[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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