[Piglit] [PATCH 1/2] AMD_vertex_shader_layer: add layered-2d-texture-render test

Jordan Justen jordan.l.justen at intel.com
Thu Jul 18 08:39:39 PDT 2013


This tests the AMD_vertex_shader_layer extension using a
color 2D array texture.

v2:
 * Update based on Paul's code review comments

Signed-off-by: Jordan Justen <jordan.l.justen at intel.com>
---
 tests/all.tests                                    |    4 +
 tests/spec/CMakeLists.txt                          |    1 +
 .../spec/amd_vertex_shader_layer/CMakeLists.gl.txt |   12 +
 tests/spec/amd_vertex_shader_layer/CMakeLists.txt  |    1 +
 .../layered-2d-texture-render.c                    |  338 ++++++++++++++++++++
 5 files changed, 356 insertions(+)
 create mode 100644 tests/spec/amd_vertex_shader_layer/CMakeLists.gl.txt
 create mode 100644 tests/spec/amd_vertex_shader_layer/CMakeLists.txt
 create mode 100644 tests/spec/amd_vertex_shader_layer/layered-2d-texture-render.c

diff --git a/tests/all.tests b/tests/all.tests
index 9bc67cd..8d22660 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -2211,6 +2211,10 @@ amd_seamless_cubemap_per_texture = Group()
 spec['AMD_seamless_cubemap_per_texture'] = amd_seamless_cubemap_per_texture
 add_plain_test(amd_seamless_cubemap_per_texture, 'amd_seamless_cubemap_per_texture')
 
+amd_vertex_shader_layer = Group()
+spec['AMD_vertex_shader_layer'] = amd_vertex_shader_layer
+add_plain_test(amd_vertex_shader_layer, 'amd_vertex_shader_layer-layered-2d-texture-render')
+
 ext_fog_coord = Group()
 spec['EXT_fog_coord'] = ext_fog_coord
 add_plain_test(ext_fog_coord, 'ext_fog_coord-modes')
diff --git a/tests/spec/CMakeLists.txt b/tests/spec/CMakeLists.txt
index e6cd6d2..14fa4a9 100644
--- a/tests/spec/CMakeLists.txt
+++ b/tests/spec/CMakeLists.txt
@@ -17,6 +17,7 @@ add_subdirectory (arb_robustness)
 add_subdirectory (arb_sampler_objects)
 add_subdirectory (arb_seamless_cube_map)
 add_subdirectory (amd_seamless_cubemap_per_texture)
+add_subdirectory (amd_vertex_shader_layer)
 add_subdirectory (arb_shader_texture_lod/execution)
 add_subdirectory (arb_shader_objects)
 add_subdirectory (arb_sync)
diff --git a/tests/spec/amd_vertex_shader_layer/CMakeLists.gl.txt b/tests/spec/amd_vertex_shader_layer/CMakeLists.gl.txt
new file mode 100644
index 0000000..f069be1
--- /dev/null
+++ b/tests/spec/amd_vertex_shader_layer/CMakeLists.gl.txt
@@ -0,0 +1,12 @@
+include_directories(
+	${GLEXT_INCLUDE_DIR}
+	${OPENGL_INCLUDE_PATH}
+)
+
+link_libraries (
+	piglitutil_${piglit_target_api}
+	${OPENGL_gl_LIBRARY}
+	${OPENGL_glu_LIBRARY}
+)
+
+piglit_add_executable (amd_vertex_shader_layer-layered-2d-texture-render layered-2d-texture-render.c)
diff --git a/tests/spec/amd_vertex_shader_layer/CMakeLists.txt b/tests/spec/amd_vertex_shader_layer/CMakeLists.txt
new file mode 100644
index 0000000..144a306
--- /dev/null
+++ b/tests/spec/amd_vertex_shader_layer/CMakeLists.txt
@@ -0,0 +1 @@
+piglit_include_target_api()
diff --git a/tests/spec/amd_vertex_shader_layer/layered-2d-texture-render.c b/tests/spec/amd_vertex_shader_layer/layered-2d-texture-render.c
new file mode 100644
index 0000000..ba1c4a1
--- /dev/null
+++ b/tests/spec/amd_vertex_shader_layer/layered-2d-texture-render.c
@@ -0,0 +1,338 @@
+/*
+ * Copyright (c) 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.
+ *
+ */
+
+/*
+ * Test 2D array texture rendering with gl_Layer (AMD_vertex_shader_layer)
+ *
+ * This test uses layered rendering (gl_Layer) within the vertex shader.
+ * Support for gl_Layer in VS is added by the AMD_vertex_shader_layer
+ * extension.
+ *
+ * This test first draws to a color array texture which is attached to
+ * a framebuffer. The texture has 5 layers and 7 LODs.
+ *
+ * Once colors have been rendered to each array slice & LOD, the test
+ * then uses the texture to draw on the system framebuffer and verifies
+ * that the expected colors appear.
+ */
+
+#include "piglit-util-gl-common.h"
+
+#define PAD		5
+#define SIZE		64
+#define LAYERS		5
+#define LOD		7
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+	config.supports_gl_core_version = 31;
+	config.supports_gl_compat_version = 31;
+
+	config.window_width = (((SIZE+PAD)*LAYERS)+PAD);
+	config.window_height = (((SIZE+PAD)*2)+PAD);
+	config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGB;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+static GLuint rectangle_vertices_bo;
+
+/* VS and FS to fill the 2D array texture */
+static const char *fill_tex_vs = 
+ "#version 140\n"
+ "#extension GL_AMD_vertex_shader_layer: enable\n"
+ "uniform int color_bias;\n"
+ "in vec2 vertex;\n"
+ "out vec3 color;\n"
+ "vec3 get_color(int num)\n"
+ "{\n"
+ " vec3 result = vec3(0.0);\n"
+ " if ((num & 4) != 0) result.r = 1.0;"
+ " if ((num & 2) != 0) result.g = 1.0;"
+ " if ((num & 1) != 0) result.b = 1.0;"
+ " return result;\n"
+ "}\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = vec4(vertex, vec2(0.0, 1.0));\n"
+ " gl_Layer = gl_InstanceID;\n"
+ " color = get_color(color_bias + gl_InstanceID);\n"
+ "}\n";
+
+static const char *fill_tex_fs = 
+ "#version 140\n"
+ "in vec3 color;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = vec4(color, 1.0);\n"
+ "}\n";
+
+/* VS and FS to use and test the 2D array texture */
+static const char *use_tex_vs = 
+ "#version 130\n"
+ "in vec2 vertex;\n"
+ "out vec2 coord;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = vec4(vertex, vec2(0.0, 1.0));\n"
+ " coord = (vertex * 0.5) + 0.5;\n"
+ "}\n";
+
+static const char *use_tex_fs =
+ "#version 130\n"
+ "uniform sampler2DArray tex; \n"
+ "uniform int layer;\n"
+ "uniform int lod;\n"
+ "in vec2 coord;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = textureLod(tex, vec3(coord, float(layer)), lod);\n"
+ "}\n";
+
+static GLuint fill_tex_program;
+static GLuint use_tex_program;
+
+static int get_x(int layer)
+{
+	return ((SIZE + PAD) * layer) + PAD;
+}
+
+static int get_y(int layer, int lod)
+{
+	int size = SIZE >> lod;
+	return PAD + (((1 << lod) - 1) * 2 * size);
+}
+
+static GLfloat* get_color(int num)
+{
+	int color_index;
+
+	static GLfloat colors[][3] = {
+		{0.0, 0.0, 0.0},
+		{0.0, 0.0, 1.0},
+		{0.0, 1.0, 0.0},
+		{0.0, 1.0, 1.0},
+		{1.0, 0.0, 0.0},
+		{1.0, 0.0, 1.0},
+		{1.0, 1.0, 0.0},
+		{1.0, 1.0, 1.0},
+	};
+
+	color_index = num % ARRAY_SIZE(colors);
+	return colors[color_index];
+}
+
+static bool
+render_tex_layers(GLuint tex)
+{
+	int lod;
+	GLint color_bias_loc;
+	GLint vertex_loc;
+	GLenum status;
+	int color_index = 0;
+	int size;
+
+	glUseProgram(fill_tex_program);
+
+	color_bias_loc = glGetUniformLocation(fill_tex_program, "color_bias");
+
+	glBindBuffer(GL_ARRAY_BUFFER, rectangle_vertices_bo);
+	vertex_loc = glGetAttribLocation(fill_tex_program, "vertex");
+	glVertexAttribPointer(vertex_loc, 2, GL_FLOAT, 0, 0, 0);
+	glEnableVertexAttribArray(vertex_loc);
+	for (lod = 0; lod < LOD; lod++) {
+		size = SIZE >> lod;
+		glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, lod);
+		status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+		if (status != GL_FRAMEBUFFER_COMPLETE) {
+			fprintf(stderr, "fbo incomplete (status = %s)\n",
+			        piglit_get_gl_enum_name(status));
+			return false;
+		}
+		glDrawBuffer(GL_COLOR_ATTACHMENT0);
+		glViewport(0, 0, size, size);
+		glUniform1i(color_bias_loc, color_index);
+		glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, LAYERS);
+		color_index += LAYERS;
+	}
+	glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 0, 0);
+	glBindFramebuffer(GL_FRAMEBUFFER, 0);
+	glDisableVertexAttribArray(vertex_loc);
+
+	return true;
+}
+
+static GLuint
+build_texture(void)
+{
+	GLuint tex;
+	int lod;
+	int size;
+
+	glGenTextures(1, &tex);
+	glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
+	for (lod = 0; lod < LOD; lod++) {
+		size = SIZE >> lod;
+		glTexImage3D(GL_TEXTURE_2D_ARRAY, lod, GL_RGBA,
+		             size, size, LAYERS, 0, GL_RGBA, GL_FLOAT, NULL);
+	}
+
+	render_tex_layers(tex);
+
+	return tex;
+}
+
+static void
+draw_box(GLuint tex, int layer, int lod)
+{
+	GLint layer_loc, lod_loc, vertex_loc;
+	int x = get_x(layer);
+	int y = get_y(layer, lod);
+	int size = SIZE >> lod;
+
+	layer_loc = glGetUniformLocation(use_tex_program, "layer");
+	lod_loc = glGetUniformLocation(use_tex_program, "lod");
+
+	glBindBuffer(GL_ARRAY_BUFFER, rectangle_vertices_bo);
+
+	vertex_loc = glGetAttribLocation(use_tex_program, "vertex");
+	glVertexAttribPointer(vertex_loc, 2, GL_FLOAT, 0, 0, 0);
+	glEnableVertexAttribArray(vertex_loc);
+
+	glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
+
+	glViewport(x, y, size, size);
+	glUniform1i(layer_loc, layer);
+	glUniform1i(lod_loc, lod);
+	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+	glDisableVertexAttribArray(vertex_loc);
+}
+
+static GLboolean
+test_results(int layer, int lod)
+{
+	int x = get_x(layer);
+	int y = get_y(layer, lod);
+	GLfloat *expected_color3f = get_color((lod * LAYERS) + layer);
+	GLboolean pass;
+	int size = SIZE >> lod;
+
+	pass = piglit_probe_rect_rgb(x, y, size, size, expected_color3f);
+
+	if (!pass) {
+		printf("2D array failed at size %d, layer %d\n",
+		       size, layer);
+	}
+
+	return pass;
+}
+
+static GLboolean
+test_texture(GLuint tex)
+{
+	int layer, lod;
+	GLint tex_loc;
+	GLboolean pass = GL_TRUE;
+	glUseProgram(use_tex_program);
+	glActiveTexture(GL_TEXTURE0);
+	tex_loc = glGetUniformLocation(use_tex_program, "tex");
+	glUniform1i(tex_loc, 0);
+
+	glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER,
+			GL_NEAREST_MIPMAP_NEAREST);
+	glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER,
+			GL_NEAREST);
+
+	for (lod = 0; lod < LOD; lod++) {
+		for (layer = 0; layer < LAYERS; layer++) {
+			draw_box(tex, layer, lod);
+		}
+	}
+
+	for (lod = 0; lod < LOD; lod++) {
+		for (layer = 0; layer < LAYERS; layer++) {
+			pass = test_results(layer, lod) && pass;
+		}
+	}
+
+	glUseProgram(0);
+	return pass;
+}
+
+enum piglit_result
+piglit_display(void)
+{
+	GLboolean pass;
+	GLuint vao, fbo;
+	GLuint tex;
+	static GLfloat verts[4][2] = {
+		{ 1.0, -1.0},
+		{-1.0, -1.0},
+		{ 1.0,  1.0},
+		{-1.0,  1.0},
+	};
+
+	/* Clear background to gray */
+	glClearColor(0.5, 0.5, 0.5, 1.0);
+	glClear(GL_COLOR_BUFFER_BIT);
+
+	glGenFramebuffers(1, &fbo);
+	glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+	glGenVertexArrays(1, &vao);
+	glBindVertexArray(vao);
+	glGenBuffers(1, &rectangle_vertices_bo);
+	glBindBuffer(GL_ARRAY_BUFFER, rectangle_vertices_bo);
+	glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
+
+	tex = build_texture();
+	pass = test_texture(tex);
+	glDeleteTextures(1, &tex);
+
+	piglit_present_results();
+
+	glDeleteBuffers(1, &rectangle_vertices_bo);
+	glDeleteFramebuffers(1, &fbo);
+	glDeleteVertexArrays(1, &vao);
+
+	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+	/* For glFramebufferTexture we need either GL 3.2 or
+	 * GL_ARB_geometry_shader4.
+	 */
+	if (piglit_get_gl_version() < 32) {
+		piglit_require_extension("GL_ARB_geometry_shader4");
+	}
+
+	piglit_require_extension("GL_AMD_vertex_shader_layer");
+
+	fill_tex_program = piglit_build_simple_program(fill_tex_vs, fill_tex_fs);
+	piglit_check_gl_error(GL_NO_ERROR);
+
+	use_tex_program = piglit_build_simple_program(use_tex_vs, use_tex_fs);
+	piglit_check_gl_error(GL_NO_ERROR);
+}
-- 
1.7.10.4



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