[Piglit] [PATCH] add textureSamples tests
Ian Romanick
idr at freedesktop.org
Thu Sep 10 16:01:52 PDT 2015
On 09/10/2015 03:53 PM, Ilia Mirkin wrote:
> 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
Yeah, that test probably pre-dates the support for shaders in
piglit_draw_rect.
>>> +
>>> + 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?
Well... I know how I would fix it, but the compiler likes to complain
when the format string isn't a literal. :(
>>> + "}\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.
Even for samplers. Mesa used to have some bugs in this area with
samplers, but we fixed those long ago.
> -ilia
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