[Piglit] [PATCH 3/3 V2] GL 3.2: Test layered framebuffers clear the depth attachment properly.
Chad Versace
chad.versace at linux.intel.com
Tue Sep 10 17:47:24 PDT 2013
On 09/10/2013 01:47 PM, Jacob Penner wrote:
> ---
> tests/all.tests | 1 +
> .../gl-3.2/layered-rendering/CMakeLists.gl.txt | 1 +
> tests/spec/gl-3.2/layered-rendering/clear-depth.c | 224 +++++++++++++++++++++
> 3 files changed, 226 insertions(+)
> create mode 100644 tests/spec/gl-3.2/layered-rendering/clear-depth.c
>
> diff --git a/tests/all.tests b/tests/all.tests
> index e1366ca..2444337 100644
> --- a/tests/all.tests
> +++ b/tests/all.tests
> @@ -750,6 +750,7 @@ spec['!OpenGL 3.2/get-integer-64iv'] = concurrent_test('gl-3.2-get-integer-64iv'
> spec['!OpenGL 3.2/get-integer-64v'] = concurrent_test('gl-3.2-get-integer-64v')
> spec['!OpenGL 3.2/layered-rendering/blit'] = concurrent_test('gl-3.2-layered-rendering-blit')
> spec['!OpenGL 3.2/layered-rendering/clear-color'] = concurrent_test('gl-3.2-layered-rendering-clear-color')
> +spec['!OpenGL 3.2/layered-rendering/clear-depth'] = concurrent_test('gl-3.2-layered-rendering-clear-depth')
> 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')
> 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 9a26b34..bc4415d 100644
> --- a/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt
> +++ b/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt
> @@ -11,6 +11,7 @@ link_libraries (
>
> 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-clear-depth clear-depth.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)
> diff --git a/tests/spec/gl-3.2/layered-rendering/clear-depth.c b/tests/spec/gl-3.2/layered-rendering/clear-depth.c
> new file mode 100644
> index 0000000..d680780
> --- /dev/null
> +++ b/tests/spec/gl-3.2/layered-rendering/clear-depth.c
> @@ -0,0 +1,224 @@
> +/*
> + * 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 clear-depth.c
> + *
> + * Section 4.4.7(Framebuffer Objects) From GL spec 3.2 core:
> + * When the Clear or ClearBuffer* commands are used to clear a layered
> + * framebuffer attachment, all layers of the attachment are cleared.
> + *
> + * Test Layout
> + * Tex1 Tex2
> + * *--------*--------*
> + * | layer4 | layer4 |
> + * *--------*--------* Each Layer for both tex1 and tex2 will be
> + * | layer3 | layer3 | different depths.
> + * *--------*--------*
> + * | layer2 | layer2 | Tex1 will be cleared using glClear()
> + * *--------*--------*
> + * | layer1 | layer1 | Tex2 will be cleared using glClearBuffer()
> + * *--------*--------*
> + *
> + * Result:
> + * Layer 1-4 of both tex1 and tex2 should be the clearDepth
> + */
> +
> +#include "piglit-util-gl-common.h"
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> +
> + config.supports_gl_compat_version = 32;
> + config.supports_gl_core_version = 32;
> +
> +PIGLIT_GL_TEST_CONFIG_END
> +
> +const char *vs_source = {
> + "#version 150\n"
> + "in vec4 piglit_vertex;\n"
> + "void main()\n"
> + "{\n"
> + " gl_Position = piglit_vertex;\n"
> + "}\n"
> +};
> +
> +bool
> +probe_texture_layered_depth(GLuint texture, int x, int y, int z,
> + int w, int h, int d, float *expected)
> +{
> + GLint prev_read_fbo;
> + GLint prev_draw_fbo;
> +
> + GLuint fbo;
> + int i, j, k;
> +
> + GLfloat *probe;
> + GLfloat *pixels = malloc(w*h*sizeof(float));
> +
> + glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &prev_draw_fbo);
> + glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &prev_read_fbo);
> +
> + glGenFramebuffers(1, &fbo);
Even though this is just a test, please cleanup by deleting the temporary fbo.
> + glBindFramebuffer(GL_FRAMEBUFFER, fbo);
> +
> + for(k = 0; k < d; k++ ) {
> +
> + glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
> + texture, 0, k+z);
> +
There already exists a function for probing depth values, piglit_probe_rect_depth.
Just use that instead of open-coding the below probing.
> + glReadPixels(x, y, w, h, GL_DEPTH_COMPONENT, GL_FLOAT, pixels);
> +
> + for(j = 0; j < h; j++) {
> + for(i = 0; i < w; i++) {
> + probe = &pixels[j*w+i];
> + if (fabs(*probe - expected[k]) >= 0.01) {
> + printf("Probe depth at (%i,%i,%i)\n",
> + x+i, y+j,z+k);
> + printf(" Expected: %f\n", expected[k]);
> + printf(" Observed: %f\n", *probe);
> +
> + free(pixels);
> + return false;
> + }
> + }
> + }
> + }
> + free(pixels);
> +
> + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, prev_draw_fbo);
> + glBindFramebuffer(GL_READ_FRAMEBUFFER, prev_read_fbo);
> + return true;
> +}
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> +
> + int i, j;
> + GLenum fbstatus;
> + bool pass = true;
> + GLuint fbo[2], texture[2];
> + GLint program;
> +
> + float depths[4] = {
> + 0.25, 0.5, 0.75, 1.0
> + };
> +
> + GLfloat clearDepth = 0.0;
> + float expected[4] = { 0.0, 0.0, 0.0, 0.0 };
> +
> + program = piglit_build_simple_program(vs_source, NULL);
> + glUseProgram(program);
> +
> + glGenTextures(2, texture);
> + glGenFramebuffers(2, fbo);
> + for(i = 0; i < 2; 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_DEPTH_COMPONENT32,
> + 10, 10, 4, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
> +
> + glEnable(GL_DEPTH_TEST);
> + glDepthFunc(GL_ALWAYS);
> + glDepthRange(0, 1);
> + glDrawBuffer(GL_NONE);
Ah... I was unaware of piglit_draw_rect_z. Since we're using that function,
there is no need to call glDepthRange.
I'm confused by the call to glDrawBuffer. What are you trying to accomplish with it?
> +
> + glBindFramebuffer(GL_FRAMEBUFFER, fbo[i]);
> +
> + for(j = 0; j < 4; j++) {
> + glFramebufferTextureLayer(GL_FRAMEBUFFER,
> + GL_DEPTH_ATTACHMENT,
> + texture[i], 0, j);
> +
> +
> + fbstatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
> + if(fbstatus != GL_FRAMEBUFFER_COMPLETE){
> + printf("%s\n", piglit_get_gl_enum_name(fbstatus));
> + piglit_report_result(PIGLIT_FAIL);
> + }
> +
> + piglit_check_gl_error(GL_NO_ERROR);
If you want the test to fail, tt's not enough to call piglit_check_gl_error. That
function doesn't terminate test. You need this:
if (!piglit_check_gl_error(GL_NO_ERROR))
piglit_report_result(PIGLIT_FAIL);
> + piglit_draw_rect_z(depths[j], -1, -1, 2, 2);
> + piglit_check_gl_error(GL_NO_ERROR);
> + }
> +
> + glDisable(GL_DEPTH_TEST);
The code from here...
> +
> + /* Once values are set, attach the texture to the fbo
> + * as a layered texture
> + */
> + glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
> + texture[i], 0);
> +
> +
> + fbstatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
> + if(fbstatus != GL_FRAMEBUFFER_COMPLETE){
> + printf("%s\n", piglit_get_gl_enum_name(fbstatus));
> + piglit_report_result(PIGLIT_FAIL);
> + }
> +
> + if(!piglit_check_gl_error(GL_NO_ERROR))
> + piglit_report_result(PIGLIT_FAIL);
... to here. I'm unsure what it is trying to do. I don't see the need to test
for framebuffer completeness if nothing is rendered to the framebuffer
with those attachments.
> + }
> +
> +
> + glBindFramebuffer(GL_FRAMEBUFFER, fbo[0]);
> + /* Clear fbo 0 with glClear() */
> + glClearDepth(clearDepth);
> + glClear(GL_DEPTH_BUFFER_BIT);
> +
> + if(!probe_texture_layered_depth(texture[0], 0, 0, 0, 10,
> + 10, 4, expected)) {
> + printf("Incorrect depth values recieved with glClear()\n");
> + pass = false;
> + }
> +
> + /* Clear fbo 1 with glClearBuffer() */
> + glBindFramebuffer(GL_FRAMEBUFFER, fbo[1]);
> + glClearBufferfv(GL_DEPTH, 0, &clearDepth);
> +
> + if(!probe_texture_layered_depth(texture[1], 0, 0, 0, 10,
> + 10, 4, expected)) {
> + printf("Incorrect depth values recieved with glClearBuffer()\n");
> + pass = false;
> + }
> +
> + pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
> +
> + piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL);
> +}
> +
> +
> +enum piglit_result
> +piglit_display(void)
> +{
> + /* UNREACHABLE */
> + return PIGLIT_FAIL;
> +}
The rest of the test looks good to me. Of course, we should get Paul's opinion too.
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