[Piglit] [PATCH] gles-3.0: NV_read_depth extension test
Tapani Pälli
tapani.palli at intel.com
Sun Oct 11 22:37:08 PDT 2015
On 10/12/2015 08:09 AM, Tapani Pälli wrote:
> 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.
>
False after all, there *must* be both vertex and fragment shader present
for LinkShader.
>>> +
>>> +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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