[Piglit] [PATCH V3 4/6] ARB_sample_shading: Add test to verify the functionality of gl_SampleMask[]

Paul Berry stereotype441 at gmail.com
Mon Dec 9 10:02:56 PST 2013


On 6 November 2013 17:24, 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-mask.cpp           | 227
> +++++++++++++++++++++
>  3 files changed, 233 insertions(+)
>  create mode 100644
> tests/spec/arb_sample_shading/execution/builtin-gl-sample-mask.cpp
>
> diff --git a/tests/all.tests b/tests/all.tests
> index 5f66e43..eb9f481 100644
> --- a/tests/all.tests
> +++ b/tests/all.tests
> @@ -1347,6 +1347,11 @@ 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-mask {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 35f2905..d2f1f4a 100644
> --- a/tests/spec/arb_sample_shading/execution/CMakeLists.gl.txt
> +++ b/tests/spec/arb_sample_shading/execution/CMakeLists.gl.txt
> @@ -13,4 +13,5 @@ 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)
> +piglit_add_executable (arb_sample_shading-builtin-gl-sample-mask
> builtin-gl-sample-mask.cpp)
>  # vim: ft=cmake:
> diff --git
> a/tests/spec/arb_sample_shading/execution/builtin-gl-sample-mask.cpp
> b/tests/spec/arb_sample_shading/execution/builtin-gl-sample-mask.cpp
> new file mode 100644
> index 0000000..2686377
> --- /dev/null
> +++ b/tests/spec/arb_sample_shading/execution/builtin-gl-sample-mask.cpp
> @@ -0,0 +1,227 @@
> +/*
> + * 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-mask.cpp
> + *  This test verifies that supplying a value to gl_SampleMask[]
> + *  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;
>

With my recommended changes to the vertex shader below, you should be able
to also add:

config.suports_gl_core_version = 31;


> +
> +       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, singlesampled_fbo;
> +
> +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";
>

As with the previous patch, I'd recommend using this vertex shader instead,
since it will work properly with piglit_draw_rect():

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


> +       static const char *frag_0 =
> +               "#version 130\n"
> +               "#extension GL_ARB_sample_shading : enable\n"
> +               "uniform int sample_mask;\n"
>

This uniform isn't used anymore--it should be dropped.


> +               "out vec4 out_color;\n"
> +               "void main()\n"
> +               "{\n"
> +                  /* For 128x128 image size, below formula produces a bit
> +                   * pattern where no two bits of gl_SampleMask[0] are
> +                   * correlated.
> +                   */
> +               "  gl_SampleMask[0] = (int(gl_FragCoord.x) * 0x10204081)
> ^\n"
> +               "                     (int(gl_FragCoord.y) *
> 0x01010101);\n"
> +               "  out_color = vec4(0.0, 1.0, 0.0, 1.0);\n"
> +               "}\n";
> +
> +       static const char *frag_template =
> +               "#version 130\n"
> +               "%s\n"
> +               "uniform %s tex;\n"
> +               "uniform int samples;\n"
> +               "out vec4 out_color;\n"
> +               "void main()\n"
> +               "{\n"
> +               "  int i = 0;\n"
> +               "  bool pass = true;\n"
> +               "  int mask = (int(gl_FragCoord.x) * 0x10204081) ^\n"
> +               "             (int(gl_FragCoord.y) * 0x01010101);\n"
> +               "  vec4 green = vec4(0.0, 1.0, 0.0, 1.0);\n"
> +               "  vec4 black = vec4(0.0, 0.0, 0.0, 0.0);\n"
> +               "  do {\n"
>

Any particular reason not to use a for loop here?  (i.e. for (int i = 0; i
< samples; i++))


> +               "    bool is_sample_mask_set = ((mask >> i) & 0x1) ==
> 0x1;\n"
> +               "    vec4 sample_color =\n"
> +               "      texelFetch(tex, ivec2(gl_FragCoord.xy)%s);\n"
> +               "\n"
> +               "    if ((is_sample_mask_set && sample_color != green)
> ||\n"
> +               "        (!is_sample_mask_set && sample_color != black))
> {\n"
> +               "      pass = false;\n"
> +               "      break;\n"
> +               "    }\n"
> +               "    i++;\n"
> +               "  } while (i < samples);\n"
> +               "\n"
> +               "  if (pass == true)\n"
>

This would be clearer as just "if (pass)"


> +               "    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");
> +       glLinkProgram(prog_0);
> +       if (!piglit_link_check_status(prog_0)) {
> +               piglit_report_result(PIGLIT_FAIL);
> +       }
> +
> +       const char *sampler = num_samples ? "sampler2DMS" :
> "sampler2DRect";
> +       const char *extension = num_samples ?
> +               "#extension GL_ARB_texture_multisample : require" : "";
> +        unsigned frag_alloc_len =
> +                strlen(frag_template) + strlen(sampler) +
> strlen(extension) + 4;
> +        char *frag_1 = (char *) malloc(frag_alloc_len);
> +        sprintf(frag_1, frag_template, extension, sampler,
> +               num_samples ? ", i" : "");
>

I agree with Chris Forbes that this would be better expressed with
asprintf().


> +
> +       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);
> +       free(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);
>

This won't be necessary with my recommended change to the vertex shader
above.


> +       singlesampled_fbo.setup(FboConfig(0,
> +                                         pattern_width,
> +                                         pattern_height));
> +
> +       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;
> +       GLint samples;
> +        GLfloat 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);
>

As with the previous patch, it seems unnecessary to render into a
multisampled FBO and then blit into a multisampled texture.  You should be
able to render into a multisampled texture directly.


> +
> +       glBindFramebuffer(GL_DRAW_FRAMEBUFFER, piglit_winsys_fbo);
> +       glClear(GL_COLOR_BUFFER_BIT);
> +       glUseProgram(prog_1);
> +       glUniform1i(glGetUniformLocation(prog_1, "tex"), 0);
> +       glUniform1i(glGetUniformLocation(prog_1, "samples"), samples);
> +       piglit_draw_rect_tex(0, 0, pattern_width, pattern_height,
> +                            0, 0, pattern_width, pattern_height);
>

As with the previous patch, it's not necessary to use piglit_draw_rect_tex,
since your shader doesn't need a texture coordinate.  Just use
piglit_draw_rect().


> +
> +       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
>
>
Sorry for the delay in reviewing these, Anuj.  Once the above issues are
fixed, you can consider this patch:

Reviewed-by: Paul Berry <stereotype441 at gmail.com>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://lists.freedesktop.org/archives/piglit/attachments/20131209/dff43d16/attachment-0001.html>


More information about the Piglit mailing list