[Piglit] [PATCH 2/3] GL 3.2: Test gl_Layer when unassigned or no geometry shader
Paul Berry
stereotype441 at gmail.com
Wed Sep 4 09:29:09 PDT 2013
On 3 September 2013 15:52, Jacob Penner <jkpenner91 at gmail.com> wrote:
> ---
> tests/all.tests | 1 +
> .../gl-3.2/layered-rendering/CMakeLists.gl.txt | 1 +
> tests/spec/gl-3.2/layered-rendering/gl-layer.c | 243
> +++++++++++++++++++++
> 3 files changed, 245 insertions(+)
> create mode 100644 tests/spec/gl-3.2/layered-rendering/gl-layer.c
>
> diff --git a/tests/all.tests b/tests/all.tests
> index 877253d..59fb0e2 100644
> --- a/tests/all.tests
> +++ b/tests/all.tests
> @@ -752,6 +752,7 @@ spec['!OpenGL 3.2/layered-rendering/blit'] =
> concurrent_test('gl-3.2-layered-ren
> spec['!OpenGL 3.2/layered-rendering/clear-color'] =
> concurrent_test('gl-3.2-layered-rendering-clear-color')
> spec['!OpenGL 3.2/layered-rendering/framebuffertexture-buffer-textures']
> =
> concurrent_test('gl-3.2-layered-rendering-framebuffertexture-buffer-textures')
> spec['!OpenGL 3.2/layered-rendering/readpixels'] =
> concurrent_test('gl-3.2-layered-rendering-readpixels')
> +spec['!OpenGL 3.2/layered-rendering/gl-layer'] =
> concurrent_test('gl-3.2-layered-rendering-gl-layer')
>
> spec['!OpenGL 3.3/minmax'] = concurrent_test('gl-3.3-minmax')
> spec['!OpenGL 3.3/required-renderbuffer-attachment-formats'] =
> concurrent_test('gl-3.0-required-renderbuffer-attachment-formats 33')
> diff --git a/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt
> b/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt
> index 2a66253..9a26b34 100644
> --- a/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt
> +++ b/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt
> @@ -13,4 +13,5 @@ piglit_add_executable (gl-3.2-layered-rendering-blit
> blit.c)
> piglit_add_executable (gl-3.2-layered-rendering-clear-color clear-color.c)
> piglit_add_executable
> (gl-3.2-layered-rendering-framebuffertexture-buffer-textures
> framebuffertexture-buffer-textures.c)
> piglit_add_executable (gl-3.2-layered-rendering-readpixels readpixels.c)
> +piglit_add_executable (gl-3.2-layered-rendering-gl-layer gl-layer.c)
> # vim: ft=cmake:
> diff --git a/tests/spec/gl-3.2/layered-rendering/gl-layer.c
> b/tests/spec/gl-3.2/layered-rendering/gl-layer.c
> new file mode 100644
> index 0000000..fe557b2
> --- /dev/null
> +++ b/tests/spec/gl-3.2/layered-rendering/gl-layer.c
> @@ -0,0 +1,243 @@
> +/*
> + * 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 gl-layer.c
> + *
> + * Section 4.4.7(Framebuffer Objects) From GL spec 3.2 core:
> + *
> + * When rendering to a layered framebuffer, each fragment generated by
> + * the GL is assigned a layer number. The layer number for a fragment
> + * is zero if
> + *
> + * - geometry shaders are disabled, or
> + *
> + * - The current geometry shader does not statically assign a
> + * value to the built-in output variable gl_Layer.
> + *
> + *
> + * Test
> + * Draw a rect onto a layered texture with two different programs. One
> + * program will contain a geometry shader that doesn't assign a value to
> + * gl_Layer, while the other program will not contain a geometry shader.
> + *
> + * End Result
> + * The first layer of both textures used while have their values be
> green or
> + * (0, 1, 0), and the remaining layers will be not set.
> + */
> +
> + #include "piglit-util-gl-common.h"
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> +
> + config.supports_gl_compat_version = 32;
> + config.supports_gl_core_version = 32;
> +
> + config.window_visual = PIGLIT_GL_VISUAL_RGB |
> PIGLIT_GL_VISUAL_DOUBLE;
> +
> +PIGLIT_GL_TEST_CONFIG_END
> +
> +const char *vs_source = {
> + "#version 150\n"
> + "in vec4 piglit_vertex;\n"
> + "out vec4 vert;\n"
> + "void main() {\n"
> + " gl_Position = piglit_vertex;\n"
> + " vert = piglit_vertex;\n"
> + "}\n"
> +};
> +
> +const char *gs_source = {
> + "#version 150\n"
> + "layout(triangles) in;\n"
> + "layout(triangles, max_vertices = 3) out;\n"
> + "in vec4 vert[3];\n"
> + "\n"
> + "void main()\n"
> + "{\n"
> + " for(int i = 0; i < 3; i++) {\n"
> + " gl_Position = vert[i];\n"
> + " EmitVertex();\n"
> + " }\n"
> + "}\n"
> +};
> +
> +const char *fs_source = {
> + "#version 150\n"
> + "void main() {\n"
> + " gl_FragColor = vec4(0, 1, 0, 1);\n"
> + "}\n"
> +};
> +
> +GLint build_program(const char *vs_source, const char *gs_source,
> + const char *fs_source)
> +{
> + GLuint vs = 0, gs = 0, fs = 0, prog;
> +
> + if(vs_source)
> + vs = piglit_compile_shader_text(GL_VERTEX_SHADER,
> vs_source);
> + if(gs_source)
> + gs = piglit_compile_shader_text(GL_GEOMETRY_SHADER,
> gs_source);
> + if(fs_source)
> + fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER,
> fs_source);
> +
> + piglit_require_GLSL();
> +
> + prog = glCreateProgram();
> +
> + if (vs)
> + glAttachShader(prog, vs);
> + if (gs)
> + glAttachShader(prog, gs);
> + if (fs)
> + glAttachShader(prog, fs);
> +
> + glLinkProgram(prog);
> +
> + if(!piglit_link_check_status(prog)) {
> + glDeleteProgram(prog);
> + prog = 0;
> + }
> +
> + if(!prog)
> + piglit_report_result(PIGLIT_FAIL);
> +
> + if(fs)
> + glDeleteShader(fs);
> + if(gs)
> + glDeleteShader(gs);
> + if(vs)
> + glDeleteShader(vs);
> +
> + return prog;
> +}
>
This function seems a lot more general-purpose than what we need for this
particular test (in particular, in this test, gs is the only string that
will ever be null).
If you want to make a separate patch that puts this function (suitably
renamed) into tests/util/piglit-shader.c, I'd be happy with it as is (in
fact, I'd be delighted--there are other geometry shader tests that could
use this function, and it would be nice to share some code).
> +
> +bool
> +probe_texture_layered_rbg(GLuint texture, int x, int y, int z,
> + int w, int h, int d, float *expected)
>
I think you mean "probe_texture_layered_rgb".
> +{
> + int k;
> + GLuint fbo;
> +
> + glGenFramebuffers(1, &fbo);
> + glBindFramebuffer(GL_FRAMEBUFFER, fbo);
> +
> + for(k = 0; k < d; k++ ) {
> + glFramebufferTextureLayer(GL_FRAMEBUFFER,
> GL_COLOR_ATTACHMENT0,
> + texture, 0, z + k);
> +
> + if(!piglit_probe_rect_rgb(0, 0, w, h, &expected[k*3])) {
> + printf("Layer: %i\n", z + k);
> + return false;
> + }
> + }
> +
> + return true;
> +}
> +
> +
> +static GLuint fbo[2];
> +static GLint program[2];
> +static GLuint texture[2];
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> + int i;
> + GLuint fboStatus;
> +
> + program[0] = build_program(vs_source, gs_source, fs_source);
> + program[1] = build_program(vs_source, NULL, fs_source);
> +
> + glGenFramebuffers(2, fbo);
> + glGenTextures(2, texture);
> +
> + for( i = 0; i < 2; i++) {
> + glBindFramebuffer(GL_FRAMEBUFFER, fbo[i]);
> +
> + glBindTexture(GL_TEXTURE_2D_ARRAY, texture[i]);
> + glTexParameteri(GL_TEXTURE_2D_ARRAY,
> GL_TEXTURE_MIN_FILTER, GL_LINEAR);
> + glTexParameteri(GL_TEXTURE_2D_ARRAY,
> GL_TEXTURE_MAG_FILTER, GL_LINEAR);
> + glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S,
> GL_REPEAT);
> + glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T,
> GL_REPEAT);
> + glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGB, 10,
> + 10, 2, 0, GL_RGB, GL_FLOAT, NULL);
> +
> + glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
> + texture[i], 0);
> +
> + fboStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
> + if(fboStatus != GL_FRAMEBUFFER_COMPLETE) {
> + printf("Framebuffer Status: %s\n",
> + piglit_get_gl_enum_name(fboStatus));
> + piglit_report_result(PIGLIT_FAIL);
> + }
> + }
> +
> + if(!piglit_check_gl_error(GL_NO_ERROR)) {
> + piglit_report_result(PIGLIT_FAIL);
> + }
> +}
>
Since the test doesn't actually do any rendering to the screen, there's no
need to separate piglit_init() and piglit_display(). I have a minor
preference to just merge them into one function, as you did in patch 1.
But I don't have terribly strong feelings about that.
> +
> +enum piglit_result
> +piglit_display(void)
> +{
> + int i;
> + bool pass = true;
> + float expected[] = {
> + 0.0, 1.0, 0.0,
> + 0.0, 0.0, 0.0
> + };
> +
> + for( i = 0; i < 2; i++) {
> + glUseProgram(program[i]);
> + glBindFramebuffer(GL_FRAMEBUFFER, fbo[i]);
> +
> + pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
> +
> + piglit_draw_rect(-1, -1, 2, 2);
> +
> + pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
> +
> + pass = probe_texture_layered_rbg(texture[i], 0, 0, 0,
> + 10, 10, 2, expected) &&
> pass;
> + }
> +
> + pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
> +
> + glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo[0]);
> + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
> + glBlitFramebuffer(0, 0, 10, 10,
> + 0, 0, piglit_width/2, piglit_height,
> + GL_COLOR_BUFFER_BIT, GL_NEAREST);
> +
> + glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo[1]);
> + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
> + glBlitFramebuffer(0, 0, 10, 10,
> + piglit_width/2, 0, piglit_width, piglit_height,
> + GL_COLOR_BUFFER_BIT, GL_NEAREST);
> +
> + piglit_present_results();
> +
> + return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}
> +
> --
> 1.8.3.1
>
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>
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