int hh = piglit_height/2;
> +
> + glBindFramebuffer(GL_FRAMEBUFFER, 0);
> + glClearColor(1,1,1,1);
> + glClear(GL_COLOR_BUFFER_BIT);
> +
> + /* Source is layered, Dest is layered */
> + pass = testFramebufferBlitLayered( 0, 0, hw, hh, true, true) &&
> pass;
> +
> + /* Source is layered, Dest is not layered */
> + pass = testFramebufferBlitLayered(hw, 0, hw, hh, true, false) &&
> pass;
> +
> + /* Source not is layered, Dest is layered */
> + pass = testFramebufferBlitLayered( 0, hh, hw, hh, false, true) &&
> pass;
> +
> + /* Source not is layered, Dest is not layered */
> + pass = testFramebufferBlitLayered(hw, hh, hw, hh, false, false) &&
> pass;
> +
> + /* Check for if any errors have occured */
> + pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
> +
> + piglit_present_results();
> +
> + return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}
>
With those minor fixes, this patch is:
Reviewed-by: Paul Berry <stereotype441 at gmail.com>
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