[Piglit] [PATCH 4/4] ext_shader_samples_identical: Simple fragment shader rendering test

Ian Romanick idr at freedesktop.org
Wed Nov 18 17:46:29 PST 2015


From: Ian Romanick <ian.d.romanick at intel.com>

Render a simple image.  Scan the image.  At each texel, render blue if
textureSamplesIdenticalEXT returns false.  If textureSamplesIdenticalEXT
returns true, examine each sample.  If the samples are all the same
color, render green.  Render red otherwise.  The test passes if there
are zero red pixels and non-zero green pixels.

Much code borrowed from tests/spec/arb_texture_multisample/texelfetch.c.

Note: This is a pretty weak test.  A stronger test would read back the
original multisampled image and verify the sample-indenticalness using
that.

Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
---
 tests/all.py                                       |   9 +
 .../ext_shader_samples_identical/CMakeLists.gl.txt |  13 +
 .../ext_shader_samples_identical/CMakeLists.txt    |   1 +
 .../spec/ext_shader_samples_identical/simple-fs.c  | 268 +++++++++++++++++++++
 4 files changed, 291 insertions(+)
 create mode 100644 tests/spec/ext_shader_samples_identical/CMakeLists.gl.txt
 create mode 100644 tests/spec/ext_shader_samples_identical/CMakeLists.txt
 create mode 100644 tests/spec/ext_shader_samples_identical/simple-fs.c

diff --git a/tests/all.py b/tests/all.py
index e7cbddd..54281a9 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -4528,5 +4528,14 @@ with profile.group_manager(
     g(['oes_draw_elements_base_vertex-multidrawelements'],
       run_concurrent=False)
 
+# Group EXT_shader_samples_identical
+with profile.group_manager(
+        PiglitGLTest,
+        grouptools.join('spec', 'EXT_shader_samples_identical')) as g:
+    g(['ext_shader_samples_identical', '2'])
+    g(['ext_shader_samples_identical', '4'])
+    g(['ext_shader_samples_identical', '8'])
+    g(['ext_shader_samples_identical', '16'])
+
 if platform.system() is 'Windows':
     profile.filter_tests(lambda p, _: not p.startswith('glx'))
diff --git a/tests/spec/ext_shader_samples_identical/CMakeLists.gl.txt b/tests/spec/ext_shader_samples_identical/CMakeLists.gl.txt
new file mode 100644
index 0000000..0752483
--- /dev/null
+++ b/tests/spec/ext_shader_samples_identical/CMakeLists.gl.txt
@@ -0,0 +1,13 @@
+include_directories(
+	${GLEXT_INCLUDE_DIR}
+	${OPENGL_INCLUDE_PATH}
+	${piglit_SOURCE_DIR}/tests/spec/arb_texture_multisample
+)
+
+link_libraries (
+	piglitutil_${piglit_target_api}
+	${OPENGL_gl_LIBRARY}
+)
+
+piglit_add_executable (ext_shader_samples_identical-simple-fs simple-fs.c)
+# vim: ft=cmake:
diff --git a/tests/spec/ext_shader_samples_identical/CMakeLists.txt b/tests/spec/ext_shader_samples_identical/CMakeLists.txt
new file mode 100644
index 0000000..144a306
--- /dev/null
+++ b/tests/spec/ext_shader_samples_identical/CMakeLists.txt
@@ -0,0 +1 @@
+piglit_include_target_api()
diff --git a/tests/spec/ext_shader_samples_identical/simple-fs.c b/tests/spec/ext_shader_samples_identical/simple-fs.c
new file mode 100644
index 0000000..c6cbfac
--- /dev/null
+++ b/tests/spec/ext_shader_samples_identical/simple-fs.c
@@ -0,0 +1,268 @@
+/*
+ * Copyright (c) 2015 Intel Corporation
+ * Copyright 2014 VMware, 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 simple-fs.c
+ * Simple fragment shader test for textureSamplesIdenticalEXT.
+ *
+ * Render a simple image.  Scan the image.  At each texel, render blue if
+ * textureSamplesIdenticalEXT returns false.  If textureSamplesIdenticalEXT
+ * returns true, examine each sample.  If the samples are all the same color,
+ * render green.  Render red otherwise.  The test passes if there are zero red
+ * pixels and non-zero green pixels.
+ *
+ * Much code borrowed from tests/spec/arb_texture_multisample/texelfetch.c.
+ *
+ * \note
+ * This is a pretty weak test.  A stronger test would read back the original
+ * multisampled image and verify the sample-indenticalness using that.
+ */
+#include "piglit-util-gl.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+    config.supports_gl_compat_version = 30;
+    config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+#define MAX_SAMPLES 32
+
+static const char *vs_src_draw =
+	"#version 130\n"
+	"\n"
+	"in vec4 piglit_vertex;\n"
+	"\n"
+	"void main()\n"
+	"{\n"
+	"    gl_Position = piglit_vertex;\n"
+	"}\n"
+	;
+
+static const char *fs_src_draw =
+	"#version 130\n"
+	"\n"
+	"out vec4 frag_color;\n"
+	"\n"
+	"void main()\n"
+	"{\n"
+	"   frag_color = vec4(0.9, 0.8, 0, 1);\n"
+	"}\n"
+	;
+
+static const char *vs_src_readback =
+	"#version 130\n"
+	"\n"
+	"in vec4 piglit_vertex;\n"
+	"in vec2 piglit_texcoord;\n"
+	"\n"
+	"out vec2 coord_fs;\n"
+	"\n"
+	"void main() {\n"
+	"    gl_Position = piglit_vertex;\n"
+	"    coord_fs = piglit_texcoord;\n"
+	"}\n"
+	;
+
+static const char *fs_src_readback =
+	"#version 130\n"
+	"#extension GL_ARB_texture_multisample: require\n"
+	"#extension GL_EXT_shader_samples_identical: require\n"
+	"\n"
+	"uniform sampler2DMS tex;\n"
+	"uniform int num_samples;\n"
+	"\n"
+	"in vec2 coord_fs;\n"
+	"out vec4 frag_color;\n"
+	"\n"
+	"void main()\n"
+	"{\n"
+	"\n"
+	"    if (textureSamplesIdenticalEXT(tex, ivec2(coord_fs))) {\n"
+	"        frag_color = vec4(0.0, 0.0, 1.0, 1.0);\n"
+	"\n"
+	"        /* Verify that all the samples have the same color. */\n"
+	"        vec4 base = texelFetch(tex, ivec2(coord_fs), 0);\n"
+	"        for (int i = 1; i < num_samples; i++) {\n"
+	"            vec4 s = texelFetch(tex, ivec2(coord_fs), i);\n"
+	"\n"
+	"            if (s != base)\n"
+	"                frag_color = vec4(1.0, 0.0, 0.0, 1.0);\n"
+	"        }\n"
+	"    } else {\n"
+	"        frag_color = vec4(0.0, 1.0, 0.0, 1.0);\n"
+	"    }\n"
+	"}\n"
+	;
+
+static GLuint tex;
+static GLuint fbo;
+static GLuint readback_prog, draw_prog;
+
+enum piglit_result
+piglit_display(void)
+{
+	static const GLfloat tri_verts[3][2] = {
+		{ -0.8, -1 },
+		{ 0.8, -0.9 },
+		{ 0.1, 1}
+	};
+	static const GLfloat quad_verts[4][2] = {
+		{ -1, -1 },
+		{  1, -1 },
+		{  1,  1 },
+		{ -1,  1 }
+	};
+	static const GLfloat quad_texcoords[4][2] = {
+		{ 0, 0 },
+		{ 31, 0 },
+		{ 31, 31 },
+		{ 0, 31 }
+	};
+	static const float green[] = { 0.0, 1.0, 0.0, 1.0 };
+	static const float blue[]  = { 0.0, 0.0, 1.0, 1.0 };
+	unsigned i;
+	GLfloat image[32 * 32 * 4];
+	unsigned blue_pixels = 0;
+	unsigned green_pixels = 0;
+	bool pass = true;
+
+	glViewport(0, 0, 32, 32);
+
+	/* Draw triangle into MSAA texture */
+	glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+	glClearColor(0.5f, 0.5f, 0.5f, 0.0f);
+	glClear(GL_COLOR_BUFFER_BIT);
+
+	glUseProgram(draw_prog);
+	glVertexAttribPointer(PIGLIT_ATTRIB_POS, 2, GL_FLOAT,
+			      GL_FALSE, 0, tri_verts);
+	glEnableVertexAttribArray(PIGLIT_ATTRIB_POS);
+	glDrawArrays(GL_TRIANGLES, 0, 3);
+	glDisableVertexAttribArray(PIGLIT_ATTRIB_POS);
+
+	/* Scan the previous render.  Draw green if the samples are all
+	 * (verifiably) the same, blue if there may be differences, and red if
+	 * there were differences but textureSamplesIdentical said there were
+	 * not.
+	 */
+	glBindFramebuffer(GL_FRAMEBUFFER, 0);
+	glClearColor(0.25, 0.25, 0.25, 0);
+	glClear(GL_COLOR_BUFFER_BIT);
+	glUseProgram(readback_prog);
+
+	glVertexAttribPointer(PIGLIT_ATTRIB_POS, 2, GL_FLOAT,
+			      GL_FALSE, 0, quad_verts);
+	glVertexAttribPointer(PIGLIT_ATTRIB_TEX, 2, GL_FLOAT,
+			      GL_FALSE, 0, quad_texcoords);
+	glEnableVertexAttribArray(PIGLIT_ATTRIB_POS);
+	glEnableVertexAttribArray(PIGLIT_ATTRIB_TEX);
+	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+	glDisableVertexAttribArray(PIGLIT_ATTRIB_POS);
+	glDisableVertexAttribArray(PIGLIT_ATTRIB_TEX);
+
+	glReadPixels(0, 0, 32, 32, GL_RGBA, GL_FLOAT, image);
+
+	for (i = 0; i < 32 * 32; i++) {
+		if (memcmp(&image[i * 4], blue, sizeof(blue)) == 0) {
+			blue_pixels++;
+		} else if (memcmp(&image[i * 4], green, sizeof(green)) == 0) {
+			green_pixels++;
+		} else {
+			fprintf(stderr,
+				"Bad pixel color @ %u: { %f, %f, %f }\n",
+				i,
+				image[(i * 4) + 0],
+				image[(i * 4) + 1],
+				image[(i * 4) + 2]);
+			pass = false;
+		}
+	}
+
+	printf("Blue pixels:  %u\n", blue_pixels);
+	printf("Green pixels: %u\n", green_pixels);
+	piglit_present_results();
+
+	pass = (green_pixels > 0) && pass;
+
+	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
+
+
+void
+piglit_init(int argc, char **argv)
+{
+	GLint num_samples_uniform;
+	int num_samples = 0;
+	int max_samples;
+
+	piglit_require_extension("GL_ARB_texture_multisample");
+	piglit_require_extension("GL_EXT_shader_samples_identical");
+
+	if (argc < 2) {
+		fprintf(stderr, "Usage: %s <sample_count>\n", argv[0]);
+		piglit_report_result(PIGLIT_SKIP);
+	}
+
+	num_samples = strtoul(argv[1], NULL, 0);
+	glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
+	if (num_samples > max_samples)
+		piglit_report_result(PIGLIT_SKIP);
+
+	assert(num_samples <= MAX_SAMPLES);
+
+	/* create MSAA tex and fbo */
+	glGenTextures(1, &tex);
+	glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex);
+	glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, num_samples,
+				GL_RGBA8,
+				32, 32, GL_TRUE);
+
+	glGenFramebuffers(1, &fbo);
+	glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+			       GL_TEXTURE_2D_MULTISAMPLE,
+			       tex, 0);
+	glDrawBuffer(GL_COLOR_ATTACHMENT0);
+
+	if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
+		piglit_report_result(PIGLIT_FAIL);
+
+	/* create sample readback shader */
+	readback_prog = piglit_build_simple_program(vs_src_readback,
+						    fs_src_readback);
+	glUseProgram(readback_prog);
+
+	num_samples_uniform = glGetUniformLocation(readback_prog,
+						   "num_samples");
+	glUniform1i(num_samples_uniform, num_samples);
+
+	/* create triangle drawing shader */
+	draw_prog = piglit_build_simple_program(vs_src_draw, fs_src_draw);
+	glUseProgram(draw_prog);
+
+	if (!piglit_check_gl_error(GL_NO_ERROR))
+		piglit_report_result(PIGLIT_FAIL);
+
+	glEnable(GL_MULTISAMPLE);
+}
-- 
2.1.0



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