[Piglit] [PATCH] max-samplers: use the maximum number of textures in every shader

Marek Olšák maraeo at gmail.com
Wed May 8 10:49:32 PDT 2013


---
 tests/all.tests                     |    1 +
 tests/spec/gl-3.1/CMakeLists.gl.txt |    1 +
 tests/spec/gl-3.1/max-samplers.c    |  274 +++++++++++++++++++++++++++++++++++
 3 files changed, 276 insertions(+)
 create mode 100644 tests/spec/gl-3.1/max-samplers.c

diff --git a/tests/all.tests b/tests/all.tests
index 262b44c..b5f64f5 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -704,6 +704,7 @@ gl31 = Group()
 spec['!OpenGL 3.1'] = gl31
 gl31['genned-names'] = concurrent_test('gl-3.1-genned-names')
 gl31['minmax'] = concurrent_test('gl-3.1-minmax')
+gl31['max-samplers'] = concurrent_test('gl-3.1-max-samplers')
 for subtest in ['generated', 'written', 'flush']:
         cmdline = 'primitive-restart-xfb {0}'.format(subtest)
         gl31[cmdline] = concurrent_test('gl-3.1-' + cmdline)
diff --git a/tests/spec/gl-3.1/CMakeLists.gl.txt b/tests/spec/gl-3.1/CMakeLists.gl.txt
index 70eb135..0aaa1f0 100644
--- a/tests/spec/gl-3.1/CMakeLists.gl.txt
+++ b/tests/spec/gl-3.1/CMakeLists.gl.txt
@@ -12,5 +12,6 @@ link_libraries (
 piglit_add_executable (gl-3.1-genned-names genned-names.c)
 piglit_add_executable (gl-3.1-minmax minmax.c)
 piglit_add_executable (gl-3.1-primitive-restart-xfb primitive-restart-xfb.c)
+piglit_add_executable (gl-3.1-max-samplers max-samplers.c)
 
 # vim: ft=cmake:
diff --git a/tests/spec/gl-3.1/max-samplers.c b/tests/spec/gl-3.1/max-samplers.c
new file mode 100644
index 0000000..9a9c7e3
--- /dev/null
+++ b/tests/spec/gl-3.1/max-samplers.c
@@ -0,0 +1,274 @@
+/*
+ * 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.
+ *
+ * Authors:
+ *  Marek Olšák <maraeo at gmail.com>
+ */
+
+/**
+ * Tests that binding the maximum number of textures in both the vertex and
+ * fragment shader works.
+ */
+
+#include <string.h>
+#include "piglit-util-gl-common.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+	config.supports_gl_core_version = 31;
+
+	config.window_width = 128;
+	config.window_height = 128;
+	config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+static const char *vs_source =
+	"#define NUM %i \n"
+	"uniform sampler2D vertex_tex[NUM]; \n"
+	"uniform int vertex_index;"
+	"varying vec3 vertex_tex_color; \n"
+	"void main() \n"
+	"{ \n"
+	"	int i; \n"
+	"	gl_Position = gl_Vertex; \n"
+	"	vertex_tex_color = vec3(0.0); \n"
+	"	for (i = 0; i < NUM; i++) \n"
+	"		if (i == vertex_index) \n"
+	"			vertex_tex_color = texture2DLod(vertex_tex[i], vec2(0.5), 0.0).xyz; \n"
+	"} \n";
+
+static const char *vs_source_no_textures =
+	"varying vec3 vertex_tex_color; \n"
+	"void main() \n"
+	"{ \n"
+	"	gl_Position = gl_Vertex; \n"
+	"	vertex_tex_color = vec3(0.0); \n"
+	"} \n";
+
+static const char *fs_source =
+	"#define NUM %i \n"
+	"uniform sampler2D fragment_tex[NUM]; \n"
+	"uniform int fragment_index;"
+	"varying vec3 vertex_tex_color; \n"
+	"void main() \n"
+	"{ \n"
+	"	int i; \n"
+	"	vec3 fragment_tex_color = vec3(0.0); \n"
+	"	for (i = 0; i < NUM; i++) \n"
+	"		if (i == fragment_index) \n"
+	"			fragment_tex_color = texture2D(fragment_tex[i], vec2(0.5), 0.0).xyz; \n"
+	"	gl_FragColor = vec4(fragment_tex_color + vertex_tex_color, 1.0); \n"
+	"} \n";
+
+GLuint prog;
+static int max_vs_textures, max_fs_textures;
+
+static void
+get_texture_color(int unit, float out[3])
+{
+	out[0] = (unit % 16) / 15.0;
+	out[1] = (unit / 16) / 15.0;
+	out[2] = 0;
+}
+
+static void
+set_uniform(GLuint prog, const char *name, int value)
+{
+	GLuint loc = glGetUniformLocation(prog, name);
+	if (loc != -1)
+		glUniform1i(loc, value);
+}
+
+static GLvoid
+draw_rect_core(int ix, int iy, int iw, int ih)
+{
+	float x = -1 + 2.0*ix/piglit_width;
+	float y = -1 + 2.0*iy/piglit_height;
+	float w = 2.0*iw/piglit_width;
+	float h = 2.0*ih/piglit_height;
+	float verts[4][4];
+	GLuint vbo;
+
+	verts[0][0] = x;
+	verts[0][1] = y;
+	verts[0][2] = 0.0;
+	verts[0][3] = 1.0;
+	verts[1][0] = x + w;
+	verts[1][1] = y;
+	verts[1][2] = 0.0;
+	verts[1][3] = 1.0;
+	verts[2][0] = x + w;
+	verts[2][1] = y + h;
+	verts[2][2] = 0.0;
+	verts[2][3] = 1.0;
+	verts[3][0] = x;
+	verts[3][1] = y + h;
+	verts[3][2] = 0.0;
+	verts[3][3] = 1.0;
+
+	glGenBuffers(1, &vbo);
+	glBindBuffer(GL_ARRAY_BUFFER, vbo);
+	glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
+
+	glEnableVertexAttribArray(0);
+	glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, NULL);
+
+	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+	glDisableVertexAttribArray(0);
+	glDeleteBuffers(1, &vbo);
+}
+
+static GLboolean
+probe_pixel(int unit, int x, int y)
+{
+	float expected[3];
+
+	get_texture_color(unit, expected);
+
+	if (piglit_probe_pixel_rgb(x, y, expected))
+		return GL_TRUE;
+
+	printf("  When testing texture unit %i\n", unit);
+	return GL_FALSE;
+}
+
+enum piglit_result
+piglit_display(void)
+{
+	GLboolean pass = GL_TRUE;
+	int i, unit, x, y;
+
+	glClear(GL_COLOR_BUFFER_BIT);
+
+	x = 0;
+	y = 0;
+	unit = 0;
+
+	set_uniform(prog, "fragment_index", max_fs_textures);
+	for (i = 0; i < max_vs_textures; i++) {
+		set_uniform(prog, "vertex_index", i);
+		draw_rect_core(x, y, 20, 20);
+		pass = probe_pixel(unit, x+10, y+10) && pass;
+
+		unit++;
+		x += 20;
+		if (x+20 > piglit_width) {
+			x = 0;
+			y += 20;
+		}
+	}
+
+	set_uniform(prog, "vertex_index", max_vs_textures);
+	for (i = 0; i < max_fs_textures; i++) {
+		set_uniform(prog, "fragment_index", i);
+		draw_rect_core(x, y, 20, 20);
+		pass = probe_pixel(unit, x+10, y+10) && pass;
+
+		unit++;
+		x += 20;
+		if (x+20 > piglit_width) {
+			x = 0;
+			y += 20;
+		}
+	}
+
+	piglit_check_gl_error(GL_NO_ERROR);
+	piglit_present_results();
+
+	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
+
+static void
+set_texture(int unit)
+{
+	GLuint tex;
+	float color[3];
+
+	get_texture_color(unit, color);
+
+	glGenTextures(1, &tex);
+	glActiveTexture(GL_TEXTURE0 + unit);
+	glBindTexture(GL_TEXTURE_2D, tex);
+	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 1, 1, 0,
+		     GL_RGB, GL_FLOAT, color);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+	piglit_check_gl_error(GL_NO_ERROR);
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+	GLuint vs, fs, vao;
+	int max_combined_textures, i, unit;
+	char str[2048];
+
+	/* get limits */
+	glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_fs_textures);
+	glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &max_vs_textures);
+	glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_combined_textures);
+	assert(max_fs_textures <= max_combined_textures);
+
+	max_vs_textures = MIN2(max_vs_textures, max_combined_textures - max_fs_textures);
+
+	/* compile shaders */
+	if (max_vs_textures) {
+		sprintf(str, vs_source, max_vs_textures);
+		vs = piglit_compile_shader_text(GL_VERTEX_SHADER, str);
+	}
+	else {
+		vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_source_no_textures);
+	}
+
+	sprintf(str, fs_source, max_fs_textures);
+	fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, str);
+
+	prog = piglit_link_simple_program(vs, fs);
+	glUseProgram(prog);
+
+	piglit_check_gl_error(GL_NO_ERROR);
+
+	/* initialize textures */
+	unit = 0;
+	for (i = 0; i < max_vs_textures; i++) {
+		char name[64];
+		sprintf(name, "vertex_tex[%i]", i);
+		set_uniform(prog, name, unit);
+		set_texture(unit);
+		unit++;
+	}
+
+	for (i = 0; i < max_fs_textures; i++) {
+		char name[64];
+		sprintf(name, "fragment_tex[%i]", i);
+		set_uniform(prog, name, unit);
+		set_texture(unit);
+		unit++;
+	}
+
+	glClearColor(0.0, 0.0, 1.0, 1.0);
+	glGenVertexArrays(1, &vao);
+	glBindVertexArray(vao);
+
+	piglit_check_gl_error(GL_NO_ERROR);
+}
-- 
1.7.10.4



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