[Piglit] [PATCH 2/2] AMD_vertex_shader_layer: Add depth render test

Matt Turner mattst88 at gmail.com
Fri Jul 26 17:38:32 PDT 2013


On Thu, Jul 18, 2013 at 8:39 AM, Jordan Justen
<jordan.l.justen at intel.com> wrote:
> This tests layered depth rendering in the vertex shader.
>
> Signed-off-by: Jordan Justen <jordan.l.justen at intel.com>
> ---
>  .../spec/amd_vertex_shader_layer/CMakeLists.gl.txt |    1 +
>  .../layered-depth-texture-render.c                 |  239 ++++++++++++++++++++
>  2 files changed, 240 insertions(+)
>  create mode 100644 tests/spec/amd_vertex_shader_layer/layered-depth-texture-render.c
>
> diff --git a/tests/spec/amd_vertex_shader_layer/CMakeLists.gl.txt b/tests/spec/amd_vertex_shader_layer/CMakeLists.gl.txt
> index f069be1..6f64d94 100644
> --- a/tests/spec/amd_vertex_shader_layer/CMakeLists.gl.txt
> +++ b/tests/spec/amd_vertex_shader_layer/CMakeLists.gl.txt
> @@ -10,3 +10,4 @@ link_libraries (
>  )
>
>  piglit_add_executable (amd_vertex_shader_layer-layered-2d-texture-render layered-2d-texture-render.c)
> +piglit_add_executable (amd_vertex_shader_layer-layered-depth-texture-render layered-depth-texture-render.c)
> diff --git a/tests/spec/amd_vertex_shader_layer/layered-depth-texture-render.c b/tests/spec/amd_vertex_shader_layer/layered-depth-texture-render.c
> new file mode 100644
> index 0000000..e86a361
> --- /dev/null
> +++ b/tests/spec/amd_vertex_shader_layer/layered-depth-texture-render.c
> @@ -0,0 +1,239 @@
> +/*
> + * 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 depth 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 renders to a depth array texture which is attached to
> + * a framebuffer. The texture has 5 layers and 7 LODs.
> + *
> + * Once depths have been rendered to each array slice & LOD, the test
> + * then verifies the depth value in each array slice & LOD.
> + */
> +
> +#include "piglit-util-gl-common.h"
> +
> +#define PAD            5
> +#define SIZE           64
> +#define LAYERS         5
> +#define LOD            7
> +#define DRAW_COUNT     LAYERS * LOD
> +#define STRINGIFY(x)    #x
> +#define EXP_STRINGIFY(x) STRINGIFY(x)
> +
> +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 drawing_level;\n"
> + "in vec2 vertex;\n"
> + "out vec3 color;\n"
> + "int num_layers = " EXP_STRINGIFY(LAYERS) ";\n"
> + "int draw_count = " EXP_STRINGIFY(DRAW_COUNT) ";\n"

Just use STRINGIFY() directly and remove EXP_STRINGIFY()? Or, some
kind of preprocessor madness?

> + "float get_z()\n"
> + "{\n"
> + " return float((drawing_level * num_layers) + gl_InstanceID) / draw_count;\n"
> +  "}\n"
> + "void main()\n"
> + "{\n"
> + " gl_Position = vec4(vertex, get_z(), 1.0);\n"
> + " gl_Layer = gl_InstanceID;\n"
> + "}\n";
> +
> +static GLuint fill_tex_program;
> +
> +static bool
> +render_tex_layers(GLuint tex)
> +{
> +       int lod;
> +       GLint drawing_level_loc, vertex_loc;
> +       GLenum status;
> +       int color_index = 0;
> +       int size;
> +
> +       glUseProgram(fill_tex_program);
> +
> +       drawing_level_loc = glGetUniformLocation(fill_tex_program, "drawing_level");
> +
> +       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_DEPTH_ATTACHMENT, 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;
> +               }
> +
> +               /* Clear background to gray */
> +               glClearDepth(1.0);
> +               glClear(GL_DEPTH_BUFFER_BIT);
> +
> +               //glDrawBuffer(GL_DEPTH_ATTACHMENT);

Commented code?

> +               glViewport(0, 0, size, size);
> +               glUniform1i(drawing_level_loc, lod);
> +               glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, LAYERS);
> +               color_index += LAYERS;
> +       }
> +       glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, 0, 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_DEPTH_COMPONENT,
> +                            size, size, LAYERS, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
> +       }
> +
> +       render_tex_layers(tex);
> +
> +       return tex;
> +}
> +
> +/* Attach the texture layer/lod to the read framebuffer
> + */
> +static void
> +set_up_read_framebuffer(GLuint tex, int level, int layer)
> +{
> +       GLenum status;
> +
> +       glFramebufferTextureLayer(GL_READ_FRAMEBUFFER,
> +                                 GL_DEPTH_ATTACHMENT,
> +                                 tex, level, layer);
> +
> +       status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
> +       if (status == GL_FRAMEBUFFER_UNSUPPORTED && level == 0) {
> +               printf("This buffer combination is unsupported\n");
> +               piglit_report_result(PIGLIT_SKIP);
> +       } else if (status != GL_FRAMEBUFFER_COMPLETE) {
> +               printf("FBO incomplete at miplevel %d\n", level);
> +               piglit_report_result(PIGLIT_FAIL);
> +       }
> +}
> +
> +static GLboolean
> +test_texture(GLuint tex)
> +{
> +       int layer, lod;
> +       GLboolean retval = GL_TRUE;
> +       float expected;
> +       float draw_count = LAYERS * LOD;
> +       int dim = SIZE;
> +
> +       for (lod = 0; lod < LOD; lod++) {
> +               for (layer = 0; layer < LAYERS; layer++) {
> +                       GLboolean pass;
> +                       set_up_read_framebuffer(tex, lod, layer);
> +                       expected = ((float)(lod * LAYERS) + layer) / draw_count;
> +                       expected = (expected / 2.0) + 0.5;
> +                       pass = piglit_probe_rect_depth(0, 0, dim, dim, expected);
> +                       retval = retval && pass;
> +               }
> +               dim >>= 1;
> +       }
> +
> +       return retval;
> +}
> +
> +enum piglit_result
> +piglit_display(void)
> +{
> +       GLboolean pass;
> +       GLuint vao, fbo;
> +       GLuint tex;
> +       static GLfloat verts[4][2] = {

const

> +               { 1.0, -1.0},
> +               {-1.0, -1.0},
> +               { 1.0,  1.0},
> +               {-1.0,  1.0},
> +       };
> +
> +       glEnable(GL_DEPTH_TEST);
> +
> +       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);
> +
> +       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, NULL);
> +       piglit_check_gl_error(GL_NO_ERROR);
> +}
> --
> 1.7.10.4

Reviewed-by: Matt Turner <mattst88 at gmail.com>


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