[Piglit] [PATCH 03/15] arb_direct_state_access: Testing NamedFramebufferRenderbuffer.

Martin Peres martin.peres at linux.intel.com
Thu Apr 2 02:56:16 PDT 2015


On 06/03/15 04:01, Laura Ekstrand wrote:
> ---
>   tests/all.py                                       |   1 +
>   .../spec/arb_direct_state_access/CMakeLists.gl.txt |   1 +
>   .../namedframebufferrenderbuffer.c                 | 159 +++++++++++++++++++++
>   3 files changed, 161 insertions(+)
>   create mode 100644 tests/spec/arb_direct_state_access/namedframebufferrenderbuffer.c
>
> diff --git a/tests/all.py b/tests/all.py
> index cd85fc5..8e45442 100644
> --- a/tests/all.py
> +++ b/tests/all.py
> @@ -4028,6 +4028,7 @@ spec['ARB_direct_state_access']['unmapnamedbuffer-vbo'] = PiglitGLTest(['arb_dir
>   spec['ARB_direct_state_access']['flushmappednamedbufferrange'] = PiglitGLTest(['arb_direct_state_access-flushmappednamedbufferrange'], run_concurrent=True)
>   spec['ARB_direct_state_access']['getnamedbufferparameter'] = PiglitGLTest(['arb_direct_state_access-getnamedbufferparameter'], run_concurrent=True)
>   spec['ARB_direct_state_access']['getnamedbuffersubdata'] = PiglitGLTest(['arb_direct_state_access-getnamedbuffersubdata'], run_concurrent=True)
> +spec['ARB_direct_state_access']['namedframebufferrenderbuffer'] = PiglitGLTest(['arb_direct_state_access-namedframebufferrenderbuffer'], run_concurrent=True)
>   
>   arb_shader_image_load_store = spec['ARB_shader_image_load_store']
>   arb_shader_image_load_store['atomicity'] = PiglitGLTest(['arb_shader_image_load_store-atomicity'], run_concurrent=True)
> diff --git a/tests/spec/arb_direct_state_access/CMakeLists.gl.txt b/tests/spec/arb_direct_state_access/CMakeLists.gl.txt
> index a9b82eb..488ca18 100644
> --- a/tests/spec/arb_direct_state_access/CMakeLists.gl.txt
> +++ b/tests/spec/arb_direct_state_access/CMakeLists.gl.txt
> @@ -25,6 +25,7 @@ piglit_add_executable (arb_direct_state_access-unmapnamedbuffer-vbo unmapnamedbu
>   piglit_add_executable (arb_direct_state_access-flushmappednamedbufferrange flushmappednamedbufferrange.c)
>   piglit_add_executable (arb_direct_state_access-getnamedbufferparameter getnamedbufferparameter.c)
>   piglit_add_executable (arb_direct_state_access-getnamedbuffersubdata getnamedbuffersubdata.c)
> +piglit_add_executable (arb_direct_state_access-namedframebufferrenderbuffer namedframebufferrenderbuffer.c)
>   piglit_add_executable (arb_direct_state_access-dsa-textures dsa-textures.c dsa-utils.c)
>   piglit_add_executable (arb_direct_state_access-texturesubimage texturesubimage.c)
>   piglit_add_executable (arb_direct_state_access-bind-texture-unit bind-texture-unit.c)
> diff --git a/tests/spec/arb_direct_state_access/namedframebufferrenderbuffer.c b/tests/spec/arb_direct_state_access/namedframebufferrenderbuffer.c
> new file mode 100644
> index 0000000..df82400
> --- /dev/null
> +++ b/tests/spec/arb_direct_state_access/namedframebufferrenderbuffer.c
> @@ -0,0 +1,159 @@
> +/*
> + * Copyright (c) 2012 VMware, Inc.
> + * Copyright 2015 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.
> + */
> +
> +/**
> + * Test glViewport w/ FBOs.
> + * In Mesa, on-screen windows and user-created FBOs are stored differently
> + * (inverted).  Make sure viewports are handled properly.
> + * Draw a test pattern (with many viewports) into the window, then draw the
> + * same thing into an FBO.  Compare the images.  They should be the same.
> + */
> +
> +#include "piglit-util-gl.h"
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> +
> +	config.supports_gl_compat_version = 10;
20 minimum and ask for core = 32;
> +
> +	config.window_width = 500;
> +	config.window_height = 500;
> +	config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
> +
> +PIGLIT_GL_TEST_CONFIG_END
> +
> +/**
> + * Draw an rgbw texture in a bunch of viewports which tile the window.
> + * Note that viewports extend beyond the edges of the window too.
> + */
> +static void
> +draw_test_image(void)
> +{
> +	int vx, vy, vw = 200, vh = 200;
> +	GLuint texture;
> +
> +	texture = piglit_rgbw_texture(GL_RGBA8, 32, 32, GL_FALSE, GL_FALSE,
> +				      GL_UNSIGNED_BYTE);
> +	glBindTextureUnit(0, texture);
> +
> +	glClear(GL_COLOR_BUFFER_BIT);
> +
> +	glMatrixMode(GL_PROJECTION);
> +	glLoadIdentity();
> +	glFrustum(-1, 1, -1, 1, 3, 9.5);
> +
> +	/* Draw some quads at an odd rotation.
> +	 * Note that we want near/far frustum clipping.
> +	 */
> +	glMatrixMode(GL_MODELVIEW);
> +	glPushMatrix();
> +	glTranslatef(0, 1, -6.20);
> +	glRotatef(-60, 1, 0, 0);
> +	glRotatef(30, 0, 0, 1);
> +	glScalef(3.5, 3.5, 3.5);
> +
> +	/* loop over viewports */
> +	for (vy = -50; vy < piglit_height; vy += vh+10) {
> +		for (vx = -30; vx < piglit_width; vx += vw+10) {
> +			glViewport(vx, vy, vw, vh);
> +			piglit_draw_rect_tex(-1, -1, 1, 1, 0, 0, 1, 1);
> +		}
> +	}
> +
> +	glPopMatrix();
> +
> +	glDeleteTextures(1, &texture);
> +}

Sorry, you will have to rewrite the above code when you enable core = 32 
as the fixed pipeline got deleted.
> +
> +
> +enum piglit_result
> +piglit_display(void)
> +{
> +	GLubyte *win_image, *fbo_image;
> +	GLuint fbo, rb;
> +	bool pass = true;
> +
> +	win_image = (GLubyte *) malloc(piglit_width * piglit_height * 3);
> +	fbo_image = (GLubyte *) malloc(piglit_width * piglit_height * 3);
> +
> +	glPixelStorei(GL_PACK_ALIGNMENT, 1);
> +	glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
> +
> +	glCreateFramebuffers(1, &fbo);
> +	glGenRenderbuffers(1, &rb);
> +	glBindRenderbuffer(GL_RENDERBUFFER, rb);
> +	glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA,
> +			      piglit_width, piglit_height);
> +	glNamedFramebufferRenderbuffer(fbo, GL_COLOR_ATTACHMENT0,
> +				       GL_RENDERBUFFER, rb);
> +
> +	if (!piglit_check_gl_error(GL_NO_ERROR))
> +		piglit_report_result(PIGLIT_FAIL);
> +
> +	glBindFramebuffer(GL_FRAMEBUFFER, fbo);
> +	assert(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) ==
> +			 GL_FRAMEBUFFER_COMPLETE_EXT);
> +
> +	/* draw reference image in the window */
> +	glBindFramebuffer(GL_FRAMEBUFFER, piglit_winsys_fbo);
> +	draw_test_image();
> +	glReadPixels(0, 0, piglit_width, piglit_height,
> +		     GL_RGB, GL_UNSIGNED_BYTE, win_image);
> +
> +	/* draw test image in fbo */
> +	glBindFramebuffer(GL_FRAMEBUFFER, fbo);
> +	glReadBuffer(GL_COLOR_ATTACHMENT0);
> +	draw_test_image();
> +	glReadPixels(0, 0, piglit_width, piglit_height,
> +		     GL_RGB, GL_UNSIGNED_BYTE, fbo_image);
> +
> +	/* compare images */
> +	if (memcmp(win_image, fbo_image, piglit_width * piglit_height * 3)) {
> +		printf("Image comparison failed!\n");
> +		pass = false;
> +	}
> +	else if (!piglit_automatic) {
> +		printf("Image comparison passed.\n");
> +	}
> +
> +	glBindFramebuffer(GL_FRAMEBUFFER, piglit_winsys_fbo);
> +
> +	piglit_present_results();
> +
> +	glDeleteRenderbuffers(1, &rb);
> +	glDeleteFramebuffers(1, &fbo);
> +	free(win_image);
> +	free(fbo_image);
> +
> +	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}
> +
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> +	piglit_require_extension("GL_ARB_direct_state_access");
> +	piglit_require_extension("GL_ARB_framebuffer_object");
> +	glClearColor(0.2, 0.2, 0.2, 0.0);
> +	glEnable(GL_TEXTURE_2D);
> +}
Otherwise, the idea looks good to me.


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