[Piglit] [PATCH V2 2/6] ARB_sample_shading: Add test to verify the functionality of gl_NumSamples

Chris Forbes chrisf at ijw.co.nz
Mon Nov 4 13:18:37 PST 2013


Ah, that's an interesting consideration.

I don't think it's a factor for builtin-gl-sample-id though, if you
follow Paul's suggestion to use a multisample texture instead of a
blit resolve.

On Tue, Nov 5, 2013 at 10:06 AM, Anuj Phogat <anuj.phogat at gmail.com> wrote:
>
>
>
> On Sat, Oct 26, 2013 at 11:37 AM, Chris Forbes <chrisf at ijw.co.nz> wrote:
>>
>> On Sat, Oct 26, 2013 at 12:49 PM, Anuj Phogat <anuj.phogat at gmail.com>
>> wrote:
>> > V2: Get rid of redundant projection matrix.
>> > Signed-off-by: Anuj Phogat <anuj.phogat at gmail.com>
>> > ---
>> >  tests/all.tests                                    |   6 +
>> >  .../arb_sample_shading/execution/CMakeLists.gl.txt |   1 +
>> >  .../execution/builtin-gl-num-samples.cpp           | 220
>> > +++++++++++++++++++++
>> >  3 files changed, 227 insertions(+)
>> >  create mode 100644
>> > tests/spec/arb_sample_shading/execution/builtin-gl-num-samples.cpp
>> >
>> > diff --git a/tests/all.tests b/tests/all.tests
>> > index e30eb3b..1fcd08a 100644
>> > --- a/tests/all.tests
>> > +++ b/tests/all.tests
>> > @@ -1336,6 +1336,12 @@ arb_sample_shading = Group()
>> >  spec['ARB_sample_shading'] = arb_sample_shading
>> >  add_plain_test(arb_sample_shading, 'arb_sample_shading-api')
>> >
>> > +TEST_SAMPLE_COUNTS = (0, 2, 4, 6, 8, 16, 32)
>> > +for num_samples in TEST_SAMPLE_COUNTS:
>> > +    test_name = 'builtin-gl-num-samples {0}'.format(num_samples)
>> > +    executable = 'arb_sample_shading-{0} -auto'.format(test_name)
>> > +    arb_sample_shading[test_name] = PlainExecTest(executable)
>> > +
>> >  # Group ARB_debug_output
>> >  arb_debug_output = Group()
>> >  spec['ARB_debug_output'] = arb_debug_output
>> > diff --git a/tests/spec/arb_sample_shading/execution/CMakeLists.gl.txt
>> > b/tests/spec/arb_sample_shading/execution/CMakeLists.gl.txt
>> > index 36289e0..56fa0da 100644
>> > --- a/tests/spec/arb_sample_shading/execution/CMakeLists.gl.txt
>> > +++ b/tests/spec/arb_sample_shading/execution/CMakeLists.gl.txt
>> > @@ -11,4 +11,5 @@ link_libraries (
>> >  )
>> >
>> >  piglit_add_executable (arb_sample_shading-api api.c)
>> > +piglit_add_executable (arb_sample_shading-builtin-gl-num-samples
>> > builtin-gl-num-samples.cpp)
>> >  # vim: ft=cmake:
>> > diff --git
>> > a/tests/spec/arb_sample_shading/execution/builtin-gl-num-samples.cpp
>> > b/tests/spec/arb_sample_shading/execution/builtin-gl-num-samples.cpp
>> > new file mode 100644
>> > index 0000000..585fb75
>> > --- /dev/null
>> > +++ b/tests/spec/arb_sample_shading/execution/builtin-gl-num-samples.cpp
>> > @@ -0,0 +1,220 @@
>> > +/*
>> > + * Copyright © 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.
>> > + */
>> > +
>> > +/** \file builtin-gl-num-samples.cpp
>> > + *  This test verifies that using gl_NumSamples in fragment shader
>> > + *  program works as per ARB_sample_shading specification.
>> > + *
>> > + **/
>> > +
>> > +#include "piglit-fbo.h"
>> > +using namespace piglit_util_fbo;
>> > +
>> > +const int pattern_width = 128; const int pattern_height = 128;
>> > +
>> > +PIGLIT_GL_TEST_CONFIG_BEGIN
>> > +
>> > +       config.supports_gl_compat_version = 10;
>> > +
>> > +       config.window_width = pattern_width;
>> > +       config.window_height = pattern_height;
>> > +       config.window_visual = PIGLIT_GL_VISUAL_DOUBLE |
>> > PIGLIT_GL_VISUAL_RGBA;
>> > +
>> > +PIGLIT_GL_TEST_CONFIG_END
>> > +
>> > +static int  num_samples;
>> > +static unsigned prog, vao, vertex_buf;
>> > +static Fbo multisampled_fbo, singlesampled_fbo;
>> > +
>> > +static void
>> > +print_usage_and_exit(char *prog_name)
>> > +{
>> > +       printf("Usage: %s <num_samples>\n", prog_name);
>> > +       piglit_report_result(PIGLIT_FAIL);
>> > +}
>> > +
>> > +void
>> > +compile_shader(void)
>> > +{
>> > +       static const char *vert =
>> > +               "#version 130\n"
>> > +               "uniform mat4 proj;\n"
>> > +               "in vec2 pos;\n"
>> > +               "void main()\n"
>> > +               "{\n"
>> > +               "  gl_Position = vec4(pos, 0.0, 1.0);\n"
>> > +               "}\n";
>> > +       static const char *frag =
>> > +               "#version 130\n"
>> > +               "#extension GL_ARB_sample_shading : require\n"
>> > +               "uniform int samples;\n"
>> > +               "out vec4 out_color;\n"
>> > +               "void main()\n"
>> > +               "{\n"
>> > +               "  if (gl_NumSamples == samples)\n"
>> > +               "    out_color = vec4(0.0, 1.0, 0.0, 1.0);\n"
>> > +               "  else\n"
>> > +               "    out_color = vec4(1.0, 0.0, 0.0, 1.0);\n"
>> > +               "}\n";
>> > +       /* Compile program */
>> > +       prog = glCreateProgram();
>> > +       GLint vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vert);
>> > +       glAttachShader(prog, vs);
>> > +       piglit_check_gl_error(GL_NO_ERROR);
>> > +       GLint fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, frag);
>> > +       glAttachShader(prog, fs);
>> > +       glBindAttribLocation(prog, 0, "pos");
>> > +       glLinkProgram(prog);
>> > +       if (!piglit_link_check_status(prog)) {
>> > +               piglit_report_result(PIGLIT_FAIL);
>> > +       }
>> > +
>> > +       /* Set up vertex array object */
>> > +       glGenVertexArrays(1, &vao);
>> > +       glBindVertexArray(vao);
>> > +
>> > +       /* Set up vertex input buffer */
>> > +       glGenBuffers(1, &vertex_buf);
>> > +       glBindBuffer(GL_ARRAY_BUFFER, vertex_buf);
>> > +       glEnableVertexAttribArray(0);
>> > +       glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float),
>> > +                             (void *) 0);
>> > +
>> > +       /* Set up element input buffer to tesselate a quad into
>> > +        * triangles
>> > +        */
>> > +       unsigned int indices[6] = { 0, 1, 2, 0, 2, 3 };
>> > +       GLuint element_buf;
>> > +       glGenBuffers(1, &element_buf);
>> > +       glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, element_buf);
>> > +       glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
>> > +                    GL_STATIC_DRAW);
>> > +}
>> > +
>> > +void
>> > +draw_pattern_glsl(const Fbo *src_fbo, GLint samples)
>> > +{
>> > +       float vertex_data[4][4] = {
>> > +               { -1, -1 },
>> > +               { -1,  1 },
>> > +               {  1,  1 },
>> > +               {  1, -1 }};
>> > +
>> > +       glUseProgram(prog);
>> > +       glBindVertexArray(vao);
>> > +
>> > +       /* Set up uniforms */
>> > +       glUseProgram(prog);
>> > +       glUniform1i(glGetUniformLocation(prog, "samples"), samples);
>> > +
>> > +       glBindBuffer(GL_ARRAY_BUFFER, vertex_buf);
>> > +       glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_data), vertex_data,
>> > +                    GL_STREAM_DRAW);
>> > +       glDrawElements(GL_TRIANGLES, 6 , GL_UNSIGNED_INT, (void *) 0);
>>
>> Most of this is just reinventing piglit_draw_rect(). Using that would
>> allow you to lose all the BO setup above, as well.
>>
> You're right. I can get rid of BO setup by using piglit_draw_rect().
>>
>> > +}
>> > +
>> > +void
>> > +piglit_init(int argc, char **argv)
>> > +{
>> > +       if (argc != 2)
>> > +               print_usage_and_exit(argv[0]);
>> > +
>> > +       /* 1st arg: num_samples */
>> > +       char *endptr = NULL;
>> > +       num_samples = strtol(argv[1], &endptr, 0);
>> > +       if (endptr != argv[1] + strlen(argv[1]))
>> > +               print_usage_and_exit(argv[0]);
>> > +
>> > +       piglit_require_gl_version(21);
>>
>> This can go in the config block up the top.
>>
>> > +       piglit_require_extension("GL_ARB_vertex_array_object");
>> > +       piglit_require_extension("GL_ARB_sample_shading");
>> > +
>> > +       /* Skip the test if num_samples > GL_MAX_SAMPLES */
>> > +       GLint max_samples;
>> > +       glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
>> > +       if (num_samples > max_samples)
>> > +               piglit_report_result(PIGLIT_SKIP);
>> > +
>> > +       singlesampled_fbo.setup(FboConfig(0,
>> > +                                         pattern_width,
>> > +                                         pattern_height));
>> > +
>> > +       FboConfig msConfig(num_samples, pattern_width, pattern_height);
>> > +       multisampled_fbo.setup(msConfig);
>> > +
>> > +       compile_shader();
>> > +       if (!piglit_check_gl_error(GL_NO_ERROR)) {
>> > +               piglit_report_result(PIGLIT_FAIL);
>> > +       }
>> > +}
>> > +
>> > +bool test_ms_blit_scaled(Fbo ms_fbo)
>>
>> I think you forgot to rename this function?
>
> copy-paste error :(
>>
>> > +{
>> > +       GLint samples;
>> > +        GLfloat expected[4] = {0.0, 1.0, 0.0, 1.0};
>> > +       bool pass = true;
>> > +
>> > +       /* Draw the test pattern into the framebuffer with texture
>> > +        * attachment.
>> > +        */
>> > +       glBindFramebuffer(GL_DRAW_FRAMEBUFFER, ms_fbo.handle);
>> > +       glGetIntegerv(GL_SAMPLES, &samples);
>> > +
>> > +       glClear(GL_COLOR_BUFFER_BIT);
>> > +       draw_pattern_glsl(&ms_fbo, samples);
>> > +
>> > +       glBindFramebuffer(GL_READ_FRAMEBUFFER, ms_fbo.handle);
>> > +       glBindFramebuffer(GL_DRAW_FRAMEBUFFER,
>> > singlesampled_fbo.handle);
>>
>> Why do you need this singlesampled_fbo? Just do the resolve into
>> piglit_winsys_fbo.
>
> This is from one of Paul's email on mesa-dev:
> "when blitting from a multisample framebuffer to a single sample
> framebuffer, the technique for combining the samples together depends on
> whether the destination framebuffer is sRGB or linear.  When it is linear,
> we do a simple average.  When it is sRGB, we convert the samples to linear,
> then average them, then convert back to sRGB. This conversion happens
> automatically in blorp".
> So,comparing a resolve in winsys fbo (which is sRGB) with an expected color
> (computed using simple average), will make the test to fail.
>
> Blitting directly from multisample fbo to winsys fbo will work just in this
> test case because we're assigning same color to all the samples. But,
> builtin-gl-sample-id test will fail. I didn't blit directly to winsys fbo to
> avoid such issues and to keep it uniform across all the tests.
>>
>>
>> > +       glClear(GL_COLOR_BUFFER_BIT);
>> > +       glBlitFramebuffer(0, 0,
>> > +                         pattern_width, pattern_height,
>> > +                         0, 0,
>> > +                         pattern_width, pattern_height,
>> > +                         GL_COLOR_BUFFER_BIT,
>> > +                         GL_NEAREST);
>> > +
>> > +       glBindFramebuffer(GL_READ_FRAMEBUFFER,
>> > singlesampled_fbo.handle);
>> > +       glBindFramebuffer(GL_DRAW_FRAMEBUFFER, piglit_winsys_fbo);
>> > +
>> > +        pass = piglit_probe_rect_rgba(0, 0, pattern_width,
>> > pattern_width,
>> > +                                       expected)  && pass;
>>
>> Second pattern_width should be pattern_height here.
>>
>> > +       glClear(GL_COLOR_BUFFER_BIT);
>> > +       glBlitFramebuffer(0, 0,
>> > +                         pattern_width, pattern_height,
>> > +                         0, 0,
>> > +                         pattern_width, pattern_height,
>> > +                         GL_COLOR_BUFFER_BIT,
>> > +                         GL_NEAREST);
>> > +
>> > +       piglit_present_results();
>> > +       return pass;
>> > +}
>> > +
>> > +enum piglit_result
>> > +piglit_display()
>> > +{
>> > +       bool pass = true;
>> > +       pass = test_ms_blit_scaled(multisampled_fbo)
>> > +               && pass;
>> > +       return pass ? PIGLIT_PASS : PIGLIT_FAIL;
>> > +}
>> > --
>> > 1.8.1.4
>> >
>
>


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