[Piglit] [PATCH 7/8] arb_texture_multisample: add test for texelFetch()
Paul Berry
stereotype441 at gmail.com
Mon Jan 7 13:24:55 PST 2013
On 5 January 2013 01:07, Chris Forbes <chrisf at ijw.co.nz> wrote:
> Writes a test pattern to individual samples in a multisample texture,
> and tests texelFetch() reads the correct values for each sample.
>
> Signed-off-by: Chris Forbes <chrisf at ijw.co.nz>
>
Unforunately, I think we need to generalize this test to test a variety of
sample counts. Otherwise, there's just too much danger of a bug that's
specific to one particular sample count going undetected. For example,
when we get around to implementing Ivy Bridge's "compressed" layout, the
texelFetch() logic will need to load a 32-bit value from the MCS surface in
8x MSAA mode, and only an 8-bit value in 4x MSAA mode.
> ---
> tests/all.tests | 2 +
> .../spec/arb_texture_multisample/CMakeLists.gl.txt | 1 +
> .../texel-fetch-execution.c | 159
> +++++++++++++++++++++
> 3 files changed, 162 insertions(+)
> create mode 100644
> tests/spec/arb_texture_multisample/texel-fetch-execution.c
>
> diff --git a/tests/all.tests b/tests/all.tests
> index 19d7cf9..8a56a27 100644
> --- a/tests/all.tests
> +++ b/tests/all.tests
> @@ -850,6 +850,8 @@ add_concurrent_test(arb_texture_multisample,
> 'arb_texture_multisample-sample-mas
> add_concurrent_test(arb_texture_multisample,
> 'arb_texture_multisample-sample-mask-value')
> add_concurrent_test(arb_texture_multisample,
> 'arb_texture_multisample-sample-mask-execution')
> add_concurrent_test(arb_texture_multisample,
> 'arb_texture_multisample-sample-mask-execution -tex')
> +add_concurrent_test(arb_texture_multisample,
> 'arb_texture_multisample-texel-fetch-execution vs')
> +add_concurrent_test(arb_texture_multisample,
> 'arb_texture_multisample-texel-fetch-execution fs')
> textureSize_samplers_atm = ['sampler2DMS', 'isampler2DMS', 'usampler2DMS',
>
> 'sampler2DMSArray', 'isampler2DMSArray', 'usampler2DMSArray']
> for stage in ['vs', 'fs']:
> diff --git a/tests/spec/arb_texture_multisample/CMakeLists.gl.txt
> b/tests/spec/arb_texture_multisample/CMakeLists.gl.txt
> index f13b062..7bc915f 100644
> --- a/tests/spec/arb_texture_multisample/CMakeLists.gl.txt
> +++ b/tests/spec/arb_texture_multisample/CMakeLists.gl.txt
> @@ -16,5 +16,6 @@ piglit_add_executable (arb_texture_multisample-texstate
> texstate.c)
> piglit_add_executable (arb_texture_multisample-sample-mask sample-mask.c)
> piglit_add_executable (arb_texture_multisample-sample-mask-value
> sample-mask-value.c)
> piglit_add_executable (arb_texture_multisample-sample-mask-execution
> sample-mask-execution.c)
> +piglit_add_executable (arb_texture_multisample-texel-fetch-execution
> texel-fetch-execution.c)
>
> # vim: ft=cmake:
> diff --git a/tests/spec/arb_texture_multisample/texel-fetch-execution.c
> b/tests/spec/arb_texture_multisample/texel-fetch-execution.c
> new file mode 100644
> index 0000000..791643f
> --- /dev/null
> +++ b/tests/spec/arb_texture_multisample/texel-fetch-execution.c
> @@ -0,0 +1,159 @@
> +#include "piglit-util-gl-common.h"
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> +
> + config.supports_gl_compat_version = 30;
> +
> + config.window_width = 64;
> + config.window_height = 64;
> + config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_ALPHA;
> +
> +PIGLIT_GL_TEST_CONFIG_END
> +
> +/* test texelFetch() from multisample textures.
> + * instead of using actual multisample rasterization,
> + * we'll write the test pattern to a MSAA texture via
> + * sample masking.
> + */
> +
> +GLuint fbo, tex, shader, prog;
> +GLint u_sample;
> +GLuint shader_stage = 0;
> +
> +enum piglit_result
> +piglit_display(void)
> +{
> + float red[] = {1,0,0,1};
> + float green[] = {0,1,0,1};
> + float blue[] = {0,0,1,1};
> + float white[] = {1,1,1,1};
> +
> + bool pass = true;
> +
> + glClearColor(0.2,0.2,0.2,1.0);
> + glClear(GL_COLOR_BUFFER_BIT);
> +
> + glUseProgram(prog);
> +
> + glUniform1i(u_sample, 0);
> + piglit_draw_rect(-1,-1,1,1);
> +
> + glUniform1i(u_sample, 1);
> + piglit_draw_rect(0,-1,1,1);
> +
> + glUniform1i(u_sample, 2);
> + piglit_draw_rect(0,0,1,1);
> +
> + glUniform1i(u_sample, 3);
> + piglit_draw_rect(-1,0,1,1);
> +
> + pass = piglit_probe_pixel_rgba(16, 16, red) && pass;
> + pass = piglit_probe_pixel_rgba(48, 16, green) && pass;
> + pass = piglit_probe_pixel_rgba(48, 48, blue) && pass;
> + pass = piglit_probe_pixel_rgba(16, 48, white) && pass;
> +
> + piglit_present_results();
> +
> + return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> + piglit_require_extension("GL_ARB_texture_multisample");
> +
> + while (++argv,--argc) {
> + if (!strcmp(*argv, "vs"))
> + shader_stage = GL_VERTEX_SHADER;
> + else if (!strcmp(*argv, "fs"))
> + shader_stage = GL_FRAGMENT_SHADER;
> + }
> +
> +
> + glGenFramebuffers(1, &fbo);
> + glGenTextures(1, &tex);
> + glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex);
> + glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE,
> + 4, GL_RGBA, 64, 64, GL_TRUE);
> +
> + glBindFramebuffer(GL_FRAMEBUFFER, fbo);
> + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
> + GL_TEXTURE_2D_MULTISAMPLE, tex, 0);
> +
> + glClearColor(0.2,0.2,0.2,1.0);
> + glClear(GL_COLOR_BUFFER_BIT);
> +
> + /* write test pattern: red,green,blue,white */
> + glEnable(GL_SAMPLE_MASK);
> +
> + glSampleMaski(0, (1<<0));
> + glColor4f(1.0,0.0,0.0,1.0);
> + piglit_draw_rect(-1,-1,2,2);
> +
> + glSampleMaski(0, (1<<1));
> + glColor4f(0.0,1.0,0.0,1.0);
> + piglit_draw_rect(-1,-1,2,2);
> +
> + glSampleMaski(0, (1<<2));
> + glColor4f(0.0,0.0,1.0,1.0);
> + piglit_draw_rect(-1,-1,2,2);
> +
> + glSampleMaski(0, (1<<3));
> + glColor4f(1.0,1.0,1.0,1.0);
> + piglit_draw_rect(-1,-1,2,2);
> +
> + glDisable(GL_SAMPLE_MASK);
> +
> + if (!piglit_check_gl_error(GL_NO_ERROR))
> + piglit_report_result(PIGLIT_FAIL);
> +
> + glBindFramebuffer(GL_FRAMEBUFFER, 0);
> +
> + switch (shader_stage) {
> + case GL_VERTEX_SHADER:
> + shader = piglit_compile_shader_text(GL_VERTEX_SHADER,
> + "#version 130\n"
> + "#extension GL_ARB_texture_multisample : require\n"
> + "\n"
> + "uniform sampler2DMS s;\n"
> + "uniform int sample;\n"
> + "\n"
> + "void main() {\n"
> + " gl_Position = ftransform();\n"
> + " gl_FrontColor = texelFetch(s, ivec2(32, 32), sample); \n"
> + "}\n");
> +
> + prog = piglit_link_simple_program(shader, 0);
> + break;
> +
> + case GL_FRAGMENT_SHADER:
> + shader = piglit_compile_shader_text(GL_FRAGMENT_SHADER,
> + "#version 130\n"
> + "#extension GL_ARB_texture_multisample : require\n"
> + "\n"
> + "uniform sampler2DMS s;\n"
> + "uniform int sample;\n"
> + "\n"
> + "void main() {\n"
> + " gl_FragColor = texelFetch(s, ivec2(32,32), sample); \n"
> + "}\n");
> +
> + prog = piglit_link_simple_program(0, shader);
> + break;
> +
> + default:
> + printf("Please provide shader type: `vs` or `fs`\n");
> + piglit_report_result(PIGLIT_FAIL);
> + }
> +
> + if (!prog || !shader)
> + piglit_report_result(PIGLIT_FAIL);
> +
> + u_sample = glGetUniformLocation(prog, "sample");
> + printf("sample uniform: %d\n", u_sample);
> + if (u_sample == -1)
> + piglit_report_result(PIGLIT_FAIL);
> +
> + if (!piglit_check_gl_error(GL_NO_ERROR))
> + piglit_report_result(PIGLIT_FAIL);
> +}
> --
> 1.8.1
>
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