[Piglit] [PATCH v2 05/24] arb_shader_image_load_store: Add misc. image manipulation code and hook up to the build system.

Francisco Jerez currojerez at riseup.net
Thu Dec 4 04:21:54 PST 2014


---
 tests/all.py                                       |   5 +
 tests/spec/CMakeLists.txt                          |   1 +
 .../arb_shader_image_load_store/CMakeLists.gl.txt  |  15 +
 .../arb_shader_image_load_store/CMakeLists.txt     |   1 +
 tests/spec/arb_shader_image_load_store/common.c    | 620 +++++++++++++++++++++
 tests/spec/arb_shader_image_load_store/common.h    | 140 +++++
 6 files changed, 782 insertions(+)
 create mode 100644 tests/spec/arb_shader_image_load_store/CMakeLists.gl.txt
 create mode 100644 tests/spec/arb_shader_image_load_store/CMakeLists.txt
 create mode 100644 tests/spec/arb_shader_image_load_store/common.c
 create mode 100644 tests/spec/arb_shader_image_load_store/common.h

diff --git a/tests/all.py b/tests/all.py
index bc3ab42..f1f588b 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -4294,6 +4294,11 @@ add_shader_test_dir(arb_derivative_control,
 import_glsl_parser_tests(arb_derivative_control,
                          testsDir + '/spec/arb_derivative_control', [''])
 
+arb_shader_image_load_store = {}
+spec['ARB_shader_image_load_store'] = arb_shader_image_load_store
+import_glsl_parser_tests(spec['ARB_shader_image_load_store'],
+                         os.path.join(testsDir, 'spec', 'arb_shader_image_load_store'),
+                         [''])
 
 profile.tests['hiz'] = hiz
 profile.tests['fast_color_clear'] = fast_color_clear
diff --git a/tests/spec/CMakeLists.txt b/tests/spec/CMakeLists.txt
index 5805a8c..3a384f4 100644
--- a/tests/spec/CMakeLists.txt
+++ b/tests/spec/CMakeLists.txt
@@ -39,6 +39,7 @@ add_subdirectory (arb_shader_subroutine)
 add_subdirectory (arb_shader_texture_lod/execution)
 add_subdirectory (arb_shader_atomic_counters)
 add_subdirectory (arb_shader_objects)
+add_subdirectory (arb_shader_image_load_store)
 add_subdirectory (arb_shading_language_420pack/execution)
 add_subdirectory (arb_stencil_texturing)
 add_subdirectory (arb_sync)
diff --git a/tests/spec/arb_shader_image_load_store/CMakeLists.gl.txt b/tests/spec/arb_shader_image_load_store/CMakeLists.gl.txt
new file mode 100644
index 0000000..cc5586d
--- /dev/null
+++ b/tests/spec/arb_shader_image_load_store/CMakeLists.gl.txt
@@ -0,0 +1,15 @@
+include_directories(
+	${GLEXT_INCLUDE_DIR}
+	${OPENGL_INCLUDE_PATH}
+	${piglit_SOURCE_DIR}/tests/util
+)
+
+link_libraries (
+	piglitutil_${piglit_target_api}
+	${OPENGL_gl_LIBRARY}
+	${OPENGL_glu_LIBRARY}
+)
+
+set(depends image.c grid.c common.c)
+
+# vim: ft=cmake:
diff --git a/tests/spec/arb_shader_image_load_store/CMakeLists.txt b/tests/spec/arb_shader_image_load_store/CMakeLists.txt
new file mode 100644
index 0000000..144a306
--- /dev/null
+++ b/tests/spec/arb_shader_image_load_store/CMakeLists.txt
@@ -0,0 +1 @@
+piglit_include_target_api()
diff --git a/tests/spec/arb_shader_image_load_store/common.c b/tests/spec/arb_shader_image_load_store/common.c
new file mode 100644
index 0000000..9f0c0b4
--- /dev/null
+++ b/tests/spec/arb_shader_image_load_store/common.c
@@ -0,0 +1,620 @@
+/*
+ * Copyright (C) 2014 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 common.c
+ *
+ * Common utility functions for the ARB_shader_image_load_store tests.
+ */
+
+#include "common.h"
+
+bool
+set_uniform_int(GLuint prog, const char *name, int value)
+{
+        int loc, last_prog;
+
+        loc = glGetUniformLocation(prog, name);
+        if (loc < 0)
+                return true;
+
+        glGetIntegerv(GL_CURRENT_PROGRAM, &last_prog);
+        if (prog != last_prog)
+                glUseProgram(prog);
+
+        glUniform1i(loc, value);
+
+        return piglit_check_gl_error(GL_NO_ERROR);
+}
+
+static GLuint *textures, *buffers;
+static unsigned num_textures, num_buffers;
+
+GLuint
+get_texture(unsigned unit)
+{
+        if (unit >= num_textures) {
+                const unsigned n = unit + 1;
+
+                textures = realloc(textures, sizeof(GLuint) * n);
+                memset(&textures[num_textures], 0,
+                       sizeof(GLuint) * (n - num_textures));
+                num_textures = n;
+        }
+
+        return textures[unit];
+}
+
+GLuint
+get_buffer(unsigned unit)
+{
+        if (unit >= num_buffers) {
+                const unsigned n = unit + 1;
+
+                buffers = realloc(buffers, sizeof(GLuint) * n);
+                memset(&buffers[num_buffers], 0,
+                       sizeof(GLuint) * (n - num_buffers));
+                num_buffers = n;
+        }
+
+        return buffers[unit];
+}
+
+static GLuint fb[2], cb[2], zb[2];
+static GLfloat vp[2][4];
+
+static bool
+generate_fb(const struct grid_info grid, unsigned idx)
+{
+        if (!fb[idx]) {
+                glGenFramebuffers(1, &fb[idx]);
+                glGenRenderbuffers(1, &cb[idx]);
+                glGenRenderbuffers(1, &zb[idx]);
+        }
+
+        glBindFramebuffer(GL_FRAMEBUFFER, fb[idx]);
+
+        glBindRenderbuffer(GL_RENDERBUFFER, cb[idx]);
+        glRenderbufferStorage(GL_RENDERBUFFER, grid.format->format,
+                              grid.size.x, grid.size.y);
+        glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+                                  GL_RENDERBUFFER, cb[idx]);
+
+        glBindRenderbuffer(GL_RENDERBUFFER, zb[idx]);
+        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32F,
+                              grid.size.x, grid.size.y);
+        glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+                                  GL_RENDERBUFFER, zb[idx]);
+
+        vp[idx][0] = 0;
+        vp[idx][1] = 0;
+        vp[idx][2] = grid.size.x;
+        vp[idx][3] = grid.size.y;
+        glViewportIndexedfv(0, vp[idx]);
+
+        return piglit_check_gl_error(GL_NO_ERROR);
+}
+
+bool
+upload_image(const struct image_info img, unsigned unit,
+             const uint32_t *pixels)
+{
+        return upload_image_levels(img, 1, 0, unit, pixels);
+}
+
+bool
+upload_image_levels(const struct image_info img, unsigned num_levels,
+                    unsigned level, unsigned unit, const uint32_t *pixels)
+{
+        const unsigned m = image_num_components(img.format);
+        int i, l;
+
+        if (get_texture(unit)) {
+                glDeleteTextures(1, &textures[unit]);
+                textures[unit] = 0;
+        }
+
+        if (get_buffer(unit)) {
+                glDeleteBuffers(1, &buffers[unit]);
+                buffers[unit] = 0;
+        }
+
+        glGenTextures(1, &textures[unit]);
+        glBindTexture(img.target->target, textures[unit]);
+
+        switch (img.target->target) {
+        case GL_TEXTURE_1D:
+                for (l = 0; l < num_levels; ++l) {
+                        const struct image_extent size = image_level_size(img, l);
+
+                        glTexImage1D(GL_TEXTURE_1D, l, img.format->format,
+                                     size.x, 0, img.format->pixel_format,
+                                     image_base_type(img.format),
+                                     &pixels[m * image_level_offset(img, l)]);
+                }
+                break;
+
+        case GL_TEXTURE_2D:
+                for (l = 0; l < num_levels; ++l) {
+                        const struct image_extent size = image_level_size(img, l);
+
+                        glTexImage2D(GL_TEXTURE_2D, l, img.format->format,
+                                     size.x, size.y, 0,
+                                     img.format->pixel_format,
+                                     image_base_type(img.format),
+                                     &pixels[m * image_level_offset(img, l)]);
+                }
+                break;
+
+        case GL_TEXTURE_3D:
+                for (l = 0; l < num_levels; ++l) {
+                        const struct image_extent size = image_level_size(img, l);
+
+                        glTexImage3D(GL_TEXTURE_3D, l, img.format->format,
+                                     size.x, size.y, size.z, 0,
+                                     img.format->pixel_format,
+                                     image_base_type(img.format),
+                                     &pixels[m * image_level_offset(img, l)]);
+                }
+                break;
+
+        case GL_TEXTURE_RECTANGLE:
+                assert(num_levels == 1);
+
+                glTexImage2D(GL_TEXTURE_RECTANGLE, 0, img.format->format,
+                             img.size.x, img.size.y, 0, img.format->pixel_format,
+                             image_base_type(img.format), pixels);
+                break;
+
+        case GL_TEXTURE_CUBE_MAP:
+                for (l = 0; l < num_levels; ++l) {
+                        const unsigned offset = m * image_level_offset(img, l);
+                        const struct image_extent size = image_level_size(img, l);
+                        const unsigned face_sz = m * product(size) / 6;
+
+                        for (i = 0; i < 6; ++i)
+                                glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, l,
+                                             img.format->format, size.x, size.y, 0,
+                                             img.format->pixel_format,
+                                             image_base_type(img.format),
+                                             &pixels[offset + face_sz * i]);
+                }
+                break;
+
+        case GL_TEXTURE_BUFFER: {
+                /*
+                 * glTexImage*() isn't supposed to work with buffer
+                 * textures.  We copy the unpacked pixels to a texture
+                 * with the desired internal format to let the GL pack
+                 * them for us.
+                 */
+                const struct image_extent grid = image_optimal_extent(img.size);
+                GLuint packed_tex;
+
+                assert(num_levels == 1);
+
+                glGenBuffers(1, &buffers[unit]);
+                glBindBuffer(GL_PIXEL_PACK_BUFFER, buffers[unit]);
+                glBufferData(GL_PIXEL_PACK_BUFFER,
+                             m * img.size.x * sizeof(uint32_t),
+                             NULL, GL_STATIC_DRAW);
+
+                glGenTextures(1, &packed_tex);
+                glBindTexture(GL_TEXTURE_2D, packed_tex);
+
+                glTexImage2D(GL_TEXTURE_2D, 0, img.format->format,
+                             grid.x, grid.y, 0, img.format->pixel_format,
+                             image_base_type(img.format), pixels);
+                glGetTexImage(GL_TEXTURE_2D, 0, img.format->pixel_format,
+                              img.format->pixel_type, NULL);
+                glDeleteTextures(1, &packed_tex);
+                glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
+
+                glTexBuffer(GL_TEXTURE_BUFFER, image_compat_format(img.format),
+                            buffers[unit]);
+                break;
+        }
+        case GL_TEXTURE_1D_ARRAY:
+                for (l = 0; l < num_levels; ++l) {
+                        const struct image_extent size = image_level_size(img, l);
+
+                        glTexImage2D(GL_TEXTURE_1D_ARRAY, l, img.format->format,
+                                     size.x, size.y, 0, img.format->pixel_format,
+                                     image_base_type(img.format),
+                                     &pixels[m * image_level_offset(img, l)]);
+                }
+                break;
+
+        case GL_TEXTURE_2D_ARRAY:
+                for (l = 0; l < num_levels; ++l) {
+                        const struct image_extent size = image_level_size(img, l);
+
+                        glTexImage3D(GL_TEXTURE_2D_ARRAY, l, img.format->format,
+                                     size.x, size.y, size.z, 0,
+                                     img.format->pixel_format,
+                                     image_base_type(img.format),
+                                     &pixels[m * image_level_offset(img, l)]);
+                }
+                break;
+
+        case GL_TEXTURE_CUBE_MAP_ARRAY:
+                for (l = 0; l < num_levels; ++l) {
+                        const struct image_extent size = image_level_size(img, l);
+
+                        glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, l, img.format->format,
+                                     size.x, size.y, size.z, 0,
+                                     img.format->pixel_format,
+                                     image_base_type(img.format),
+                                     &pixels[m * image_level_offset(img, l)]);
+                }
+                break;
+
+        case GL_TEXTURE_2D_MULTISAMPLE:
+        case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: {
+                /*
+                 * GL doesn't seem to provide any direct way to
+                 * initialize a multisample texture, so we use
+                 * imageStore() to render to it from the fragment
+                 * shader copying the contents of a larger
+                 * single-sample 2D texture.
+                 */
+                const struct grid_info grid = {
+                        get_image_stage(GL_FRAGMENT_SHADER)->bit,
+                        img.format,
+                        image_optimal_extent(img.size)
+                };
+                GLuint prog = generate_program(
+                        grid, GL_FRAGMENT_SHADER,
+                        concat(image_hunk(image_info_for_grid(grid), "SRC_"),
+                               image_hunk(img, "DST_"),
+                               hunk("readonly uniform SRC_IMAGE_T src_img;\n"
+                                    "writeonly uniform DST_IMAGE_T dst_img;\n"
+                                    "\n"
+                                    "GRID_T op(ivec2 idx, GRID_T x) {\n"
+                                    "       imageStore(dst_img, DST_IMAGE_ADDR(idx),\n"
+                                    "          imageLoad(src_img, SRC_IMAGE_ADDR(idx)));\n"
+                                    "       return x;\n"
+                                    "}\n"), NULL));
+                bool ret = prog && generate_fb(grid, 1);
+                GLuint tmp_tex;
+
+                assert(num_levels == 1);
+
+                glGenTextures(1, &tmp_tex);
+                glBindTexture(GL_TEXTURE_2D, tmp_tex);
+
+                if (img.target->target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
+                        glTexImage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY,
+                                                img.size.x, img.format->format,
+                                                img.size.y, img.size.z, img.size.w,
+                                                GL_FALSE);
+                } else {
+                        glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE,
+                                                img.size.x, img.format->format,
+                                                img.size.y, img.size.z,
+                                                GL_FALSE);
+                }
+
+                glTexImage2D(GL_TEXTURE_2D, 0, img.format->format,
+                             grid.size.x, grid.size.y, 0,
+                             img.format->pixel_format, image_base_type(img.format),
+                             pixels);
+
+                glBindImageTexture(unit, textures[unit], 0, GL_TRUE, 0,
+                                   GL_WRITE_ONLY, img.format->format);
+                glBindImageTexture(6, tmp_tex, 0, GL_TRUE, 0,
+                                   GL_READ_ONLY, img.format->format);
+
+                ret &= set_uniform_int(prog, "src_img", 6) &&
+                        set_uniform_int(prog, "dst_img", unit) &&
+                        draw_grid(grid, prog);
+
+                glDeleteProgram(prog);
+                glDeleteTextures(1, &tmp_tex);
+
+                glBindFramebuffer(GL_FRAMEBUFFER, fb[0]);
+                glViewportIndexedfv(0, vp[0]);
+
+                glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
+
+                if (!ret)
+                        return false;
+                break;
+        }
+        default:
+                abort();
+        }
+
+        glBindImageTexture(unit, textures[unit], level, GL_TRUE, 0,
+                           GL_READ_WRITE, img.format->format);
+
+        return piglit_check_gl_error(GL_NO_ERROR);
+}
+
+bool
+download_image(const struct image_info img, unsigned unit,
+               uint32_t *r_pixels)
+{
+        return download_image_levels(img, 1, unit, r_pixels);
+}
+
+bool
+download_image_levels(const struct image_info img, unsigned num_levels,
+                      unsigned unit, uint32_t *r_pixels)
+{
+        const unsigned m = image_num_components(img.format);
+        int i, l;
+
+        glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT |
+                        GL_BUFFER_UPDATE_BARRIER_BIT |
+                        GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
+
+        glBindTexture(img.target->target, textures[unit]);
+
+        switch (img.target->target) {
+        case GL_TEXTURE_1D:
+        case GL_TEXTURE_2D:
+        case GL_TEXTURE_3D:
+        case GL_TEXTURE_RECTANGLE:
+        case GL_TEXTURE_1D_ARRAY:
+        case GL_TEXTURE_2D_ARRAY:
+        case GL_TEXTURE_CUBE_MAP_ARRAY:
+                assert(img.target->target != GL_TEXTURE_RECTANGLE ||
+                       num_levels == 1);
+
+                for (l = 0; l < num_levels; ++l)
+                        glGetTexImage(img.target->target, l,
+                                      img.format->pixel_format,
+                                      image_base_type(img.format),
+                                      &r_pixels[m * image_level_offset(img, l)]);
+                break;
+
+        case GL_TEXTURE_CUBE_MAP:
+                for (l = 0; l < num_levels; ++l) {
+                        const unsigned offset = m * image_level_offset(img, l);
+                        const unsigned face_sz =
+                                m * product(image_level_size(img, l)) / 6;
+
+                        for (i = 0; i < 6; ++i)
+                                glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
+                                              l, img.format->pixel_format,
+                                              image_base_type(img.format),
+                                              &r_pixels[offset + face_sz * i]);
+
+                }
+                break;
+
+        case GL_TEXTURE_BUFFER: {
+                /*
+                 * glGetTexImage() isn't supposed to work with buffer
+                 * textures.  We copy the packed pixels to a texture
+                 * with the same internal format as the image to let
+                 * the GL unpack it for us.
+                 */
+                const struct image_extent grid = image_optimal_extent(img.size);
+                GLuint packed_tex;
+
+                assert(num_levels == 1);
+
+                glGenTextures(1, &packed_tex);
+                glBindTexture(GL_TEXTURE_2D, packed_tex);
+                glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buffers[unit]);
+
+                glTexImage2D(GL_TEXTURE_2D, 0, img.format->format,
+                             grid.x, grid.y, 0, img.format->pixel_format,
+                             img.format->pixel_type, NULL);
+                glGetTexImage(GL_TEXTURE_2D, 0, img.format->pixel_format,
+                              image_base_type(img.format), r_pixels);
+
+                glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
+                glDeleteTextures(1, &packed_tex);
+                break;
+        }
+        case GL_TEXTURE_2D_MULTISAMPLE:
+        case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: {
+                /*
+                 * GL doesn't seem to provide any direct way to read
+                 * back a multisample texture, so we use imageLoad()
+                 * to copy its contents to a larger single-sample 2D
+                 * texture from the fragment shader.
+                 */
+                const struct grid_info grid = {
+                        get_image_stage(GL_FRAGMENT_SHADER)->bit,
+                        img.format,
+                        image_optimal_extent(img.size)
+                };
+                GLuint prog = generate_program(
+                        grid, GL_FRAGMENT_SHADER,
+                        concat(image_hunk(img, "SRC_"),
+                               image_hunk(image_info_for_grid(grid), "DST_"),
+                               hunk("readonly uniform SRC_IMAGE_T src_img;\n"
+                                    "writeonly uniform DST_IMAGE_T dst_img;\n"
+                                    "\n"
+                                    "GRID_T op(ivec2 idx, GRID_T x) {\n"
+                                    "       imageStore(dst_img, DST_IMAGE_ADDR(idx),\n"
+                                    "          imageLoad(src_img, SRC_IMAGE_ADDR(idx)));\n"
+                                    "       return x;\n"
+                                    "}\n"), NULL));
+                bool ret = prog && generate_fb(grid, 1);
+                GLuint tmp_tex;
+
+                assert(num_levels == 1);
+
+                glGenTextures(1, &tmp_tex);
+                glBindTexture(GL_TEXTURE_2D, tmp_tex);
+
+                glTexImage2D(GL_TEXTURE_2D, 0, img.format->format,
+                             grid.size.x, grid.size.y, 0,
+                             img.format->pixel_format, image_base_type(img.format),
+                             NULL);
+
+                glBindImageTexture(unit, textures[unit], 0, GL_TRUE, 0,
+                                   GL_READ_ONLY, img.format->format);
+                glBindImageTexture(6, tmp_tex, 0, GL_TRUE, 0,
+                                   GL_WRITE_ONLY, img.format->format);
+
+                ret &= set_uniform_int(prog, "src_img", unit) &&
+                        set_uniform_int(prog, "dst_img", 6) &&
+                        draw_grid(grid, prog);
+
+                glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
+
+                glGetTexImage(GL_TEXTURE_2D, 0, img.format->pixel_format,
+                              image_base_type(img.format), r_pixels);
+
+                glDeleteProgram(prog);
+                glDeleteTextures(1, &tmp_tex);
+
+                glBindFramebuffer(GL_FRAMEBUFFER, fb[0]);
+                glViewportIndexedfv(0, vp[0]);
+
+                if (!ret)
+                        return false;
+                break;
+        }
+        default:
+                abort();
+        }
+
+        return piglit_check_gl_error(GL_NO_ERROR);
+}
+
+bool
+init_pixels(const struct image_info img, uint32_t *r_pixels,
+            double r, double g, double b, double a)
+{
+        const double init[4] = { r, g, b, a };
+        const unsigned m = image_num_components(img.format);
+        unsigned i, j;
+
+        for (i = 0; i < product(img.size); ++i) {
+                for (j = 0; j < m; ++j) {
+                        r_pixels[i * m + j] = encode(img.format, init[j]);
+                }
+        }
+
+        return true;
+}
+
+static bool
+check_pixels_vs(const struct image_info img, unsigned stride,
+                const uint32_t *pixels, const uint32_t *expect)
+{
+        const unsigned m = image_num_components(img.format);
+        unsigned i, j;
+
+        for (i = 0; i < product(img.size); ++i) {
+                const uint32_t *v = &pixels[m * i];
+                const uint32_t *u = &expect[stride * m * i];
+
+                for (j = 0; j < m; ++j) {
+                        if ((fabs(decode(img.format, v[j]) - decode(img.format, u[j])) >
+                             get_idx(img.epsilon, j)) &&
+                            isfinite(decode(img.format, u[j]))) {
+                                printf("Probe value at (%u, %u, %u, %u)\n",
+                                       i % img.size.x,
+                                       i / img.size.x % img.size.y,
+                                       i / img.size.x / img.size.y % img.size.z,
+                                       i / img.size.x / img.size.y / img.size.z);
+
+                                printf("  Expected:");
+
+                                for (j = 0; j < m; ++j)
+                                        printf(" %f", decode(img.format, u[j]));
+
+                                printf("\n  Observed:");
+
+                                for (j = 0; j < m; ++j)
+                                        printf(" %f", decode(img.format, v[j]));
+
+                                printf("\n");
+                                return false;
+                        }
+                }
+        }
+
+        return true;
+}
+
+bool
+check_pixels(const struct image_info img, const uint32_t *pixels,
+             double r, double g, double b, double a)
+{
+        const uint32_t expect[4] = {
+                encode(img.format, r), encode(img.format, g),
+                encode(img.format, b), encode(img.format, a)
+        };
+
+        return check_pixels_vs(img, 0, pixels, expect);
+}
+
+bool
+check_pixels_v(const struct image_info img, const uint32_t *pixels,
+               const uint32_t *expect)
+{
+        return check_pixels_vs(img, 1, pixels, expect);
+}
+
+bool
+init_fb(const struct grid_info grid)
+{
+        bool ret = true;
+
+        if (grid.stages & GL_COMPUTE_SHADER_BIT) {
+                const struct image_info img = image_info_for_grid(grid);
+                const unsigned n = product(grid.size) *
+                        image_num_components(grid.format);
+                uint32_t *pixels = malloc(n * sizeof(*pixels));
+
+                ret = init_pixels(img, pixels, 0.5, 0.5, 0.5, 0.5) &&
+                        upload_image(img, 7, pixels);
+
+                free(pixels);
+        } else {
+                ret = generate_fb(grid, 0);
+
+                glClearColor(0.5, 0.5, 0.5, 0.5);
+                glClear(GL_COLOR_BUFFER_BIT);
+
+                glClearDepth(0.5);
+                glClear(GL_DEPTH_BUFFER_BIT);
+        }
+
+        return ret;
+}
+
+bool
+download_result(const struct grid_info grid, uint32_t *r_pixels)
+{
+        if (grid.stages & GL_COMPUTE_SHADER_BIT) {
+                /* No actual framebuffer.  Results are returned into
+                 * an image. */
+                return download_image(image_info_for_grid(grid), 7, r_pixels);
+
+        } else {
+                glReadPixels(0, 0, grid.size.x, grid.size.y,
+                             grid.format->pixel_format,
+                             image_base_type(grid.format),
+                             r_pixels);
+                return piglit_check_gl_error(GL_NO_ERROR);
+        }
+}
diff --git a/tests/spec/arb_shader_image_load_store/common.h b/tests/spec/arb_shader_image_load_store/common.h
new file mode 100644
index 0000000..800a116
--- /dev/null
+++ b/tests/spec/arb_shader_image_load_store/common.h
@@ -0,0 +1,140 @@
+/*
+ * Copyright (C) 2014 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 common.h
+ *
+ * Common utility functions for the ARB_shader_image_load_store tests.
+ */
+
+#ifndef __PIGLIT_ARB_SHADER_IMAGE_LOAD_STORE_COMMON_H__
+#define __PIGLIT_ARB_SHADER_IMAGE_LOAD_STORE_COMMON_H__
+
+#include "image.h"
+#include "grid.h"
+#include "piglit-util-gl.h"
+
+/**
+ * Report the result of a subtest using a more convenient syntax.
+ */
+#define subtest(status, guard, result, ...) do {                        \
+                enum piglit_result _status = (!(guard) ? PIGLIT_SKIP :  \
+                                              (result) ? PIGLIT_PASS :  \
+                                              PIGLIT_FAIL);             \
+                                                                        \
+                piglit_report_subtest_result(_status, __VA_ARGS__);     \
+                                                                        \
+                if (_status == PIGLIT_FAIL)                             \
+                        *status = PIGLIT_FAIL;                          \
+        } while (0)
+
+/**
+ * Set an integer uniform to the specified value.
+ */
+bool
+set_uniform_int(GLuint prog, const char *name, int value);
+
+/**
+ * Accessor for the texture object bound to the specified image unit.
+ */
+GLuint
+get_texture(unsigned unit);
+
+/**
+ * Accessor for the buffer object bound to the specified image unit.
+ */
+GLuint
+get_buffer(unsigned unit);
+
+/**
+ * Upload \a pixels to an image of the specified format and
+ * dimensionality, and bind it to the specified image unit.
+ */
+bool
+upload_image(const struct image_info img, unsigned unit,
+             const uint32_t *pixels);
+
+/**
+ * Analogous to upload_image(), but in addition it may be used to
+ * specify \a num_levels mipmap levels for the same texture at once.
+ * Level \a level will be bound to the given image unit.
+ */
+bool
+upload_image_levels(const struct image_info img, unsigned num_levels,
+                    unsigned level, unsigned unit,
+                    const uint32_t *pixels);
+
+/**
+ * Download the image bound to the specified image unit into
+ * \a r_pixels.
+ */
+bool
+download_image(const struct image_info img, unsigned unit,
+               uint32_t *r_pixels);
+
+/**
+ * Analogous to download_image(), but in addition it may be used to
+ * download \a num_levels mipmap levels at once from the same image.
+ */
+bool
+download_image_levels(const struct image_info img, unsigned num_levels,
+                      unsigned unit, uint32_t *r_pixels);
+
+/**
+ * Initialize a two-dimensional array of pixels to the specified
+ * constant value.
+ */
+bool
+init_pixels(const struct image_info img, uint32_t *pixels,
+            double r, double g, double b, double a);
+
+/**
+ * Check that all elements from a two-dimensional array of pixels
+ * equal the specified constant value.
+ */
+bool
+check_pixels(const struct image_info img, const uint32_t *pixels,
+             double r, double g, double b, double a);
+
+/**
+ * Check that two two-dimensional arrays of pixels are equal.
+ */
+bool
+check_pixels_v(const struct image_info img,
+               const uint32_t *pixels,
+               const uint32_t *expect);
+
+/**
+ * Initialize and clear the framebuffer, or an image read-back buffer
+ * when using the compute stage.
+ */
+bool
+init_fb(const struct grid_info grid);
+
+/**
+ * Download the contents of the framebuffer, or the image read-back
+ * buffer when using the compute stage.
+ */
+bool
+download_result(const struct grid_info grid, uint32_t *r_pixels);
+
+#endif
-- 
2.1.3



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