[Piglit] [PATCH] add textureSamples tests

Ian Romanick idr at freedesktop.org
Thu Sep 10 15:41:14 PDT 2015


On 08/11/2015 06:49 PM, Ilia Mirkin wrote:
> ---
>  tests/all.py                              |  10 +
>  tests/texturing/shaders/CMakeLists.gl.txt |   1 +
>  tests/texturing/shaders/textureSamples.c  | 358 ++++++++++++++++++++++++++++++
>  3 files changed, 369 insertions(+)
>  create mode 100644 tests/texturing/shaders/textureSamples.c
> 
> diff --git a/tests/all.py b/tests/all.py
> index 07cf557..d0e78e6 100644
> --- a/tests/all.py
> +++ b/tests/all.py
> @@ -1425,6 +1425,16 @@ for stage in ['vs', 'gs', 'fs']:
>              PiglitGLTest(['texelFetch', stage, '{}sampler2DArray'.format(type),
>                            'b0r1'])
>  
> +    for type in ('i', 'u', ''):
> +        for sampler in ('sampler2DMS', 'sampler2DMSArray'):
> +            for samples in map(str, (2, 4, 8)):
> +                stype = '{}{}'.format(type, sampler)
> +                profile.test_list[grouptools.join(
> +                    'spec', 'arb_shader_texture_image_samples',
> +                    'textureSamples', '{}-{}-{}'.format(stage, stype, samples))
> +                ] = PiglitGLTest([
> +                    'textureSamples', stage, stype, samples])
> +
>  with profile.group_manager(
>          PiglitGLTest,
>          grouptools.join('spec', 'glsl-1.30')) as g:
> diff --git a/tests/texturing/shaders/CMakeLists.gl.txt b/tests/texturing/shaders/CMakeLists.gl.txt
> index 6e4e9a7..8dcb865 100644
> --- a/tests/texturing/shaders/CMakeLists.gl.txt
> +++ b/tests/texturing/shaders/CMakeLists.gl.txt
> @@ -13,3 +13,4 @@ link_libraries (
>  piglit_add_executable (textureSize textureSize.c common.c)
>  piglit_add_executable (texelFetch texelFetch.c common.c)
>  piglit_add_executable (textureGather textureGather.c)
> +piglit_add_executable (textureSamples textureSamples.c common.c)
> diff --git a/tests/texturing/shaders/textureSamples.c b/tests/texturing/shaders/textureSamples.c
> new file mode 100644
> index 0000000..fcf2098
> --- /dev/null
> +++ b/tests/texturing/shaders/textureSamples.c
> @@ -0,0 +1,358 @@
> +/*
> + * Copyright © 2015 Ilia Mirkin
> + *
> + * 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.
> + *
> + * Heavily based on textureSize.c
> + */
> +
> +/**
> + * \file textureSamples.c
> + *
> + * Tests the ARB_shader_texture_image_samples textureSamples() built-in.
> + *
> + * The test covers:
> + * - All pipeline stages (VS, GS, FS)
> + * - Sampler data types (floating point, signed integer, unsigned integer)
> + * - Sampler dimensionality (2DMS, 2DMSArray)
> + *
> + * The "textureSamples" binary takes three arguments:
> + *   shader stage
> + *   sampler type
> + *   number of samples
> + *
> + * For example:
> + * ./bin/textureSamples fs sampler2DMS 4
> + * ./bin/textureSamples vs usampler2DMSArray 2
> + */
> +#include "common.h"
> +
> +void
> +parse_args(int argc, char **argv);
> +static enum shader_target test_stage = UNKNOWN;
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> +
> +	config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
> +
> +	piglit_gl_process_args(&argc, argv, &config);
> +
> +	parse_args(argc, argv);
> +	if (test_stage == GS) {
> +		config.supports_gl_compat_version = 32;
> +		config.supports_gl_core_version = 32;
> +	} else {
> +		config.supports_gl_compat_version = 30;
> +		config.supports_gl_core_version = 31;
> +	}
> +
> +PIGLIT_GL_TEST_CONFIG_END
> +
> +static int vertex_location;
> +
> +enum piglit_result
> +piglit_display()
> +{
> +	bool pass = true;
> +	static const float verts[] = {
> +		-1, -1,
> +		-1,  1,
> +		 1,  1,
> +		 1, -1,
> +	};
> +	GLuint vbo;
> +
> +	glClearColor(0.5, 0.5, 0.5, 1.0);
> +	glClear(GL_COLOR_BUFFER_BIT);
> +
> +	/* For GL core, we need to have a vertex array object bound.
> +	 * Otherwise, we don't particularly have to.  Always use a
> +	 * vertex buffer object, though.
> +	 */
> +	if (piglit_get_gl_version() >= 31) {
> +		GLuint vao;
> +		glGenVertexArrays(1, &vao);
> +		glBindVertexArray(vao);
> +	}
> +	glGenBuffers(1, &vbo);
> +	glBindBuffer(GL_ARRAY_BUFFER, vbo);
> +	glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STREAM_DRAW);
> +
> +	glVertexAttribPointer(vertex_location, 2, GL_FLOAT, GL_FALSE, 0, 0);
> +	glEnableVertexAttribArray(vertex_location);
> +
> +	float expected_color[4] = {0, 1, 0};
> +	glViewport(0, 0, piglit_width, piglit_height);
> +	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

It seems like all of the above could just be

    piglit_draw_rect(-1, -1, 2, 2);

That means you'll need to name your VS input piglit_vertex.

> +
> +	pass &= piglit_probe_rect_rgb(0, 0, piglit_width, piglit_height,
> +				      expected_color);
> +
> +	glDisableVertexAttribArray(vertex_location);
> +	piglit_present_results();
> +
> +	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}
> +
> +void
> +generate_texture()
> +{
> +	GLuint tex;
> +	GLint samples = 0;
> +	const GLenum target = sampler.target;
> +
> +	glActiveTexture(GL_TEXTURE0);
> +
> +	glGenTextures(1, &tex);
> +	glBindTexture(target, tex);
> +
> +	if (target == GL_TEXTURE_2D_MULTISAMPLE)
> +		glTexImage2DMultisample(target, sample_count, GL_RGBA8,
> +					32, 32, GL_TRUE);
> +	else
> +		glTexImage3DMultisample(target, sample_count, GL_RGBA8,
> +					32, 32, 32, GL_TRUE);
> +
> +	glGetTexLevelParameteriv(target, 0, GL_TEXTURE_SAMPLES, &samples);
> +	if (samples != sample_count) {
> +		printf("Sample count of %d not supported, got %d samples\n",
> +		       sample_count, samples);
> +		piglit_report_result(PIGLIT_SKIP);
> +	}
> +}
> +
> +int
> +generate_GLSL(enum shader_target test_stage)
> +{
> +	int vs, gs = 0, fs;
> +	int prog;
> +
> +	static char *vs_code;
> +	static char *gs_code = NULL;
> +	static char *fs_code;
> +
> +	switch (test_stage) {
> +	case VS:
> +		asprintf(&vs_code,
> +			 "#version %d\n"
> +			 "#extension GL_ARB_texture_multisample: enable\n"
> +			 "#extension GL_ARB_shader_texture_image_samples: enable\n"
> +			 "uniform %s tex;\n"
> +			 "in vec4 vertex;\n"
> +			 "flat out int samples;\n"
> +			 "void main()\n"
> +			 "{\n"
> +			 "    samples = textureSamples(tex);\n"
> +			 "    gl_Position = vertex;\n"
> +			 "}\n",
> +			 shader_version, sampler.name);
> +		asprintf(&fs_code,
> +			 "#version %d\n"
> +			 "flat in int samples;\n"
> +			 "out vec4 color;\n"
> +			 "void main()\n"
> +			 "{\n"
> +			 "  if (samples == %d) color = vec4(0,1,0,1);\n"
> +			 "  else color = vec4(1,0,0,1);\n"

I'd be tempted to do this as

    color = (samples == %d) ? vec4(0,1,0,1) : vec4(1,0,0,1);

but, meh.

Since this shader code and the fragment shader code for the GS are the
same, it seems like you ought to just use one string for both.

> +			 "}\n",
> +			 shader_version, sample_count);
> +		break;
> +	case GS:
> +		asprintf(&vs_code,
> +			 "#version %d\n"
> +			 "in vec4 vertex;\n"
> +			 "out vec4 pos_to_gs;\n"
> +			 "void main()\n"
> +			 "{\n"
> +			 "    pos_to_gs = vertex;\n"
> +			 "}\n",
> +			 shader_version);
> +		asprintf(&gs_code,
> +			 "#version %d\n"
> +			 "#extension GL_ARB_texture_multisample: enable\n"
> +			 "#extension GL_ARB_shader_texture_image_samples: enable\n"
> +			 "layout(triangles) in;\n"
> +			 "layout(triangle_strip, max_vertices = 3) out;\n"
> +			 "uniform %s tex;\n"
> +			 "in vec4 pos_to_gs[3];\n"
> +			 "flat out int samples;\n"
> +			 "void main()\n"
> +			 "{\n"
> +			 "    for (int i = 0; i < 3; i++) {\n"
> +			 "	  samples = textureSamples(tex);\n"
> +			 "	  gl_Position = pos_to_gs[i];\n"
> +			 "	  EmitVertex();\n"
> +			 "    }\n"
> +			 "}\n",
> +			 shader_version, sampler.name);
> +		asprintf(&fs_code,
> +			 "#version %d\n"
> +			 "flat in int samples;\n"
> +			 "out vec4 color;\n"
> +			 "void main()\n"
> +			 "{\n"
> +			 "  if (samples == %d) color = vec4(0,1,0,1);\n"
> +			 "  else color = vec4(1,0,0,1);\n"
> +			 "}\n",
> +			 shader_version, sample_count);
> +		break;
> +	case FS:
> +		asprintf(&vs_code,
> +			 "#version %d\n"
> +			 "in vec4 vertex;\n"
> +			 "void main()\n"
> +			 "{\n"
> +			 "    gl_Position = vertex;\n"
> +			 "}\n",
> +			 shader_version);
> +		asprintf(&fs_code,
> +			 "#version %d\n"
> +			 "#extension GL_ARB_texture_multisample: enable\n"
> +			 "#extension GL_ARB_shader_texture_image_samples: enable\n"
> +			 "uniform %s tex;\n"
> +			 "out vec4 color;\n"
> +			 "void main()\n"
> +			 "{\n"
> +			 "  if (textureSamples(tex) == %d) color = vec4(0,1,0,1);\n"
> +			 "  else color = vec4(1,0,0,1);\n"
> +			 "}\n",
> +			 shader_version, sampler.name, sample_count);
> +		break;
> +	default:
> +		assert(!"Should not get here.");
> +		break;
> +	}
> +
> +	vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_code);
> +	if (gs_code) {
> +		gs = piglit_compile_shader_text(GL_GEOMETRY_SHADER, gs_code);
> +	}
> +	fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_code);
> +
> +	if (!vs || (gs_code && !gs) || !fs)
> +		return 0;
> +
> +	prog = glCreateProgram();
> +	glAttachShader(prog, vs);
> +	if (gs_code)
> +		glAttachShader(prog, gs);
> +	glAttachShader(prog, fs);
> +	glLinkProgram(prog);
> +	if (!piglit_link_check_status(prog))
> +		piglit_report_result(PIGLIT_FAIL);
> +
> +	return prog;
> +}
> +
> +void
> +fail_and_show_usage()
> +{
> +	printf("Usage: textureSize <vs|gs|fs> <sampler type> <sample_count> [piglit args...]\n");
> +	piglit_report_result(PIGLIT_SKIP);
> +}
> +
> +
> +void
> +parse_args(int argc, char **argv)
> +{
> +	int i;
> +	bool sampler_found = false;
> +
> +	for (i = 1; i < argc; i++) {
> +		if (test_stage == UNKNOWN) {
> +			/* Maybe it's the shader stage? */
> +			if (strcmp(argv[i], "vs") == 0) {
> +				test_stage = VS;
> +				continue;
> +			} else if (strcmp(argv[i], "gs") == 0) {
> +				test_stage = GS;
> +				continue;
> +			} else if (strcmp(argv[i], "fs") == 0) {
> +				test_stage = FS;
> +				continue;
> +			}
> +		}
> +
> +		/* Maybe it's the sampler type? */
> +		if (!sampler_found && (sampler_found = select_sampler(argv[i])))
> +			continue;
> +
> +		/* Maybe it's the sample count? */
> +		if (sampler_found && !sample_count) {
> +			sample_count = atoi(argv[i]);
> +			continue;
> +		}
> +
> +		fail_and_show_usage();
> +	}
> +
> +	if (test_stage == UNKNOWN || !sampler_found)
> +		fail_and_show_usage();
> +
> +	if (test_stage == GS && shader_version < 150)
> +		shader_version = 150;
> +}
> +
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> +	int prog;
> +	int tex_location;
> +
> +	piglit_require_extension("GL_ARB_shader_texture_image_samples");
> +	require_GL_features(test_stage);
> +
> +	if (sample_count) {
> +		/* check it */
> +		GLint max_samples;
> +
> +		if (sampler.data_type == GL_INT ||
> +		    sampler.data_type == GL_UNSIGNED_INT) {
> +			glGetIntegerv(GL_MAX_INTEGER_SAMPLES, &max_samples);
> +			if (sample_count > max_samples) {
> +				printf("Sample count of %d not supported,"
> +				       " >MAX_INTEGER_SAMPLES\n",
> +				       sample_count);
> +				piglit_report_result(PIGLIT_SKIP);
> +			}
> +		} else {
> +			glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
> +			if (sample_count > max_samples) {
> +				printf("Sample count of %d not supported,"
> +				       " >MAX_SAMPLES\n",
> +				       sample_count);
> +				piglit_report_result(PIGLIT_SKIP);
> +			}
> +		}
> +	}
> +
> +	prog = generate_GLSL(test_stage);
> +	if (!prog)
> +		piglit_report_result(PIGLIT_FAIL);
> +
> +	tex_location = glGetUniformLocation(prog, "tex");
> +	vertex_location = glGetAttribLocation(prog, "vertex");
> +	glUseProgram(prog);
> +	glUniform1i(tex_location, 0);

If you're only ever going to set this to zero, you don't need to set it.
 Zero is the default value for all uniforms.

> +
> +	compute_miplevel_info();
> +	generate_texture();
> +}



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