[Piglit] [PATCH] ARB_uniform_buffer_object: Add test for discard with UBO.
Chris Forbes
chrisf at ijw.co.nz
Tue Jul 1 15:28:23 PDT 2014
Pick one of 1.40 and ARB_uniform_buffer_object -- you don't need both.
1.30+ARB_ubo would allow you to drop the GL version requirement down a
bit too.
Acked-by: Chris Forbes <chrisf at ijw.co.nz>
On Wed, Jul 2, 2014 at 10:08 AM, Cody Northrop <cody at lunarg.com> wrote:
> Yes, the texture sample is important. It may be affecting the timing of the
> uniform loads via sampler.
>
> If I remove use of the texture, or replace it with vec3(1.0), the problem is
> very hard to detect.
>
> I'm using white to make it very clear where the incorrect results creep in.
>
> That being said, I'm sure there are other ways to get the bug to show up..
>
> -C
>
>
> On Tue, Jul 1, 2014 at 3:36 PM, Chris Forbes <chrisf at ijw.co.nz> wrote:
>>
>> 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
>> >
>> > _______________________________________________
>> > Piglit mailing list
>> > Piglit at lists.freedesktop.org
>> > http://lists.freedesktop.org/mailman/listinfo/piglit
>> >
>
>
>
>
> --
> Cody Northrop
> Graphics Software Engineer
> LunarG, Inc.- 3D Driver Innovations
> Email: cody at lunarg.com
> Website: http://www.lunarg.com
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