[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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