[Piglit] [PATCH] add textureSamples tests

Ilia Mirkin imirkin at alum.mit.edu
Thu Sep 10 15:53:25 PDT 2015


On Thu, Sep 10, 2015 at 6:41 PM, Ian Romanick <idr at freedesktop.org> wrote:
> 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.

OK, I'll try it. FWIW this was copied out of textureSize.c

>
>> +
>> +     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.

That won't fit without wrapping :)

>
> 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.

While I agree in principle, in practice... ugh. No particularly easy
way to do that... I guess I could add a second switch statement?

>
>> +                      "}\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.

Even for samplers? I wasn't sure. My knowledge of practical GL is
quite poor. I *think* this also came from textureSize.c although I'm
less certain. It may have had a more complex scheme.

  -ilia


More information about the Piglit mailing list