[Piglit] [PATCH V2 3/6] ARB_sample_shading: Add test to verify the functionality of gl_SampleID
Paul Berry
stereotype441 at gmail.com
Tue Oct 29 16:01:20 CET 2013
On 25 October 2013 16:49, 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 | 5 +
> .../arb_sample_shading/execution/CMakeLists.gl.txt | 1 +
> .../execution/builtin-gl-sample-id.cpp | 230
> +++++++++++++++++++++
> 3 files changed, 236 insertions(+)
> create mode 100644
> tests/spec/arb_sample_shading/execution/builtin-gl-sample-id.cpp
>
I'm not comfortable with this test. It doesn't verify that gl_SampleID is
correct for each sample. It just averages together
float(gl_SampleID)/float(gl_NumSamples) for all samples and verifies that
is equals the expected value (which will always be near 0.5). In
particular, if there's a bug causing gl_SampleID to identify the samples in
an incorrect order, that won't be caught by this test.
I'd recommend keeping your vertex and fragment shader, but instead of
drawing to a renderbuffer, draw to a multisampled texture (using
ARB_texture_multisample). Then you can have a second shader which reads
from the multisampled texture and verifies that every sample is correct at
every pixel location.
Also, Chris's suggestion from patch 2 (about reinventing piglit_draw_rect)
applies here as well.
>
> diff --git a/tests/all.tests b/tests/all.tests
> index 1fcd08a..d861a91 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..143dc95
> --- /dev/null
> +++ b/tests/spec/arb_sample_shading/execution/builtin-gl-sample-id.cpp
> @@ -0,0 +1,230 @@
> +/*
> + * 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 = 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"
> + "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 : 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";
> + /* 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(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);
> +}
> +
> +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);
> + 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_builtin_sample_id(Fbo ms_fbo)
> +{
> + bool pass = true;
> + int i, samples;
> + float expected[4] = {0.0, 0.0, 0.0, 1.0};
> +
> + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, ms_fbo.handle);
> + glGetIntegerv(GL_SAMPLES, &samples);
> +
> + /* Expected color is computed after taking in to account the
> + * multisample color resolve:
> + * ((sample_id0 + sample_id_1 + sample_id_2 + sample_id_3)
> + * / (samples * samples))
> + */
> + if (samples == 0)
> + expected[1] = 1.0;
> + else {
> + for (i = 0; i < samples; i++)
> + expected[1] += (((float) i) / samples);
> + expected[1] /= samples;
> + }
> +
> + glClear(GL_COLOR_BUFFER_BIT);
> + draw_pattern(samples);
> +
> + glBindFramebuffer(GL_READ_FRAMEBUFFER, ms_fbo.handle);
> + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, singlesampled_fbo.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, singlesampled_fbo.handle);
> + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, piglit_winsys_fbo);
> +
> + pass = piglit_probe_rect_rgba(0, 0, pattern_width,
> + pattern_width, expected)
> + && pass;
> + 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_builtin_sample_id(multisampled_fbo)
> + && pass;
> + return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}
> --
> 1.8.1.4
>
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>
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