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

Dylan Baker baker.dylan.c at gmail.com
Sat Oct 31 21:49:08 PDT 2015


All.py?
On Oct 31, 2015 21:02, "Ilia Mirkin" <imirkin at alum.mit.edu> wrote:

> 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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> Piglit at lists.freedesktop.org
> http://lists.freedesktop.org/mailman/listinfo/piglit
>
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