[Piglit] [PATCH] fbo: Changing mrt binding with same shader source
Brian Paul
brianp at vmware.com
Fri Jan 2 08:58:59 PST 2015
Just a few minor nits below.
Reviewed-by: Brian Paul <brianp at vmware.com>
On 12/22/2014 03:53 PM, Mike Stroyan wrote:
> 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 };
const?
> +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);
We generally wrap lines at 78 chars or less.
> +
> + 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);
I'd probably report PIGLIT_FAIL here. If initialization failed, it
seems to me that something is broken somewhere. PIGLIT_SKIP is usually
used to indicate that the text isn't applicable to the device/context.
> + }
> +}
> +
> +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;
> + }
> +}
>
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