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

Ilia Mirkin imirkin at alum.mit.edu
Sat Oct 31 21:49:33 PDT 2015


I have it locally.

On Sun, Nov 1, 2015 at 12:49 AM, Dylan Baker <baker.dylan.c at gmail.com> wrote:
> 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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