[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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