[Piglit] [PATCH V3 3/6] ARB_sample_shading: Add test to verify the functionality of gl_SampleID
Anuj Phogat
anuj.phogat at gmail.com
Wed Nov 6 17:20:24 PST 2013
V2: Get rid of redundant projection matrix.
V3: Draw to a multisample texture and use it later to verify
the expected color of each sample.
Use piglit_draw_rect() and get rid of redundant code.
Signed-off-by: Anuj Phogat <anuj.phogat at gmail.com>
---
tests/all.tests | 5 +
.../arb_sample_shading/execution/CMakeLists.gl.txt | 1 +
.../execution/builtin-gl-sample-id.cpp | 216 +++++++++++++++++++++
3 files changed, 222 insertions(+)
create mode 100644 tests/spec/arb_sample_shading/execution/builtin-gl-sample-id.cpp
diff --git a/tests/all.tests b/tests/all.tests
index 883fbec..5f66e43 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -1342,6 +1342,11 @@ for num_samples in TEST_SAMPLE_COUNTS:
executable = 'arb_sample_shading-{0} -auto'.format(test_name)
arb_sample_shading[test_name] = PlainExecTest(executable)
+for num_samples in TEST_SAMPLE_COUNTS:
+ test_name = 'builtin-gl-sample-id {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 56fa0da..35f2905 100644
--- a/tests/spec/arb_sample_shading/execution/CMakeLists.gl.txt
+++ b/tests/spec/arb_sample_shading/execution/CMakeLists.gl.txt
@@ -12,4 +12,5 @@ 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)
+piglit_add_executable (arb_sample_shading-builtin-gl-sample-id builtin-gl-sample-id.cpp)
# vim: ft=cmake:
diff --git a/tests/spec/arb_sample_shading/execution/builtin-gl-sample-id.cpp b/tests/spec/arb_sample_shading/execution/builtin-gl-sample-id.cpp
new file mode 100644
index 0000000..ebbb6a0
--- /dev/null
+++ b/tests/spec/arb_sample_shading/execution/builtin-gl-sample-id.cpp
@@ -0,0 +1,216 @@
+/*
+ * 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-sample-id.cpp
+ * This test verifies that using gl_SampleID 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 = 21;
+
+ 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_0, prog_1;
+static Fbo multisampled_fbo, multisampled_tex;
+
+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"
+ "in vec2 pos;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = gl_ModelViewProjectionMatrix *\n"
+ " vec4(pos, 0.0, 1.0);\n"
+ "}\n";
+ static const char *frag_0 =
+ "#version 130\n"
+ "#extension GL_ARB_sample_shading : enable\n"
+ "uniform int samples;\n"
+ "out vec4 out_color;\n"
+ "void main()\n"
+ "{\n"
+ " if(samples == 0)\n"
+ " out_color = vec4(0.0, 1.0, 0.0, 1.0);\n"
+ " else\n"
+ " out_color = vec4(0.0, float(gl_SampleID) / samples, 0.0, 1.0);\n"
+ "}\n";
+
+ static const char *frag_1 =
+ "#version 130\n"
+ "#extension GL_ARB_texture_multisample : require\n"
+ "uniform sampler2DMS ms_tex;\n"
+ "uniform int samples;\n"
+ "out vec4 out_color;\n"
+ "void main()\n"
+ "{\n"
+ " int i;\n"
+ " bool pass = true;\n"
+ /* Use a small tolerance value to account for the precision
+ * loss in floating point color values.
+ */
+ " float color_tolerance = 0.02;\n"
+ " for (i = 0; i < samples; i++) {\n"
+ " vec4 sample_color =\n"
+ " texelFetch(ms_tex, ivec2(gl_FragCoord.xy), i);\n"
+ " float sample_id_float = sample_color.g * samples;\n"
+ " int sample_id_int = int(round(sample_id_float));\n"
+ " if (sample_id_int != i ||\n"
+ " abs(sample_id_int - sample_id_float) > color_tolerance)\n"
+ " pass = false;\n"
+ " }\n"
+ "\n"
+ " if(pass)\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_0 = glCreateProgram();
+ GLint vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vert);
+ glAttachShader(prog_0, vs);
+ piglit_check_gl_error(GL_NO_ERROR);
+ GLint fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, frag_0);
+ glAttachShader(prog_0, fs);
+ glBindAttribLocation(prog_0, 0, "pos");
+ glLinkProgram(prog_0);
+ if (!piglit_link_check_status(prog_0)) {
+ piglit_report_result(PIGLIT_FAIL);
+ }
+
+ prog_1 = glCreateProgram();
+ vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vert);
+ glAttachShader(prog_1, vs);
+ piglit_check_gl_error(GL_NO_ERROR);
+ fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, frag_1);
+ glAttachShader(prog_1, fs);
+ glBindAttribLocation(prog_1, 0, "pos");
+ glLinkProgram(prog_1);
+ if (!piglit_link_check_status(prog_1)) {
+ piglit_report_result(PIGLIT_FAIL);
+ }
+}
+
+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_extension("GL_ARB_texture_multisample");
+ 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);
+
+ piglit_ortho_projection(pattern_width, pattern_height, false);
+ FboConfig msConfig(num_samples, pattern_width, pattern_height);
+ multisampled_fbo.setup(msConfig);
+ msConfig.attach_texture = true;
+ multisampled_tex.setup(msConfig);
+
+ compile_shader();
+ if (!piglit_check_gl_error(GL_NO_ERROR)) {
+ piglit_report_result(PIGLIT_FAIL);
+ }
+}
+
+enum piglit_result
+piglit_display()
+{
+ bool pass = true;
+ int samples;
+ float expected[4] = {0.0, 1.0, 0.0, 1.0};
+
+ glUseProgram(prog_0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, multisampled_fbo.handle);
+ glGetIntegerv(GL_SAMPLES, &samples);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glUniform1i(glGetUniformLocation(prog_0, "samples"), samples);
+ piglit_draw_rect(0, 0, pattern_width, pattern_height);
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, multisampled_fbo.handle);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, multisampled_tex.handle);
+ 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, multisampled_tex.handle);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, piglit_winsys_fbo);
+ glClear(GL_COLOR_BUFFER_BIT);
+ if (samples == 0) {
+ glBlitFramebuffer(0, 0,
+ pattern_width, pattern_height,
+ 0, 0,
+ pattern_width, pattern_height,
+ GL_COLOR_BUFFER_BIT,
+ GL_NEAREST);
+ } else {
+ glUseProgram(prog_1);
+ glUniform1i(glGetUniformLocation(prog_1, "ms_tex"), 0);
+ glUniform1i(glGetUniformLocation(prog_1, "samples"), samples);
+ piglit_draw_rect_tex(0, 0, pattern_width, pattern_height,
+ 0, 0, pattern_width, pattern_height);
+ }
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, piglit_winsys_fbo);
+ pass = piglit_probe_rect_rgba(0, 0, pattern_width,
+ pattern_width, expected)
+ && pass;
+ piglit_present_results();
+ return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
--
1.8.1.4
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