[Piglit] [PATCH] ARB_uniform_buffer_object: Add test for discard with UBO.

Chris Forbes chrisf at ijw.co.nz
Tue Jul 1 14:36:59 PDT 2014


The texture actually seems unnecessary -- are you using that to defeat
some optimization?

On Wed, Jul 2, 2014 at 9:28 AM, Cody Northrop <cody at lunarg.com> wrote:
> On Tue, Jul 1, 2014 at 3:05 PM, Kenneth Graunke <kenneth at whitecape.org>
> wrote:
>>
>> On Tuesday, July 01, 2014 12:53:18 PM Cody Northrop wrote:
>> > Add a test that ensures fragment discard while loading from
>> > uniform buffer objects works correctly.  At time of submission,
>> > this test fails on i965.
>> >
>> > Test will work with the following patch, sent to mesa-dev:
>> >
>> > i965/fs: Update discard jump to preserve uniform loads via sampler.
>> >
>> > Signed-off-by: Cody Northrop <cody at lunarg.com>
>> > Reviewed-by:  Courtney Goeltzenleuchter <courtney at lunarg.com>
>> > ---
>> >  tests/all.py                                       |   1 +
>> >  .../arb_uniform_buffer_object/CMakeLists.gl.txt    |   1 +
>> >  .../arb_uniform_buffer_object/rendering-discard.c  | 195
>> +++++++++++++++++++++
>> >  3 files changed, 197 insertions(+)
>> >  create mode 100644
>> > tests/spec/arb_uniform_buffer_object/rendering-discard.c
>> >
>> > diff --git a/tests/all.py b/tests/all.py
>> > index 17d5d9b..04ae9e5 100644
>> > --- a/tests/all.py
>> > +++ b/tests/all.py
>> > @@ -2965,6 +2965,7 @@ arb_uniform_buffer_object['negative-
>> getactiveuniformblockiv'] = concurrent_test(
>> >  arb_uniform_buffer_object['negative-getactiveuniformsiv'] =
>> concurrent_test('arb_uniform_buffer_object-negative-getactiveuniformsiv')
>> >  arb_uniform_buffer_object['referenced-by-shader'] =
>> concurrent_test('arb_uniform_buffer_object-referenced-by-shader')
>> >  arb_uniform_buffer_object['rendering'] =
>> concurrent_test('arb_uniform_buffer_object-rendering')
>> > +arb_uniform_buffer_object['rendering-discard'] =
>> concurrent_test('arb_uniform_buffer_object-rendering-discard')
>> >  arb_uniform_buffer_object['row-major'] =
>> concurrent_test('arb_uniform_buffer_object-row-major')
>> >  arb_uniform_buffer_object['uniformblockbinding'] =
>> concurrent_test('arb_uniform_buffer_object-uniformblockbinding')
>> >
>> > diff --git a/tests/spec/arb_uniform_buffer_object/CMakeLists.gl.txt
>> b/tests/spec/arb_uniform_buffer_object/CMakeLists.gl.txt
>> > index 7d65e2d..6bc3976 100644
>> > --- a/tests/spec/arb_uniform_buffer_object/CMakeLists.gl.txt
>> > +++ b/tests/spec/arb_uniform_buffer_object/CMakeLists.gl.txt
>> > @@ -39,6 +39,7 @@ piglit_add_executable
>> > (arb_uniform_buffer_object-negative-
>> getactiveuniformblocki
>> >  piglit_add_executable (arb_uniform_buffer_object-negative-
>> getactiveuniformsiv negative-getactiveuniformsiv.c)
>> >  piglit_add_executable (arb_uniform_buffer_object-referenced-by-shader
>> referenced-by-shader.c)
>> >  piglit_add_executable (arb_uniform_buffer_object-rendering rendering.c)
>> > +piglit_add_executable (arb_uniform_buffer_object-rendering-discard
>> rendering-discard.c)
>> >  piglit_add_executable (arb_uniform_buffer_object-row-major row-major.c)
>> >  piglit_add_executable (arb_uniform_buffer_object-uniformblockbinding
>> uniformblockbinding.c)
>> >
>> > diff --git a/tests/spec/arb_uniform_buffer_object/rendering-discard.c
>> b/tests/spec/arb_uniform_buffer_object/rendering-discard.c
>> > new file mode 100644
>> > index 0000000..cf3624d
>> > --- /dev/null
>> > +++ b/tests/spec/arb_uniform_buffer_object/rendering-discard.c
>> > @@ -0,0 +1,195 @@
>> > +/*
>> > + * Copyright (c) 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.
>> > + */
>> > +
>> > +/** @file rendering-discard.c
>> > + *
>> > + * Test rendering with UBOs in the presence of discard.  Draw a single
>> square
>> > + * with a fragment shader that conditionally discards along a boundary
>> > that
>> can
>> > + * cause problems when rendering multiple fragment quads at once.  Test
>> should
>> > + * render a single color, no texture should bleed through.
>> > + */
>> > +
>> > +#include "piglit-util-gl-common.h"
>> > +
>> > +PIGLIT_GL_TEST_CONFIG_BEGIN
>> > +
>> > +     config.supports_gl_core_version = 32;
>> > +     config.supports_gl_compat_version = 32;
>> > +     config.window_visual = PIGLIT_GL_VISUAL_DOUBLE |
>> PIGLIT_GL_VISUAL_RGBA;
>> > +
>> > +PIGLIT_GL_TEST_CONFIG_END
>> > +
>> > +static const char vertex_shader_text[] =
>> > +     "#version 140\n"
>> > +     "#extension GL_ARB_explicit_attrib_location: require\n"
>> > +     "layout(location = 0) in vec4 piglit_vertex;\n"
>> > +     "void main()\n"
>> > +     "{\n"
>> > +     "    gl_Position = piglit_vertex;\n"
>> > +     "}\n"
>> > +     ;
>> > +
>> > +static const char fragment_shader_text[] =
>> > +     "#version 140\n"
>> > +     "#extension GL_ARB_shading_language_420pack : enable\n"
>> > +     "#extension GL_ARB_uniform_buffer_object : enable\n"
>> > +     "\n"
>> > +     "layout(std140, binding = 0) uniform globals \n"
>> > +     "{\n"
>> > +     "    vec3   global0; \n"
>> > +     "    vec3   global1; \n"
>>
>> These two UBO fields appear to be unused - are they necessary?
>
>
> Hmmm, they were in the original test case, but the test appears to still
> fail if I shrink the buffer back down to size.  I'll reduce it to just one
> vec4.
>
>>
>>
>> > +     "    vec3   global2; \n"
>> > +     "    float  global3; \n"
>> > +     "}\n;"
>> > +     "\n"
>> > +     "layout(binding = 0) uniform sampler2D tex2;\n"
>> > +     "\n"
>> > +     "void main()\n"
>> > +     "{\n"
>> > +     "    vec3 foo = texture(tex2, vec2(0.5)).xyz ;\n"
>> > +     ""
>> > +     "    // This condition will discard fragments to the left \n"
>> > +     "    // of a diagonal line.  It is designed to partially  \n"
>> > +     "    // discard the contents of SIMD registers.           \n"
>> > +     "    if ((gl_FragCoord.x - gl_FragCoord.y) < 0.0)         \n"
>> > +     "        discard;                                         \n"
>> > +     ""
>> > +     "    gl_FragColor = vec4(foo * global2 * global3, 1.0 );\n"
>> > +     "}\n"
>> > +     ;
>> > +
>> > +/* Note that the expected color is set up to both match the clear
>> > color,
>> > + * but also be multiplied in the fragment shader to generate the same
>> > + * value.  The multiplication is critical to testing behavior on some
>> > + * backends, so it should remain in the shader.
>> > + */
>> > +const float expected_color[4] = { 0.2, 0.2, 0.2, 1.0 };
>> > +
>> > +/*
>> > + * Create a single-color image.
>> > + */
>> > +static GLubyte *
>> > +create_image(GLint w, GLint h, const GLubyte color[4])
>> > +{
>> > +        GLubyte *buf = (GLubyte *) malloc(w * h * 4);
>> > +        int i;
>> > +        for (i = 0; i < w * h; i++) {
>> > +                buf[i*4+0] = color[0];
>> > +                buf[i*4+1] = color[1];
>> > +                buf[i*4+2] = color[2];
>> > +                buf[i*4+3] = color[3];
>> > +        }
>> > +        return buf;
>> > +}
>> > +
>> > +static void
>> > +setup_texture(void)
>> > +{
>> > +        GLubyte colors[4] = {255,   255,  255,  255};
>> > +        GLuint tex1;
>> > +        GLint width = 128, height = 64, levels = 1;
>> > +        GLint level = 0;
>> > +        GLubyte *colorBuf = create_image(width, height, colors);
>> > +
>> > +        /* Set up a texture to pull from, just fill it with solid white
>> > */
>> > +        glGenTextures(1, &tex1);
>> > +        glBindTexture(GL_TEXTURE_2D, tex1);
>> > +        glTexStorage2D(GL_TEXTURE_2D, levels, GL_RGBA8, width, height);
>> > +        piglit_check_gl_error(GL_NO_ERROR);
>> > +        glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, width, height,
>> > GL_RGBA,
>> GL_UNSIGNED_BYTE, colorBuf);
>> > +        glActiveTexture(GL_TEXTURE0);
>> > +        glBindTexture(GL_TEXTURE_2D, tex1);
>> > +}
>> > +
>> > +static void
>> > +setup_uniform_buffer(void)
>> > +{
>> > +        GLuint uBuffer;
>> > +        GLfloat bufData[12] = {
>> > +           expected_color[0], expected_color[1], expected_color[2],
>> expected_color[3],
>> > +           expected_color[0], expected_color[1], expected_color[2],
>> expected_color[3],
>> > +           expected_color[0], expected_color[1], expected_color[2],
>> expected_color[3],
>> > +        };
>> > +
>> > +        /* Set up a uniform buffer with data that, when processed by
>> > the
>> > +         * fragment shader, should draw the same color as the clear
>> > color.
>> > +         * This normally "bad" test behavior is designed to make it
>> > easier
>> > +         * to see that any unwanted color has entered along the
>> > boundary
>> > +         * condition.  In this case, it will usually be the contents of
>> > the
>> > +         * texture, but it can also be random data.
>> > +         * Note that the size of the buffer and the offsets of the
>> > values
>> > +         * being loaded are important to trigger specific behavior in
>> > some
>> > +         * backends that optimize loading of uniform values.
>> > +         */
>> > +        glGenBuffers(1, &uBuffer);
>> > +        glBindBuffer(GL_UNIFORM_BUFFER, uBuffer);
>> > +        glBufferData(GL_UNIFORM_BUFFER, sizeof(bufData), NULL,
>> GL_STATIC_DRAW);
>> > +        glBindBufferBase(GL_UNIFORM_BUFFER, 0, uBuffer);
>> > +        glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(bufData),
>> > bufData);
>> > +}
>> > +
>> > +void
>> > +piglit_init(int argc, char **argv)
>> > +{
>> > +     GLint prog = 0;
>> > +
>> > +     piglit_require_extension("GL_ARB_uniform_buffer_object");
>> > +     piglit_require_extension("GL_ARB_shading_language_420pack");
>> > +     piglit_require_extension("GL_ARB_explicit_attrib_location");
>>
>> As written, this test also requires GL_ARB_texture_storage.
>
>
> Thanks, I'll add that.  Did I miss some debug spew that could have caught
> this?
>
>>
>> I didn't review the test too thoroughly, but it looks reasonable enough.
>> With
>> the extra extension check added, this would get:
>>
>> Acked-by: Kenneth Graunke <kenneth at whitecape.org>
>>
>> (perhaps other people will want to review it, though)
>>
>> Thanks for doing this.
>
>
> I'll wait a bit before resubmitting, see if any other comments are made.
>
>>
>>
>> > +
>> > +     prog = piglit_build_simple_program(vertex_shader_text,
>> fragment_shader_text);
>> > +     assert(prog);
>> > +     glUseProgram(prog);
>> > +
>> > +     setup_texture();
>> > +     setup_uniform_buffer();
>> > +
>> > +     glClearColor(expected_color[0], expected_color[1],
>> > expected_color[2],
>> expected_color[3]);
>> > +}
>> > +
>> > +
>> > +enum piglit_result
>> > +piglit_display(void)
>> > +{
>> > +     int probe = 0;
>> > +
>> > +     glViewport(0, 0, piglit_width, piglit_height);
>> > +
>> > +     glClear(GL_COLOR_BUFFER_BIT);
>> > +
>> > +     if (!piglit_check_gl_error(GL_NO_ERROR))
>> > +             return PIGLIT_FAIL;
>> > +
>> > +     piglit_draw_rect(-1, -1, 2, 2);
>> > +
>> > +     /* Probe a rect so we don't have to guess at which pixel is
>> > +      * incorrect.  Just a small area in the corner should be
>> > sufficient,
>> as
>> > +      * long as the boundary condition exists within it.  The expected
>> value
>> > +      * should match both fragment shader output and the clear color.
>> > +      */
>> > +     probe = piglit_probe_rect_rgba(0, 0, piglit_width/4,
>> > piglit_height/4,
>> expected_color);
>> > +
>> > +     piglit_present_results();
>> > +
>> > +     return probe == 1 ? PIGLIT_PASS : PIGLIT_FAIL;
>> > +}
>
>
>
>
> --
>  Cody Northrop
>  Graphics Software Engineer
>  LunarG, Inc.- 3D Driver Innovations
>  Email: cody at lunarg.com
>  Website: http://www.lunarg.com
>
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