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

Anuj Phogat anuj.phogat at gmail.com
Mon Dec 9 18:42:34 PST 2013


On Mon, Dec 9, 2013 at 10:02 AM, Paul Berry <stereotype441 at gmail.com> wrote:

> 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++))
>

I used do-while to include testing of 'samples == 0' case.

>
>
>> +               "    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>
>
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