[Piglit] [PATCH V3 3/6] ARB_sample_shading: Add test to verify the functionality of gl_SampleID

Paul Berry stereotype441 at gmail.com
Fri Dec 6 15:04:25 PST 2013


On 6 November 2013 17:20, Anuj Phogat <anuj.phogat at gmail.com> wrote:

> V2: Get rid of redundant projection matrix.
> V3: Draw to a multisample texture and use it later to verify
>     the expected color of each sample.
>     Use piglit_draw_rect() and get rid of redundant code.
>
> Signed-off-by: Anuj Phogat <anuj.phogat at gmail.com>
> ---
>  tests/all.tests                                    |   5 +
>  .../arb_sample_shading/execution/CMakeLists.gl.txt |   1 +
>  .../execution/builtin-gl-sample-id.cpp             | 216
> +++++++++++++++++++++
>  3 files changed, 222 insertions(+)
>  create mode 100644
> tests/spec/arb_sample_shading/execution/builtin-gl-sample-id.cpp
>
> diff --git a/tests/all.tests b/tests/all.tests
> index 883fbec..5f66e43 100644
> --- a/tests/all.tests
> +++ b/tests/all.tests
> @@ -1342,6 +1342,11 @@ for num_samples in TEST_SAMPLE_COUNTS:
>      executable = 'arb_sample_shading-{0} -auto'.format(test_name)
>      arb_sample_shading[test_name] = PlainExecTest(executable)
>
> +for num_samples in TEST_SAMPLE_COUNTS:
> +    test_name = 'builtin-gl-sample-id {0}'.format(num_samples)
> +    executable = 'arb_sample_shading-{0} -auto'.format(test_name)
> +    arb_sample_shading[test_name] = PlainExecTest(executable)
> +
>  # Group ARB_debug_output
>  arb_debug_output = Group()
>  spec['ARB_debug_output'] = arb_debug_output
> diff --git a/tests/spec/arb_sample_shading/execution/CMakeLists.gl.txt
> b/tests/spec/arb_sample_shading/execution/CMakeLists.gl.txt
> index 56fa0da..35f2905 100644
> --- a/tests/spec/arb_sample_shading/execution/CMakeLists.gl.txt
> +++ b/tests/spec/arb_sample_shading/execution/CMakeLists.gl.txt
> @@ -12,4 +12,5 @@ link_libraries (
>
>  piglit_add_executable (arb_sample_shading-api api.c)
>  piglit_add_executable (arb_sample_shading-builtin-gl-num-samples
> builtin-gl-num-samples.cpp)
> +piglit_add_executable (arb_sample_shading-builtin-gl-sample-id
> builtin-gl-sample-id.cpp)
>  # vim: ft=cmake:
> diff --git
> a/tests/spec/arb_sample_shading/execution/builtin-gl-sample-id.cpp
> b/tests/spec/arb_sample_shading/execution/builtin-gl-sample-id.cpp
> new file mode 100644
> index 0000000..ebbb6a0
> --- /dev/null
> +++ b/tests/spec/arb_sample_shading/execution/builtin-gl-sample-id.cpp
> @@ -0,0 +1,216 @@
> +/*
> + * 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 builtin-gl-sample-id.cpp
> + *  This test verifies that using gl_SampleID in fragment shader program
> + *  works as per ARB_sample_shading specification.
> + *
> + **/
> +
> +#include "piglit-fbo.h"
> +using namespace piglit_util_fbo;
> +
> +const int pattern_width = 128; const int pattern_height = 128;
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> +
> +       config.supports_gl_compat_version = 21;
> +
> +       config.window_width = pattern_width;
> +       config.window_height = pattern_height;
> +       config.window_visual = PIGLIT_GL_VISUAL_DOUBLE |
> PIGLIT_GL_VISUAL_RGBA;
> +
> +PIGLIT_GL_TEST_CONFIG_END
> +
> +static int num_samples;
> +static unsigned prog_0, prog_1;
> +static Fbo multisampled_fbo, multisampled_tex;
> +
> +static void
> +print_usage_and_exit(char *prog_name)
> +{
> +       printf("Usage: %s <num_samples>\n", prog_name);
> +       piglit_report_result(PIGLIT_FAIL);
> +}
> +
> +void
> +compile_shader(void)
> +{
> +       static const char *vert =
> +               "#version 130\n"
> +               "in vec2 pos;\n"
> +               "void main()\n"
> +               "{\n"
> +               "  gl_Position = gl_ModelViewProjectionMatrix *\n"
> +               "                vec4(pos, 0.0, 1.0);\n"
> +               "}\n";
>

To interface properly with piglit_draw_rect, you really want your vertex
shader to look like this:

#version 130
in vec4 piglit_vertex;
void main()
{
  gl_Position = piglit_vertex;
}

(the reason is that piglit_draw_rect specifically looks for a vertex shader
input called "piglit_vertex", and uses it if it finds it).  I suspect that
the code you've written has undefined behaviour, and is working by luck.

You also need to link the program using piglit_link_simple_program(),
piglit_build_simple_program(),
piglit_link_simple_program_multiple_shaders(), or
piglit_build_simple_program_multiple_shaders().  Those functions ensure
that piglit_vertex gets assigned to the proper attribute slot.

An additional advantage of writing the vertex shader like this is that you
won't have to call piglit_ortho_projection() anymore, which means you can
add:

config.supports_gl_core_version = 31;

to the test config.


> +       static const char *frag_0 =
> +               "#version 130\n"
> +               "#extension GL_ARB_sample_shading : enable\n"
> +               "uniform int samples;\n"
> +               "out vec4 out_color;\n"
> +               "void main()\n"
> +               "{\n"
> +               "  if(samples == 0)\n"
> +               "    out_color = vec4(0.0, 1.0, 0.0, 1.0);\n"
> +               "  else\n"
> +               "    out_color = vec4(0.0, float(gl_SampleID) / samples,
> 0.0, 1.0);\n"
>
+               "}\n";
> +
> +       static const char *frag_1 =
> +               "#version 130\n"
> +               "#extension GL_ARB_texture_multisample : require\n"
> +               "uniform sampler2DMS ms_tex;\n"
> +               "uniform int samples;\n"
> +               "out vec4 out_color;\n"
> +               "void main()\n"
> +               "{\n"
> +               "  int i;\n"
> +               "  bool pass = true;\n"
> +                  /* Use a small tolerance value to account for the
> precision
> +                   * loss in floating point color values.
> +                   */
> +               "  float color_tolerance = 0.02;\n"
> +               "  for (i = 0; i < samples; i++) {\n"
> +               "    vec4 sample_color =\n"
> +               "      texelFetch(ms_tex, ivec2(gl_FragCoord.xy), i);\n"
> +               "  float sample_id_float = sample_color.g * samples;\n"
> +               "  int sample_id_int = int(round(sample_id_float));\n"
> +               "  if (sample_id_int != i ||\n"
> +               "      abs(sample_id_int - sample_id_float) >
> color_tolerance)\n"
>

The second condition (abs(sample_id_int - sample_id_float) >
color_tolerance) seems wrong for two reasons:

1. It shouldn't be necessary.  Any rounding errors that happen should be
far smaller than 1/samples, so when you compute int(round(sample_id_float))
it shoud always be exactly correct.

2. The expression abs(sample_id_int - sample_id_float) doesn't do anything
with the expected value (i).  This means that if the distance between
sample_id_int and sample_id_float is ever larger than 0.02, the test will
pass, even if sample_id_float is so wrong that it can't be explained by
rounding error.

I'd recommend simplifying the if test to just "if (sample_id_int != i)".
If that causes the test to fail, then I think we should suspect a genuine
bug rather than a rounding error.


Unrelated: the contents of the "for" loop aren't uniformly indented, making
it hard to read.


> +               "    pass = false;\n"
> +               "  }\n"
> +               "\n"
> +               "  if(pass)\n"
> +               "    out_color = vec4(0.0, 1.0, 0.0, 1.0);\n"
> +               "  else\n"
> +               "    out_color = vec4(1.0, 0.0, 0.0, 1.0);\n"
> +               "}\n";
> +
> +       /* Compile program */
> +       prog_0 = glCreateProgram();
> +       GLint vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vert);
> +       glAttachShader(prog_0, vs);
> +       piglit_check_gl_error(GL_NO_ERROR);
> +       GLint fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, frag_0);
> +       glAttachShader(prog_0, fs);
> +       glBindAttribLocation(prog_0, 0, "pos");
>

Once you're using piglit_vertex in your vertex shader, it won't be
necessary to make this call to glBindAttribLocation() anymore.
piglit_draw_rect() will


> +       glLinkProgram(prog_0);
> +       if (!piglit_link_check_status(prog_0)) {
> +               piglit_report_result(PIGLIT_FAIL);
> +       }
> +
> +       prog_1 = glCreateProgram();
> +       vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vert);
> +       glAttachShader(prog_1, vs);
> +       piglit_check_gl_error(GL_NO_ERROR);
> +       fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, frag_1);
> +       glAttachShader(prog_1, fs);
> +       glBindAttribLocation(prog_1, 0, "pos");
> +       glLinkProgram(prog_1);
> +       if (!piglit_link_check_status(prog_1)) {
> +               piglit_report_result(PIGLIT_FAIL);
> +       }
> +}
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> +       if (argc != 2)
> +               print_usage_and_exit(argv[0]);
> +
> +       /* 1st arg: num_samples */
> +       char *endptr = NULL;
> +       num_samples = strtol(argv[1], &endptr, 0);
> +       if (endptr != argv[1] + strlen(argv[1]))
> +               print_usage_and_exit(argv[0]);
> +
> +       piglit_require_extension("GL_ARB_texture_multisample");
> +       piglit_require_extension("GL_ARB_sample_shading");
> +
> +       /* Skip the test if num_samples > GL_MAX_SAMPLES */
> +       GLint max_samples;
> +       glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
> +       if (num_samples > max_samples)
> +               piglit_report_result(PIGLIT_SKIP);
> +
> +       piglit_ortho_projection(pattern_width, pattern_height, false);
> +       FboConfig msConfig(num_samples, pattern_width, pattern_height);
> +       multisampled_fbo.setup(msConfig);
> +        msConfig.attach_texture = true;
> +       multisampled_tex.setup(msConfig);
> +
> +       compile_shader();
> +       if (!piglit_check_gl_error(GL_NO_ERROR)) {
> +               piglit_report_result(PIGLIT_FAIL);
> +       }
> +}
> +
> +enum piglit_result
> +piglit_display()
> +{
> +       bool pass = true;
> +       int samples;
> +        float expected[4] = {0.0, 1.0, 0.0, 1.0};
> +
> +       glUseProgram(prog_0);
> +       glBindFramebuffer(GL_DRAW_FRAMEBUFFER, multisampled_fbo.handle);
> +       glGetIntegerv(GL_SAMPLES, &samples);
> +       glClear(GL_COLOR_BUFFER_BIT);
> +       glUniform1i(glGetUniformLocation(prog_0, "samples"), samples);
> +        piglit_draw_rect(0, 0, pattern_width, pattern_height);
> +
> +       glBindFramebuffer(GL_READ_FRAMEBUFFER, multisampled_fbo.handle);
> +       glBindFramebuffer(GL_DRAW_FRAMEBUFFER, multisampled_tex.handle);
> +       glClear(GL_COLOR_BUFFER_BIT);
> +       glBlitFramebuffer(0, 0,
> +                         pattern_width, pattern_height,
> +                         0, 0,
> +                         pattern_width, pattern_height,
> +                         GL_COLOR_BUFFER_BIT,
> +                         GL_NEAREST);
>

It looks like you're drawing into an FBO that's backed by a multisampled
renderbuffer, then blitting that to an FBO that's backed by a multisampled
texture, then checking the result.  Why not just drop the first FBO and
draw directly into the second?


> +
> +       glBindFramebuffer(GL_READ_FRAMEBUFFER, multisampled_tex.handle);
> +       glBindFramebuffer(GL_DRAW_FRAMEBUFFER, piglit_winsys_fbo);
> +       glClear(GL_COLOR_BUFFER_BIT);
> +       if (samples == 0) {
> +               glBlitFramebuffer(0, 0,
> +                                 pattern_width, pattern_height,
> +                                 0, 0,
> +                                 pattern_width, pattern_height,
> +                                 GL_COLOR_BUFFER_BIT,
> +                                 GL_NEAREST);
> +       } else {
> +               glUseProgram(prog_1);
> +               glUniform1i(glGetUniformLocation(prog_1, "ms_tex"), 0);
> +               glUniform1i(glGetUniformLocation(prog_1, "samples"),
> samples);
> +               piglit_draw_rect_tex(0, 0, pattern_width, pattern_height,
> +                                    0, 0, pattern_width, pattern_height);
>

Since your vertex shader doesn't use piglit_texcoord, you should just call
piglit_draw_rect() here.


> +       }
> +       glBindFramebuffer(GL_READ_FRAMEBUFFER, piglit_winsys_fbo);
> +       pass = piglit_probe_rect_rgba(0, 0, pattern_width,
> +                                      pattern_width, expected)
> +               && pass;
> +       piglit_present_results();
> +       return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}
> --
> 1.8.1.4
>
>
With those changes, this patch is:

Reviewed-by: Paul Berry <stereotype441 at gmail.com>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://lists.freedesktop.org/archives/piglit/attachments/20131206/c2613e06/attachment-0001.html>


More information about the Piglit mailing list