[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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