[Piglit] [PATCH] gl-3.2: add a layered rendering variant that uses glTexStorage
Ilia Mirkin
imirkin at alum.mit.edu
Tue Sep 23 21:53:42 PDT 2014
This points out a bug in the mesa/st ARB_texture_view patch which leaks
out to all layered rendering onto immutable 3d textures.
Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu>
---
This is a copy of the gl-layer-render test with glTexStorage patched
in instead of glTexImage.
.../gl-3.2/layered-rendering/CMakeLists.gl.txt | 1 +
.../layered-rendering/gl-layer-render-storage.c | 303 +++++++++++++++++++++
2 files changed, 304 insertions(+)
create mode 100644 tests/spec/gl-3.2/layered-rendering/gl-layer-render-storage.c
diff --git a/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt b/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt
index a5628dc..adc99ae 100644
--- a/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt
+++ b/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt
@@ -26,4 +26,5 @@ piglit_add_executable (gl-3.2-layered-rendering-gl-layer gl-layer.c)
piglit_add_executable (gl-3.2-layered-rendering-gl-layer-cube-map gl-layer-cube-map.c)
piglit_add_executable (gl-3.2-layered-rendering-gl-layer-not-layered gl-layer-not-layered.c)
piglit_add_executable (gl-3.2-layered-rendering-gl-layer-render gl-layer-render.c)
+piglit_add_executable (gl-3.2-layered-rendering-gl-layer-render-storage gl-layer-render-storage.c)
# vim: ft=cmake:
diff --git a/tests/spec/gl-3.2/layered-rendering/gl-layer-render-storage.c b/tests/spec/gl-3.2/layered-rendering/gl-layer-render-storage.c
new file mode 100644
index 0000000..01f8a7b
--- /dev/null
+++ b/tests/spec/gl-3.2/layered-rendering/gl-layer-render-storage.c
@@ -0,0 +1,303 @@
+/*
+ * Copyright © 2013 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 gl-layer-render.c
+ * Section 4.12.4(Geometry Shaders) From GL spec 3.2 core:
+ * "Geometry shaders can be used to render to one of several different layers
+ * of cube map textures, three-dimensional textures, or one-or two-dimensional
+ * texture arrays.
+ *
+ * The layer to render to is specified by writing to the built-in output
+ * variable gl_Layer."
+ */
+
+#include "piglit-util-gl.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+ config.supports_gl_compat_version = 32;
+ config.supports_gl_core_version = 32;
+
+ config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+GLenum textureType[] = {
+ GL_TEXTURE_3D,
+ GL_TEXTURE_CUBE_MAP,
+ GL_TEXTURE_1D_ARRAY,
+ GL_TEXTURE_2D_ARRAY,
+ GL_TEXTURE_2D_MULTISAMPLE_ARRAY
+};
+
+const char *vs_source = {
+ "#version 150\n"
+ "in vec4 piglit_vertex;\n"
+ "out vec4 vert;\n"
+ "void main() {\n"
+ " gl_Position = piglit_vertex;\n"
+ " vert = piglit_vertex;\n"
+ "}\n"
+};
+
+const char *gs_source = {
+ "#version 150\n"
+ "layout(triangles) in;\n"
+ "layout(triangle_strip, max_vertices = 3) out;\n"
+ "in vec4 vert[3];\n"
+ "uniform int layer;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " for(int i = 0; i < 3; i++) {\n"
+ " gl_Position = vert[i];\n"
+ " gl_Layer = layer;\n"
+ " EmitVertex();\n"
+ " }\n"
+ "}\n"
+};
+
+const char *fs_source = {
+ "#version 150\n"
+ "uniform vec3 color;\n"
+ "void main() {\n"
+ " gl_FragColor = vec4(color.xyz, 1.);\n"
+ "}\n"
+};
+
+static GLuint layer_uniform;
+static GLuint color_uniform;
+
+GLuint
+create_bind_texture(GLenum textureType) {
+ int i;
+ GLuint texture;
+ glGenTextures(1, &texture);
+ glBindTexture(textureType, texture);
+
+ switch(textureType) {
+ case GL_TEXTURE_1D_ARRAY:
+ case GL_TEXTURE_2D:
+ glTexParameteri(textureType, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(textureType, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(textureType, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(textureType, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexStorage2D(textureType, 1, GL_RGB8, 6, 6);
+ break;
+ case GL_TEXTURE_3D:
+ case GL_TEXTURE_2D_ARRAY:
+ glTexParameteri(textureType, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(textureType, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(textureType, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(textureType, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(textureType, GL_TEXTURE_WRAP_R, GL_REPEAT);
+ glTexStorage3D(textureType, 1, GL_RGB8, 6, 6, 6);
+ break;
+ case GL_TEXTURE_CUBE_MAP:
+ glTexStorage2D(textureType, 1, GL_RGB8, 6, 6);
+ break;
+ case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
+ glTexStorage3DMultisample(textureType, 4, GL_RGB8,
+ 6, 6, 6, GL_FALSE);
+ break;
+ }
+
+ return texture;
+}
+
+bool check_framebuffer_status(GLenum target, GLenum expected) {
+ GLenum observed = glCheckFramebufferStatus(target);
+ if(expected != observed) {
+ printf("Unexpected framebuffer status!\n"
+ " Observed: %s\n Expected: %s\n",
+ piglit_get_gl_enum_name(observed),
+ piglit_get_gl_enum_name(expected));
+ return false;
+ }
+ return true;
+}
+
+/* Take a framebuffer object, that has a GL_TEXTURE_2D_MULTISAMPLE
+ * or a layer of a GL_TEXTURE_2D_MULTISAMPLE_ARRAY attached to
+ * color attachment 0. Then blit that framebuffer object to
+ * a new fbo that has a GL_TEXTURE_2D attached. Finally
+ * attach the new GL_TEXTURE_2D to the original fbo.
+ */
+void
+ConvertMultiSample2DToTexture2D(GLuint fboRead) {
+ GLuint fboDraw, texture;
+
+ glGenFramebuffers(1, &fboDraw);
+ glGenTextures(1, &texture);
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, fboRead);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fboDraw);
+
+ texture = create_bind_texture(GL_TEXTURE_2D);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, texture, 0);
+
+ if(!check_framebuffer_status(GL_DRAW_FRAMEBUFFER,
+ GL_FRAMEBUFFER_COMPLETE) ||
+ !check_framebuffer_status(GL_READ_FRAMEBUFFER,
+ GL_FRAMEBUFFER_COMPLETE)) {
+
+ piglit_report_result(PIGLIT_FAIL);
+ }
+
+ glBlitFramebuffer(0, 0, 6, 6, 0, 0, 6, 6,
+ GL_COLOR_BUFFER_BIT, GL_NEAREST);
+
+ if(!piglit_check_gl_error(GL_NO_ERROR)) {
+ glDeleteTextures(1, &texture);
+ piglit_report_result(PIGLIT_FAIL);
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, fboRead);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, texture, 0);
+
+ glDeleteFramebuffers(1, &fboDraw);
+
+ if(!piglit_check_gl_error(GL_NO_ERROR)) {
+ glDeleteTextures(1, &texture);
+ piglit_report_result(PIGLIT_FAIL);
+ }
+}
+
+
+bool
+probe_texture_layered_rbg(GLenum textureType, GLuint texture, int x, int y,
+ int z, int w, int h, int d, float *expected)
+{
+ int k;
+ GLuint fbo;
+
+ glGenFramebuffers(1, &fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+ for(k = 0; k < d; k++ ) {
+ if(textureType == GL_TEXTURE_CUBE_MAP) {
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X+k+z, texture, 0);
+ } else {
+ glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ texture, 0, k+z);
+ }
+
+ if(textureType == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
+ ConvertMultiSample2DToTexture2D(fbo);
+ }
+
+ if(!piglit_probe_rect_rgb(0, 0, w, h, &expected[k*3])) {
+ printf("Layer: %i\n", k);
+ return false;
+ }
+ }
+ return true;
+}
+
+
+
+void
+piglit_init(int argc, char **argv)
+{
+ int i, j;
+ bool pass = true;
+ GLuint fbo, texture, program;
+
+ float colors[6*3] = {
+ 0, 0, 1,
+ 0, 1, 0,
+ 0, 1, 1,
+ 1, 0, 0,
+ 1, 0, 1,
+ 1, 1, 0
+ };
+
+ program = piglit_build_simple_program_multiple_shaders(
+ GL_VERTEX_SHADER, vs_source,
+ GL_GEOMETRY_SHADER, gs_source,
+ GL_FRAGMENT_SHADER, fs_source,
+ 0);
+ glUseProgram(program);
+
+ /* Retrieve index from vs */
+ color_uniform = glGetUniformLocation(program, "color");
+ layer_uniform = glGetUniformLocation(program, "layer");
+
+ /* Gen textures */
+ for(i = 0; i < ARRAY_SIZE(textureType); i++) {
+ printf("Texture Type: %s\n",
+ piglit_get_gl_enum_name(textureType[i]));
+ glGenFramebuffers(1, &fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+ texture = create_bind_texture(textureType[i]);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ texture, 0);
+
+ if(!check_framebuffer_status(GL_FRAMEBUFFER,
+ GL_FRAMEBUFFER_COMPLETE) ||
+ !piglit_check_gl_error(GL_NO_ERROR)) {
+ printf("Texture Type: %s. Error with setup\n",
+ piglit_get_gl_enum_name(textureType[i]));
+ piglit_report_result(PIGLIT_FAIL);
+ }
+
+ /* draw quad on each layer with set color*/
+ for(j = 0; j < 6; j++) {
+ glUniform1i(layer_uniform, j);
+ glUniform3fv(color_uniform, 1, &colors[j*3]);
+
+ piglit_draw_rect(-1, -1, 2, 2);
+ }
+
+ if(textureType[i] == GL_TEXTURE_1D_ARRAY) {
+ pass = probe_texture_layered_rbg(textureType[i], texture,
+ 0, 0, 0, 6, 1, 6, colors)
+ && pass;
+ } else {
+ pass = probe_texture_layered_rbg(textureType[i], texture,
+ 0, 0, 0, 6, 6, 6, colors)
+ && pass;
+ }
+
+ pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+
+ /* Clean up */
+ glDeleteTextures(1, &texture);
+ glDeleteFramebuffers(1, &fbo);
+ }
+
+ pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+
+ piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL);
+}
+
+enum piglit_result
+piglit_display(void)
+{
+ /* UNREACHABLE */
+ return PIGLIT_FAIL;
+}
--
1.8.5.5
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