[Piglit] [PATCH] gl-3.2: add a layered rendering variant that uses glTexStorage

Ilia Mirkin imirkin at alum.mit.edu
Sat Oct 31 21:02:33 PDT 2015


I appear to never have checked this in... any objections?

On Wed, Sep 24, 2014 at 12:53 AM, Ilia Mirkin <imirkin at alum.mit.edu> wrote:
> This points out a bug in the mesa/st ARB_texture_view patch which leaks
> out to all layered rendering onto immutable 3d textures.
>
> Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu>
> ---
>
> This is a copy of the gl-layer-render test with glTexStorage patched
> in instead of glTexImage.
>
>  .../gl-3.2/layered-rendering/CMakeLists.gl.txt     |   1 +
>  .../layered-rendering/gl-layer-render-storage.c    | 303 +++++++++++++++++++++
>  2 files changed, 304 insertions(+)
>  create mode 100644 tests/spec/gl-3.2/layered-rendering/gl-layer-render-storage.c
>
> diff --git a/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt b/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt
> index a5628dc..adc99ae 100644
> --- a/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt
> +++ b/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt
> @@ -26,4 +26,5 @@ piglit_add_executable (gl-3.2-layered-rendering-gl-layer gl-layer.c)
>  piglit_add_executable (gl-3.2-layered-rendering-gl-layer-cube-map gl-layer-cube-map.c)
>  piglit_add_executable (gl-3.2-layered-rendering-gl-layer-not-layered gl-layer-not-layered.c)
>  piglit_add_executable (gl-3.2-layered-rendering-gl-layer-render gl-layer-render.c)
> +piglit_add_executable (gl-3.2-layered-rendering-gl-layer-render-storage gl-layer-render-storage.c)
>  # vim: ft=cmake:
> diff --git a/tests/spec/gl-3.2/layered-rendering/gl-layer-render-storage.c b/tests/spec/gl-3.2/layered-rendering/gl-layer-render-storage.c
> new file mode 100644
> index 0000000..01f8a7b
> --- /dev/null
> +++ b/tests/spec/gl-3.2/layered-rendering/gl-layer-render-storage.c
> @@ -0,0 +1,303 @@
> +/*
> + * Copyright © 2013 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 gl-layer-render.c
> + * Section 4.12.4(Geometry Shaders) From GL spec 3.2 core:
> + * "Geometry shaders can be used to render to one of several different layers
> + * of cube map textures, three-dimensional textures, or one-or two-dimensional
> + * texture arrays.
> + *
> + * The layer to render to is specified by writing to the built-in output
> + * variable gl_Layer."
> + */
> +
> +#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
> +
> +GLenum textureType[] = {
> +       GL_TEXTURE_3D,
> +       GL_TEXTURE_CUBE_MAP,
> +       GL_TEXTURE_1D_ARRAY,
> +       GL_TEXTURE_2D_ARRAY,
> +       GL_TEXTURE_2D_MULTISAMPLE_ARRAY
> +};
> +
> +const char *vs_source = {
> +       "#version 150\n"
> +       "in vec4 piglit_vertex;\n"
> +       "out vec4 vert;\n"
> +       "void main() {\n"
> +       "       gl_Position = piglit_vertex;\n"
> +       "       vert = piglit_vertex;\n"
> +       "}\n"
> +};
> +
> +const char *gs_source = {
> +       "#version 150\n"
> +       "layout(triangles) in;\n"
> +       "layout(triangle_strip, max_vertices = 3) out;\n"
> +       "in vec4 vert[3];\n"
> +       "uniform int layer;\n"
> +       "\n"
> +       "void main()\n"
> +       "{\n"
> +       "       for(int i = 0; i < 3; i++) {\n"
> +       "               gl_Position = vert[i];\n"
> +       "               gl_Layer = layer;\n"
> +       "               EmitVertex();\n"
> +       "       }\n"
> +       "}\n"
> +};
> +
> +const char *fs_source = {
> +       "#version 150\n"
> +       "uniform vec3 color;\n"
> +       "void main() {\n"
> +       "       gl_FragColor = vec4(color.xyz, 1.);\n"
> +       "}\n"
> +};
> +
> +static GLuint layer_uniform;
> +static GLuint color_uniform;
> +
> +GLuint
> +create_bind_texture(GLenum textureType) {
> +       int i;
> +       GLuint texture;
> +       glGenTextures(1, &texture);
> +       glBindTexture(textureType, texture);
> +
> +       switch(textureType) {
> +       case GL_TEXTURE_1D_ARRAY:
> +       case GL_TEXTURE_2D:
> +               glTexParameteri(textureType, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
> +               glTexParameteri(textureType, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
> +               glTexParameteri(textureType, GL_TEXTURE_WRAP_S, GL_REPEAT);
> +               glTexParameteri(textureType, GL_TEXTURE_WRAP_T, GL_REPEAT);
> +               glTexStorage2D(textureType, 1, GL_RGB8, 6, 6);
> +               break;
> +       case GL_TEXTURE_3D:
> +       case GL_TEXTURE_2D_ARRAY:
> +               glTexParameteri(textureType, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
> +               glTexParameteri(textureType, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
> +               glTexParameteri(textureType, GL_TEXTURE_WRAP_S, GL_REPEAT);
> +               glTexParameteri(textureType, GL_TEXTURE_WRAP_T, GL_REPEAT);
> +               glTexParameteri(textureType, GL_TEXTURE_WRAP_R, GL_REPEAT);
> +               glTexStorage3D(textureType, 1, GL_RGB8, 6, 6, 6);
> +               break;
> +       case GL_TEXTURE_CUBE_MAP:
> +               glTexStorage2D(textureType, 1, GL_RGB8, 6, 6);
> +               break;
> +       case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
> +               glTexStorage3DMultisample(textureType, 4, GL_RGB8,
> +                                       6, 6, 6, GL_FALSE);
> +               break;
> +       }
> +
> +       return texture;
> +}
> +
> +bool check_framebuffer_status(GLenum target, GLenum expected) {
> +       GLenum observed = glCheckFramebufferStatus(target);
> +       if(expected != observed) {
> +               printf("Unexpected framebuffer status!\n"
> +                      "  Observed: %s\n  Expected: %s\n",
> +                      piglit_get_gl_enum_name(observed),
> +                      piglit_get_gl_enum_name(expected));
> +               return false;
> +       }
> +       return true;
> +}
> +
> +/* Take a framebuffer object, that has a GL_TEXTURE_2D_MULTISAMPLE
> + * or a layer of a GL_TEXTURE_2D_MULTISAMPLE_ARRAY attached to
> + * color attachment 0. Then blit that framebuffer object to
> + * a new fbo that has a GL_TEXTURE_2D attached. Finally
> + * attach the new GL_TEXTURE_2D to the original fbo.
> + */
> +void
> +ConvertMultiSample2DToTexture2D(GLuint fboRead) {
> +       GLuint fboDraw, texture;
> +
> +       glGenFramebuffers(1, &fboDraw);
> +       glGenTextures(1, &texture);
> +
> +       glBindFramebuffer(GL_READ_FRAMEBUFFER, fboRead);
> +       glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fboDraw);
> +
> +       texture = create_bind_texture(GL_TEXTURE_2D);
> +       glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
> +                              GL_TEXTURE_2D, texture, 0);
> +
> +       if(!check_framebuffer_status(GL_DRAW_FRAMEBUFFER,
> +                                    GL_FRAMEBUFFER_COMPLETE) ||
> +          !check_framebuffer_status(GL_READ_FRAMEBUFFER,
> +                                    GL_FRAMEBUFFER_COMPLETE)) {
> +
> +               piglit_report_result(PIGLIT_FAIL);
> +       }
> +
> +       glBlitFramebuffer(0, 0, 6, 6, 0, 0, 6, 6,
> +                         GL_COLOR_BUFFER_BIT, GL_NEAREST);
> +
> +       if(!piglit_check_gl_error(GL_NO_ERROR)) {
> +               glDeleteTextures(1, &texture);
> +               piglit_report_result(PIGLIT_FAIL);
> +       }
> +
> +       glBindFramebuffer(GL_FRAMEBUFFER, fboRead);
> +       glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
> +                              GL_TEXTURE_2D, texture, 0);
> +
> +       glDeleteFramebuffers(1, &fboDraw);
> +
> +       if(!piglit_check_gl_error(GL_NO_ERROR)) {
> +               glDeleteTextures(1, &texture);
> +               piglit_report_result(PIGLIT_FAIL);
> +       }
> +}
> +
> +
> +bool
> +probe_texture_layered_rbg(GLenum textureType, GLuint texture, int x, int y,
> +                         int z, int w, int h, int d, float *expected)
> +{
> +       int k;
> +       GLuint fbo;
> +
> +       glGenFramebuffers(1, &fbo);
> +       glBindFramebuffer(GL_FRAMEBUFFER, fbo);
> +
> +       for(k = 0; k < d; k++ ) {
> +               if(textureType == GL_TEXTURE_CUBE_MAP) {
> +                       glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
> +                               GL_TEXTURE_CUBE_MAP_POSITIVE_X+k+z, texture, 0);
> +               } else {
> +                       glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
> +                                         texture, 0, k+z);
> +               }
> +
> +               if(textureType == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
> +                       ConvertMultiSample2DToTexture2D(fbo);
> +               }
> +
> +               if(!piglit_probe_rect_rgb(0, 0, w, h, &expected[k*3])) {
> +                       printf("Layer: %i\n", k);
> +                       return false;
> +               }
> +       }
> +       return true;
> +}
> +
> +
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> +       int i, j;
> +       bool pass = true;
> +       GLuint fbo, texture, program;
> +
> +       float colors[6*3] = {
> +               0, 0, 1,
> +               0, 1, 0,
> +               0, 1, 1,
> +               1, 0, 0,
> +               1, 0, 1,
> +               1, 1, 0
> +       };
> +
> +       program = piglit_build_simple_program_multiple_shaders(
> +                                       GL_VERTEX_SHADER, vs_source,
> +                                       GL_GEOMETRY_SHADER, gs_source,
> +                                       GL_FRAGMENT_SHADER, fs_source,
> +                                       0);
> +       glUseProgram(program);
> +
> +       /* Retrieve index from vs */
> +       color_uniform = glGetUniformLocation(program, "color");
> +       layer_uniform = glGetUniformLocation(program, "layer");
> +
> +       /* Gen textures */
> +       for(i = 0; i < ARRAY_SIZE(textureType); i++) {
> +               printf("Texture Type: %s\n",
> +                       piglit_get_gl_enum_name(textureType[i]));
> +               glGenFramebuffers(1, &fbo);
> +               glBindFramebuffer(GL_FRAMEBUFFER, fbo);
> +
> +               texture = create_bind_texture(textureType[i]);
> +               glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
> +                                    texture, 0);
> +
> +               if(!check_framebuffer_status(GL_FRAMEBUFFER,
> +                                            GL_FRAMEBUFFER_COMPLETE) ||
> +                  !piglit_check_gl_error(GL_NO_ERROR)) {
> +                       printf("Texture Type: %s. Error with setup\n",
> +                             piglit_get_gl_enum_name(textureType[i]));
> +                       piglit_report_result(PIGLIT_FAIL);
> +               }
> +
> +               /* draw quad on each layer with set color*/
> +               for(j = 0; j < 6; j++) {
> +                       glUniform1i(layer_uniform, j);
> +                       glUniform3fv(color_uniform, 1, &colors[j*3]);
> +
> +                       piglit_draw_rect(-1, -1, 2, 2);
> +               }
> +
> +               if(textureType[i] == GL_TEXTURE_1D_ARRAY) {
> +                       pass = probe_texture_layered_rbg(textureType[i], texture,
> +                                                0, 0, 0, 6, 1, 6, colors)
> +                              && pass;
> +               } else {
> +                       pass = probe_texture_layered_rbg(textureType[i], texture,
> +                                        0, 0, 0, 6, 6, 6, colors)
> +                              && pass;
> +               }
> +
> +               pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
> +
> +               /* Clean up */
> +               glDeleteTextures(1, &texture);
> +               glDeleteFramebuffers(1, &fbo);
> +       }
> +
> +       pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
> +
> +       piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL);
> +}
> +
> +enum piglit_result
> +piglit_display(void)
> +{
> +       /* UNREACHABLE */
> +       return PIGLIT_FAIL;
> +}
> --
> 1.8.5.5
>


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