[Piglit] [PATCH] max-samplers: use the maximum number of textures in every shader
Brian Paul
brianp at vmware.com
Wed May 8 16:16:52 PDT 2013
On 05/08/2013 11:49 AM, Marek Olšák wrote:
> ---
> 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";
Does this loop (and the fs loop below) get unrolled now with Mesa?
I think variable indexing of sampler uniforms is sometimes trouble to
implement. I wouldn't be surprised if an OpenGL driver failed this
test because of that. I wrote the mesa-demos/src/glsl/samplers.c test
to exercise this a long time ago.
With a bit of work, the shader code could be generated without the
loop. But I'm OK with it as-is until we find a need to change it.
> +
> +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);
> +}
Reviewed-by: Brian Paul <brianp at vmware.com>
BTW, I tried to test this with NVIDIA's driver but it appears that
piglit can't create a GL 3.1 context:
$ bin/gl-3.1-max-samplers -auto
piglit: info: Failed to create GL 3.1 core context
piglit: info: Failed to create any GL context
PIGLIT: {'result': 'skip' }
More information about the Piglit
mailing list