[Piglit] [PATCH] gles-3.0: NV_read_depth extension test
Tapani Pälli
tapani.palli at intel.com
Sun Oct 11 22:09:28 PDT 2015
On 10/09/2015 06:22 PM, Ian Romanick wrote:
> On 10/08/2015 05:13 AM, Tapani Pälli wrote:
>> Signed-off-by: Tapani Pälli <tapani.palli at intel.com>
>> ---
>> tests/all.py | 5 +
>> tests/spec/gles-3.0/CMakeLists.gles3.txt | 1 +
>> tests/spec/gles-3.0/read-depth.c | 176 +++++++++++++++++++++++++++++++
>> 3 files changed, 182 insertions(+)
>> create mode 100644 tests/spec/gles-3.0/read-depth.c
>>
>> diff --git a/tests/all.py b/tests/all.py
>> index 5bc36d0..79d6314 100644
>> --- a/tests/all.py
>> +++ b/tests/all.py
>> @@ -4179,6 +4179,11 @@ with profile.group_manager(
>> g(['khr_compressed_astc-miptree_gles2'], 'miptree-gles')
>>
>> with profile.group_manager(
>> + PiglitGLTest,
>> + grouptools.join('spec', 'nv_read_depth')) as g:
>> + g(['read_depth_gles3'])
>> +
>> +with profile.group_manager(
>> PiglitGLTest,
>> grouptools.join('spec', 'oes_compressed_paletted_texture')) as g:
>> g(['oes_compressed_paletted_texture-api'], 'basic API')
>> diff --git a/tests/spec/gles-3.0/CMakeLists.gles3.txt b/tests/spec/gles-3.0/CMakeLists.gles3.txt
>> index d56a43e..864c862 100644
>> --- a/tests/spec/gles-3.0/CMakeLists.gles3.txt
>> +++ b/tests/spec/gles-3.0/CMakeLists.gles3.txt
>> @@ -6,5 +6,6 @@ piglit_add_executable (gles-3.0-drawarrays-vertexid drawarrays-vertexid.c)
>> piglit_add_executable(minmax_${piglit_target_api} minmax.c)
>> piglit_add_executable(oes_compressed_etc2_texture-miptree_gles3 oes_compressed_etc2_texture-miptree.c)
>> piglit_add_executable(texture-immutable-levels_gles3 texture-immutable-levels.c)
>> +piglit_add_executable(read_depth_gles3 read-depth.c)
>>
>> # vim: ft=cmake:
>> diff --git a/tests/spec/gles-3.0/read-depth.c b/tests/spec/gles-3.0/read-depth.c
>> new file mode 100644
>> index 0000000..456c7e0
>> --- /dev/null
>> +++ b/tests/spec/gles-3.0/read-depth.c
>> @@ -0,0 +1,176 @@
>> +/*
>> + * 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.
>> + */
>> +
>> +/** @file read-depth.c
>> + *
>> + * Tests NV_read_depth implementation
>> + *
>> + * Test iterates over table of depth buffer formats and expected types to
>> + * read values back from each format. For each format it renders a rectangle at
>> + * different depth levels, reads back a pixel and verifies expected depth value.
>> + */
>> +
>> +#include "piglit-util-gl.h"
>> +
>> +PIGLIT_GL_TEST_CONFIG_BEGIN
>> +
>> + config.supports_gl_es_version = 30;
> Do we actually need 3.0? The spec appears to be written against ES2,
> and I didn't notice anything in the test that would need 3.0.
Yep, I could do 2.0 but I wen't for 3.0 because it supports floating
point depth buffer so we can test reading that too.
>> + config.window_visual = PIGLIT_GL_VISUAL_DEPTH;
>> +
>> +PIGLIT_GL_TEST_CONFIG_END
>> +
>> +static GLint prog;
>> +
>> +const char *vs_source =
>> + "attribute vec4 vertex;\n"
>> + "uniform float depth;\n"
> Weird indentation here.
>
>> + "void main()\n"
>> + "{\n"
>> + " gl_Position = vec4(vertex.xy, depth, 1.0);\n"
>> + "}\n";
>> +
>> +const char *fs_source =
>> + "void main()\n"
>> + "{\n"
>> + " gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
>> + "}\n";
> I'm pretty sure that GLES2 can do depth-only rendering, so maybe we
> don't need a fragment shader?
True! Will remove fragment shader.
>> +
>> +const GLenum tests[] = {
>> + GL_DEPTH_COMPONENT16, GL_UNSIGNED_INT_24_8_OES,
>> + GL_DEPTH_COMPONENT24, GL_UNSIGNED_INT_24_8_OES,
>> + GL_DEPTH_COMPONENT32F, GL_FLOAT,
>> +};
>> +#define TESTS_SIZE (sizeof(tests)/sizeof(tests[0]))
> Just ARRAY_SIZE(), right?
yes
>> +
>> +
>> +static bool
>> +equals(float a, float b)
>> +{
>> + if (fabs(a - b) < 0.00001)
>> + return true;
>> + return false;
> Why not just 'return fabs(a - b) < 0.00001;' ?
sure
>> +}
>> +
>> +static GLuint
>> +create_depth_fbo(GLenum depth_type)
>> +{
>> + GLuint fbo, buffer;
>> + GLenum status;
>> +
>> + glGenRenderbuffers(1, &buffer);
>> + glBindRenderbuffer(GL_RENDERBUFFER, buffer);
>> + glRenderbufferStorage(GL_RENDERBUFFER,
>> + depth_type, piglit_width, piglit_height);
>> +
>> + glGenFramebuffers(1, &fbo);
>> + glBindFramebuffer(GL_FRAMEBUFFER, fbo);
>> +
>> + glFramebufferRenderbuffer(GL_FRAMEBUFFER,
>> + GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, buffer);
>> +
>> + status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
>> + if (status != GL_FRAMEBUFFER_COMPLETE) {
>> + fprintf(stderr, "error creating framebuffer, status 0x%x\n",
>> + status);
>> + return 0;
>> + }
>> + return fbo;
>> +}
>> +
>> +static bool
>> +read_depth(GLenum type, float expect)
>> +{
>> + GLfloat data;
>> + GLuint uint_pixel;
>> + if (type == GL_FLOAT) {
>> + glReadPixels(0, 0, 1, 1, GL_DEPTH_COMPONENT, type,
>> + (void *) &data);
>> + } else {
>> + glReadPixels(0, 0, 1, 1, GL_DEPTH_COMPONENT, type,
>> + (void *) &uint_pixel);
>> + data = (1.0 * ((float) uint_pixel)) / 4294967295.0;
>> + }
>> + piglit_check_gl_error(GL_NO_ERROR);
> This will cause a message to be logged to the console, but I don't think
> that's sufficient to make the test fail. Right?
Ouch, I'll change to return false here too.
>> +
>> + if (!equals(data, expect)) {
>> + fprintf(stderr, "expected %f, got %f\n", expect, data);
>> + return false;
>> + }
>> + return true;
>> +}
>> +
>> +enum piglit_result
>> +piglit_display(void)
>> +{
>> + GLboolean pass = true;
>> + const GLfloat rect[] = {
>> + -1.0f, 1.0f,
>> + 1.0f, 1.0f,
>> + -1.0f, -1.0f,
>> + 1.0f, -1.0f,
>> + };
>> +
>> + glEnable(GL_DEPTH_TEST);
>> + glVertexAttribPointer(PIGLIT_ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, 0,
>> + rect);
>> + glEnableVertexAttribArray(PIGLIT_ATTRIB_POS);
>> +
>> + /* Loop through formats listed in 'tests'. */
>> + for (unsigned j = 0; j < TESTS_SIZE; j+=2) {
>> +
>> + GLuint fbo = create_depth_fbo(tests[j]);
>> + if (!fbo)
>> + return PIGLIT_FAIL;
>> +
>> + float i = -1.0;
>> + float step = 0.1;
>> + float expect = 0.0;
> Mixing code and declarations. Vinson will eventually complain. :) I
> think the declaration of j in the loop works with MSVC, but I don't
> think these do. I also think step should be const.
ok
>> +
>> + /* Step from -1.0 to 1.0, linear depth. Render a
>> + * rectangle at depth i, read pixel and verify
>> + * expected depth value.
>> + */
> Weird indentation here too.
sorry about these, I'll need to check what is happening with my
copy-pasting, all of these identation errors came when I copy pasted code.
>> + for (i = -1.0; !equals(i, 1.0 + step); i += step) {
>> +
>> + glClear(GL_DEPTH_BUFFER_BIT);
>> + glUniform1f(glGetUniformLocation(prog, "depth"), i);
>> +
>> + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
> piglit_draw_rect works with GLES2. :)
ok will change, thanks for the review!
>> +
>> + if (!(read_depth(tests[j + 1], expect)))
>> + return PIGLIT_FAIL;
>> +
>> + expect += step / 2.0;
>> + }
>> + glDeleteFramebuffers(1, &fbo);
>> + }
>> + return pass ? PIGLIT_PASS : PIGLIT_FAIL;
>> +}
>> +
>> +void
>> +piglit_init(int argc, char **argv)
>> +{
>> + piglit_require_extension("GL_NV_read_depth");
>> + prog = piglit_build_simple_program(vs_source, fs_source);
>> + glUseProgram(prog);
>> +}
>>
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