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

Anuj Phogat anuj.phogat at gmail.com
Mon Dec 9 18:44:10 PST 2013


On Fri, Dec 6, 2013 at 3:04 PM, Paul Berry <stereotype441 at gmail.com> wrote:
>
> 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>

Test works fine with the suggested changes, Thanks for the useful comments Paul.


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