[Piglit] [PATCH] fbo: Changing mrt binding with same shader source

Mike Stroyan mike at lunarg.com
Mon Dec 22 14:53:35 PST 2014


New test fbo-mrt-new-bind asserts correct behavior for changing framebuffer binding
without changing the shaders.  That can cause trouble if the new binding
selects a different shader kernel without updating all resources.
---
 tests/fbo/CMakeLists.gl.txt  |   1 +
 tests/fbo/fbo-mrt-new-bind.c | 244 +++++++++++++++++++++++++++++++++++++++++++
 2 files changed, 245 insertions(+)
 create mode 100644 tests/fbo/fbo-mrt-new-bind.c

diff --git a/tests/fbo/CMakeLists.gl.txt b/tests/fbo/CMakeLists.gl.txt
index 248519a..d5c8778 100644
--- a/tests/fbo/CMakeLists.gl.txt
+++ b/tests/fbo/CMakeLists.gl.txt
@@ -74,6 +74,7 @@ piglit_add_executable (fbo-integer fbo-integer.c)
 piglit_add_executable (fbo-maxsize fbo-maxsize.c)
 piglit_add_executable (fbo-mipmap-copypix fbo-mipmap-copypix.c)
 piglit_add_executable (fbo-mrt-alphatest fbo-mrt-alphatest.c)
+piglit_add_executable (fbo-mrt-new-bind fbo-mrt-new-bind.c)
 piglit_add_executable (fbo-nodepth-test fbo-nodepth-test.c)
 piglit_add_executable (fbo-nostencil-test fbo-nostencil-test.c)
 piglit_add_executable (fbo-readpixels fbo-readpixels.c)
diff --git a/tests/fbo/fbo-mrt-new-bind.c b/tests/fbo/fbo-mrt-new-bind.c
new file mode 100644
index 0000000..8e006b5
--- /dev/null
+++ b/tests/fbo/fbo-mrt-new-bind.c
@@ -0,0 +1,244 @@
+/*
+ * Copyright © 2013 Intel Corporation
+ * Copyright © 2014 LunarG, Inc.
+ *
+ * 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.
+ *
+ * Authors:
+ *    Chris Forbes <chrisf at ijw.co.nz>
+ *    Mike Stroyan <mike at lunarg.com>
+ *
+ */
+
+/*
+ * fbo-mrt-new-bind asserts correct behavior for changing framebuffer binding
+ * without changing the shaders.  That can cause trouble if the new binding
+ * selects a different shader kernel without updating all resources.
+ */
+
+#include "piglit-util-gl.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+	config.supports_gl_compat_version = 21;
+
+	config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
+GLuint fbos[3];
+GLint prog0, prog1;
+GLuint textures[4];
+
+void
+piglit_init(int argc, char **argv)
+{
+	int i;
+
+	piglit_require_GLSL_version(130);
+
+	glGenTextures(5, textures);
+	for (i=0; i<4; i++) {
+	    glBindTexture(GL_TEXTURE_2D, textures[i]);
+	    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+	    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+	    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+	}
+
+	glBindTexture(GL_TEXTURE_2D, textures[4]);
+	glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, 640, 360, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
+
+	glGenFramebuffers(3, fbos);
+
+	glBindFramebuffer(GL_FRAMEBUFFER, fbos[0]);
+	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
+
+	if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
+		printf("Framebuffer not complete.\n");
+		piglit_report_result(PIGLIT_SKIP);
+	}
+
+	glBindFramebuffer(GL_FRAMEBUFFER, fbos[1]);
+	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1], 0);
+	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, textures[4], 0);
+	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, textures[4], 0);
+
+	if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
+		printf("Framebuffer not complete.\n");
+		piglit_report_result(PIGLIT_SKIP);
+	}
+
+	glBindFramebuffer(GL_FRAMEBUFFER, fbos[2]);
+	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[2], 0);
+	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textures[3], 0);
+	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, textures[4], 0);
+	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, textures[4], 0);
+
+	if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
+		printf("Framebuffer not complete.\n");
+		piglit_report_result(PIGLIT_SKIP);
+	}
+
+	glDrawBuffers(2, buffers);
+
+	prog0 = piglit_build_simple_program(
+		"#version 130\n"
+		"in vec4 pos;\n"
+		"in vec2 tex_coord;\n"
+		"void main() {\n"
+		"	gl_Position = pos;\n"
+		"}\n",
+
+		"#version 130\n"
+		"void main() {\n"
+		"	float blue = float(int(gl_FragCoord.x / 16 + gl_FragCoord.y / 16 + 1) % 2);\n"
+		"	gl_FragData[0] = vec4(0.0, 0.0, blue, 1.0);\n"
+		"}\n"
+		);
+
+	prog1 = piglit_build_simple_program(
+		"#version 130\n"
+		"attribute vec4 position;\n"
+		"attribute vec2 texture_coord;\n"
+		"varying vec2 tex_coord;\n"
+		"void main() {\n"
+		"	gl_Position = position;\n"
+		"	tex_coord = texture_coord;\n"
+		"}\n",
+
+		"#version 130\n"
+		"uniform sampler2D S0;\n"
+		"varying vec2 tex_coord;\n"
+		"void main() {\n"
+		"	gl_FragData[0] = texture2D(S0, tex_coord );\n"
+		"	gl_FragDepth = texture2D(S0, tex_coord ).b;\n"
+		"	gl_FragData[1] = texture2D(S0, tex_coord );\n"
+		"}\n"
+		);
+
+	glBindAttribLocation(prog1, 0, "position");
+	glBindAttribLocation(prog1, 1, "texture_coord");
+
+	if (!piglit_check_gl_error(GL_NO_ERROR)) {
+		printf("Setup for test failed.\n");
+		piglit_report_result(PIGLIT_SKIP);
+	}
+}
+
+static const float positions[] = {
+	-1.0, -1.0,
+	 1.0, -1.0,
+	 1.0,  1.0,
+	-1.0,  1.0,
+};
+
+static const float texture_coords[] = {
+	 0.0,  0.0,
+	 1.0,  0.0,
+	 1.0,  1.0,
+	 0.0,  1.0,
+};
+
+enum piglit_result
+piglit_display(void)
+{
+	GLint S0_location;
+
+	/* prepare a source texture */
+	glBindFramebuffer(GL_FRAMEBUFFER, fbos[0]);
+	glDrawBuffers(1, buffers);
+	glClearColor(0,0,1,0);
+	glClear(GL_COLOR_BUFFER_BIT);
+
+	glUseProgram(prog0);
+	glViewport(0, 0, 64, 64);
+	piglit_draw_rect(-1, -1, 2, 2);
+
+	glEnable(GL_TEXTURE_2D);
+	glActiveTexture(GL_TEXTURE1);
+	glBindTexture(GL_TEXTURE_2D, textures[0]);
+
+	glEnable(GL_DEPTH_TEST);
+	glDepthFunc(GL_ALWAYS);
+	glDepthMask(GL_TRUE);
+
+	glUseProgram(prog1);
+	S0_location = glGetUniformLocation(prog1, "S0");
+	glUniform1i(S0_location, 1);
+
+	/* render to 1 buffer */
+	glBindFramebuffer(GL_FRAMEBUFFER, fbos[1]);
+	glDrawBuffers(1, buffers);
+
+	glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE,
+			      2 * sizeof(GLfloat), positions);
+	glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
+			      2 * sizeof(GLfloat), texture_coords);
+
+	glEnableVertexAttribArray(0);
+	glEnableVertexAttribArray(1);
+
+	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+	/* render to 2 buffers */
+	glBindFramebuffer(GL_FRAMEBUFFER, fbos[2]);
+	glDrawBuffers(2, buffers);
+	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+	glDisableVertexAttribArray(0);
+	glDisableVertexAttribArray(1);
+
+	/* visualize it */
+	glUseProgram(0);
+	glBindFramebuffer(GL_FRAMEBUFFER, piglit_winsys_fbo);
+	glViewport(0, 0, 128, 128);
+	glClearColor(0,0,0.5,0);
+	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
+
+	glActiveTexture(GL_TEXTURE0);
+	glBindTexture(GL_TEXTURE_2D, textures[1]);
+	piglit_draw_rect_tex(-1, -1, 1, 1,
+			0, 0, 1, 1);
+	glBindTexture(GL_TEXTURE_2D, textures[2]);
+	piglit_draw_rect_tex(-1, 0.0, 1, 1,
+			0, 0, 1, 1);
+	glBindTexture(GL_TEXTURE_2D, textures[3]);
+	piglit_draw_rect_tex(0.0, 0.0, 1, 1,
+			0, 0, 1, 1);
+
+	glDisable(GL_TEXTURE_2D);
+
+	{
+		bool pass = true;
+		float black[] = {0,0,0};
+		float blue[] = {0,0,1};
+		pass = piglit_probe_pixel_rgb(4, 4, blue) && pass;
+		pass = piglit_probe_pixel_rgb(12, 4, black) && pass;
+		pass = piglit_probe_pixel_rgb(4, 64+4, blue) && pass;
+		pass = piglit_probe_pixel_rgb(12, 64+4, black) && pass;
+		pass = piglit_probe_pixel_rgb(64+4, 64+4, blue) && pass;
+		pass = piglit_probe_pixel_rgb(64+12, 64+4, black) && pass;
+
+		piglit_present_results();
+
+		return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+	}
+}
-- 
2.1.0



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