[Piglit] [PATCH 04/15] arb_direct_state_access: Test NamedFramebufferTexture[Layer].
Laura Ekstrand
laura at jlekstrand.net
Thu Mar 5 18:01:14 PST 2015
---
tests/all.py | 1 +
.../spec/arb_direct_state_access/CMakeLists.gl.txt | 1 +
.../spec/arb_direct_state_access/framebufferblit.c | 326 +++++++++++++++++++++
3 files changed, 328 insertions(+)
create mode 100644 tests/spec/arb_direct_state_access/framebufferblit.c
diff --git a/tests/all.py b/tests/all.py
index 8e45442..71b4498 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -4029,6 +4029,7 @@ spec['ARB_direct_state_access']['flushmappednamedbufferrange'] = PiglitGLTest(['
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)
+spec['ARB_direct_state_access']['framebufferblit'] = PiglitGLTest(['arb_direct_state_access-framebufferblit'], 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 488ca18..727acc2 100644
--- a/tests/spec/arb_direct_state_access/CMakeLists.gl.txt
+++ b/tests/spec/arb_direct_state_access/CMakeLists.gl.txt
@@ -26,6 +26,7 @@ piglit_add_executable (arb_direct_state_access-flushmappednamedbufferrange flush
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-framebufferblit framebufferblit.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/framebufferblit.c b/tests/spec/arb_direct_state_access/framebufferblit.c
new file mode 100644
index 0000000..e405dec
--- /dev/null
+++ b/tests/spec/arb_direct_state_access/framebufferblit.c
@@ -0,0 +1,326 @@
+/*
+ * Copyright © 2013, 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.
+ */
+
+
+/** @file framebufferblit.c
+ *
+ * Section 4.3.2(Reading and Copying Pixels) From GL spec 3.2 core:
+ * If the read framebuffer is layered (see section 4.4.7), pixel values are
+ * read from layer zero. If the draw framebuffer is layered, pixel values are
+ * written to layer zero. If both read and draw framebuffers are layered, the
+ * blit operation is still performed only on layer zero.
+ *
+ * Test Layout
+ * *-------*-------* test1:
+ * | | | Source tex is layered, destination tex is layered
+ * | test3 | test4 | test2:
+ * | | | Source tex is layered, destination tex is not layered
+ * *-------*-------* test3:
+ * | | | Source tex is not layered, destination tex is layered
+ * | test1 | test2 | test4:
+ * | | | Source tex is not layered, destination tex is not layered
+ * *-------*-------*
+ *
+ * src dst Each Test
+ * *---*---* Display source tex layers on left
+ * | | | layer 1 Blit source tex to destination tex
+ * *---*---* Display resulting layers
+ * | | | layer 2
+ * *---*---*
+ *
+ * Based on tests/spec/gl-3.2/layered-rendering/blit.c
+ * This file tests this with direct state access.
+ */
+
+#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
+
+/* Values Set in piglit init */
+static const int texWidth = 32;
+static const int texHeight = 32;
+static const int texDepth = 2;
+
+static const float srcColors[2][3] = {
+ {0.5, 0.4, 0.3}, {0, 1, 0}
+};
+
+static const float dstColors[2][3] = {
+ {0, 0, 1}, {0, 1, 1}
+};
+
+/*
+ * Blit the passed texture to the screen. If texture is layered,
+ * loops through each layer and blit it to the screen. Otherwise scales
+ * the layer zero vertically with a factor of texDepth.
+ */
+bool
+display_texture(int x, int y, GLuint tex, int layers)
+{
+ GLuint tempFBO;
+ GLenum fbStatus;
+
+ /* Gen temp fbo to work with */
+ glCreateFramebuffers(1, &tempFBO);
+
+ if (layers == 1) {
+ glNamedFramebufferTexture(tempFBO, GL_COLOR_ATTACHMENT0,
+ tex, 0);
+
+ /* Blit layer to screen */
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, piglit_winsys_fbo);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, tempFBO);
+ glBlitFramebuffer(0, 0, texWidth, texHeight,
+ x, y, x + texWidth, y + texDepth * texHeight,
+ GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ } else {
+ int i;
+
+ /* loop through each layer */
+ for (i = 0; i < layers; i++) {
+ /* Bind new layer to display */
+ glNamedFramebufferTextureLayer(tempFBO,
+ GL_COLOR_ATTACHMENT0,
+ tex, 0, i);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, tempFBO);
+ fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (fbStatus != GL_FRAMEBUFFER_COMPLETE) {
+ printf("Framebuffer Status: %s\n",
+ piglit_get_gl_enum_name(fbStatus));
+ return false;
+ }
+
+ /* Blit layer to screen */
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, piglit_winsys_fbo);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, tempFBO);
+ glBlitFramebuffer(0, 0, texWidth, texHeight,
+ x,
+ y + i * texHeight,
+ x + texWidth,
+ y + (i + 1) * texHeight,
+ GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ }
+ }
+
+ /* Cleanup temp fbo */
+ glBindFramebuffer(GL_FRAMEBUFFER, piglit_winsys_fbo);
+ glDeleteFramebuffers(1, &tempFBO);
+
+ return piglit_check_gl_error(GL_NO_ERROR);
+}
+
+float *
+gen_color_data(int layers, bool useSrcTex)
+{
+ int i, j;
+ float *colorData = malloc(layers * texWidth * texHeight * 3 *
+ sizeof(float));
+
+ for (j = 0; j < layers; j++) {
+ for (i = 0; i < texWidth * texHeight; i++) {
+ int offset = j * texWidth * texHeight * 3 + i * 3;
+ if (useSrcTex) {
+ colorData[offset + 0] = srcColors[j][0];
+ colorData[offset + 1] = srcColors[j][1];
+ colorData[offset + 2] = srcColors[j][2];
+ } else {
+ colorData[offset + 0] = dstColors[j][0];
+ colorData[offset + 1] = dstColors[j][1];
+ colorData[offset + 2] = dstColors[j][2];
+ }
+ }
+ }
+
+ return colorData;
+}
+
+GLuint
+create_bind_texture(GLenum textureType, bool useSrcTex)
+{
+ GLuint texture = 0;
+ float *colorData = NULL;
+
+ piglit_check_gl_error(GL_NO_ERROR);
+
+ glCreateTextures(textureType, 1, &texture);
+ glTextureParameteri(texture, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTextureParameteri(texture, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ switch (textureType) {
+ case GL_TEXTURE_2D:
+ colorData = gen_color_data(1, useSrcTex);
+ glTextureStorage2D(texture, 1, GL_RGB8, texWidth, texHeight);
+ glTextureSubImage2D(texture, 0, 0, 0, texWidth, texHeight,
+ GL_RGB, GL_FLOAT, colorData);
+ break;
+ case GL_TEXTURE_3D:
+ colorData = gen_color_data(texDepth, useSrcTex);
+ glTextureStorage3D(texture, 1, GL_RGB8, texWidth, texHeight,
+ texDepth);
+ glTextureSubImage3D(texture, 0, 0, 0, 0,
+ texWidth, texHeight, texDepth,
+ GL_RGB, GL_FLOAT, colorData);
+ break;
+ }
+
+ if (!piglit_check_gl_error(GL_NO_ERROR)) {
+ glDeleteTextures(1, &texture);
+ texture = 0;
+ }
+
+ if (colorData != NULL)
+ free(colorData);
+
+ return texture;
+}
+
+bool
+testFramebufferBlitLayered(int x, int y, bool srcLayered, bool dstLayered)
+{
+ bool pass = true;
+ GLuint srcFBO, dstFBO;
+ GLuint srcTex, dstTex;
+ GLenum fbStatus;
+
+ /* Set up source fbo */
+ glCreateFramebuffers(1, &srcFBO);
+ piglit_check_gl_error(GL_NO_ERROR);
+ if (srcLayered)
+ srcTex = create_bind_texture(GL_TEXTURE_3D, true);
+ else
+ srcTex = create_bind_texture(GL_TEXTURE_2D, true);
+ glNamedFramebufferTexture(srcFBO, GL_COLOR_ATTACHMENT0, srcTex, 0);
+
+ /* Check source framebuffer status */
+ glBindFramebuffer(GL_FRAMEBUFFER, srcFBO);
+ fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (fbStatus != GL_FRAMEBUFFER_COMPLETE) {
+ printf("testFramebufferBlitLayered srcFBO Status: %s\n",
+ piglit_get_gl_enum_name(fbStatus));
+ return false;
+ }
+
+ /* Set up dst fbo */
+ glCreateFramebuffers(1, &dstFBO);
+ if (dstLayered)
+ dstTex = create_bind_texture(GL_TEXTURE_3D, false);
+ else
+ dstTex = create_bind_texture(GL_TEXTURE_2D, false);
+ glNamedFramebufferTexture(dstFBO, GL_COLOR_ATTACHMENT0, dstTex, 0);
+
+ /* Check destination framebuffer status */
+ glBindFramebuffer(GL_FRAMEBUFFER, dstFBO);
+ fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (fbStatus != GL_FRAMEBUFFER_COMPLETE) {
+ printf("testFramebufferBlitLayered dstFBO Status: %s\n",
+ piglit_get_gl_enum_name(fbStatus));
+ return false;
+ }
+
+ /* Check for if any errors have occured */
+ if (!piglit_check_gl_error(GL_NO_ERROR)) {
+ printf("Error setting up framebuffers for test.\n");
+ return false;
+ }
+
+ /* Blit from source to destination framebuffers */
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, srcFBO);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dstFBO);
+ glBlitFramebuffer(0, 0, texWidth, texHeight,
+ 0, 0, texWidth, texHeight,
+ GL_COLOR_BUFFER_BIT, GL_LINEAR);
+
+ /* Display the results */
+ display_texture(x, y, srcTex, srcLayered ? texDepth : 1);
+ display_texture(x + texWidth, y, dstTex, dstLayered ? texDepth : 1);
+
+ /* Check for pass condition */
+ if (dstLayered) {
+ pass = piglit_probe_rect_rgb(x + texWidth, y,
+ texWidth, texHeight, srcColors[0]) && pass;
+ pass = piglit_probe_rect_rgb(x + texWidth, y + texHeight,
+ texWidth, texHeight, dstColors[1]) && pass;
+ } else {
+ pass = piglit_probe_rect_rgb(x + texWidth, y, texWidth,
+ texDepth * texHeight, srcColors[0]) && pass;
+ }
+
+ /* Clean up */
+ glBindFramebuffer(GL_FRAMEBUFFER, piglit_winsys_fbo);
+ glDeleteFramebuffers(1, &srcFBO);
+ glDeleteFramebuffers(1, &dstFBO);
+ glDeleteTextures(1, &srcTex);
+ glDeleteTextures(1, &dstTex);
+
+ /* Check for if any errors have occured */
+ if (!piglit_check_gl_error(GL_NO_ERROR)) {
+ printf("Error setting up framebuffers for test.\n");
+ return false;
+ }
+
+ return pass;
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+ piglit_require_extension("GL_ARB_direct_state_access");
+}
+
+enum piglit_result
+piglit_display(void)
+{
+ bool pass = true;
+
+ glBindFramebuffer(GL_FRAMEBUFFER, piglit_winsys_fbo);
+ glClearColor(1,1,1,1);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ /* Source is layered, destination is layered */
+ pass = testFramebufferBlitLayered(0, 0, true, true) && pass;
+
+ /* Source is layered, destination is not layered */
+ pass = testFramebufferBlitLayered(2 * texWidth, 0, true, false) && pass;
+
+ /* Source not is layered, destination is layered */
+ pass = testFramebufferBlitLayered(0, texDepth * texHeight, false,
+ true) && pass;
+
+ /* Source not is layered, destination is not layered */
+ pass = testFramebufferBlitLayered(2 * texWidth, texDepth * texHeight,
+ false, false) && pass;
+
+ /* Check for if any errors have occured */
+ pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+
+ piglit_present_results();
+
+ return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
--
2.1.0
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