[Piglit] [PATCH 3/3] arb_post_depth_coverage-sample-shading: Test sample shading.

Lionel Landwerlin lionel.g.landwerlin at intel.com
Tue Dec 20 16:18:49 UTC 2016


Hi Pam,

With the small changed below, this is :

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin at intel.com>

Cheers,

-
Lionel

On 22/11/16 22:04, Plamena Manolova wrote:
> A multisampling test with sample shading enabled to check
> whether the values written to gl_SampleMaskIn are still correct
> after enabling the ARB_post_depth_coverage extension.
>
> Signed-off-by: Plamena Manolova <plamena.manolova at intel.com>
> ---
>   tests/all.py                                       |   1 +
>   .../spec/arb_post_depth_coverage/CMakeLists.gl.txt |   1 +
>   .../spec/arb_post_depth_coverage/sample-shading.c  | 315 +++++++++++++++++++++
>   3 files changed, 317 insertions(+)
>   create mode 100644 tests/spec/arb_post_depth_coverage/sample-shading.c
>
> diff --git a/tests/all.py b/tests/all.py
> index e9d786a..50770c8 100644
> --- a/tests/all.py
> +++ b/tests/all.py
> @@ -4760,6 +4760,7 @@ with profile.test_list.group_manager(
>           grouptools.join('spec', 'arb_post_depth_coverage')) as g:
>       g(['arb_post_depth_coverage-basic'])
>       g(['arb_post_depth_coverage-multisampling'])
> +    g(['arb_post_depth_coverage-sample-shading'])
>   
>   with profile.test_list.group_manager(
>       PiglitGLTest,
> diff --git a/tests/spec/arb_post_depth_coverage/CMakeLists.gl.txt b/tests/spec/arb_post_depth_coverage/CMakeLists.gl.txt
> index 9c1e826..67f0c47 100644
> --- a/tests/spec/arb_post_depth_coverage/CMakeLists.gl.txt
> +++ b/tests/spec/arb_post_depth_coverage/CMakeLists.gl.txt
> @@ -10,3 +10,4 @@ link_libraries (
>   
>   piglit_add_executable (arb_post_depth_coverage-basic basic.c)
>   piglit_add_executable (arb_post_depth_coverage-multisampling multisampling.c)
> +piglit_add_executable (arb_post_depth_coverage-sample-shading sample-shading.c)
> diff --git a/tests/spec/arb_post_depth_coverage/sample-shading.c b/tests/spec/arb_post_depth_coverage/sample-shading.c
> new file mode 100644
> index 0000000..9e80cca
> --- /dev/null
> +++ b/tests/spec/arb_post_depth_coverage/sample-shading.c
> @@ -0,0 +1,315 @@
> +/*
> + * Copyright (c) 2015 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.
> + */

If you could just insert a small description here, that would be great.

> +
> +#include "piglit-util-gl.h"
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> +	config.supports_gl_compat_version = 45;
> +	config.supports_gl_core_version = 45;

Unless you think otherwise, you can probably lower that requirement to 4.3.

> +	config.window_width = 160;
> +	config.window_height = 160;
> +	config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DEPTH |
> +		PIGLIT_GL_VISUAL_DOUBLE;
> +PIGLIT_GL_TEST_CONFIG_END
> +
> +static GLuint prog1, prog2, vao, ssbo, tex_color, tex_depth, fbo;
> +static GLint *sample_mask;
> +
> +static const char *vs_text =
> +	"#version 430\n"
> +	"in vec4 pos_in;\n"
> +	"void main()\n"
> +	"{\n"
> +	"	gl_Position = pos_in;\n"
> +	"}\n";
> +
> +static const char *fs_text1 =
> +	"#version 430\n"
> +	"out vec4 color;\n"
> +	"void main()\n"
> +	"{\n"
> +	"  gl_FragDepth = 0.5f;\n"
> +	"	color = vec4(0.0, 1.0, 0.0, 1.0);\n"
> +	"}\n";
> +
> +static const char *fs_text2 =
> +	"#version 430\n"
> +	"#extension GL_ARB_post_depth_coverage: enable\n"
> +	"#ifdef GL_ARB_post_depth_coverage\n"

Like patch one, I think you can drop the #ifdef here.

> +	"out vec4 color;\n"
> +	"layout(early_fragment_tests) in;\n"
> +	"layout(post_depth_coverage) in;\n"
> +	"layout(std430, binding = 0) buffer MaskOutput {\n"
> +	"	int data[];\n"
> +	"} mask_output;\n"
> +	"layout(location = 1) uniform int width;\n"
> +	"layout(location = 2) uniform int samples;\n"
> +	"void main()\n"
> +	"{\n"
> +	"	int index = int(gl_FragCoord.y) * width + int(gl_FragCoord.x);\n"
> +	"	if (gl_SampleMaskIn[0] == (1 << gl_SampleID)) {\n"
> +	"		mask_output.data[index] = 1;\n"
> +	" 	} else {\n"
> +	"		mask_output.data[index] = 0;\n"
> +	"	}\n"
> +	"	color = vec4(1.0, 0.0, 0.0, 1.0);\n"
> +	"}\n"
> +	"#endif\n";
> +
> +static GLuint
> +make_shader_program1(void)
> +{
> +	GLuint prog;
> +
> +	prog = piglit_build_simple_program(vs_text, fs_text1);
> +	glUseProgram(prog);
> +
> +	glBindAttribLocation(prog, 0, "pos_in");
> +
> +	glLinkProgram(prog);
> +
> +	if (!piglit_check_gl_error(GL_NO_ERROR)) {
> +		piglit_report_result(PIGLIT_FAIL);
> +	}
> +
> +	return prog;
> +}
> +
> +static GLuint
> +make_shader_program2(void)
> +{
> +	GLuint prog;
> +
> +	prog = piglit_build_simple_program(vs_text, fs_text2);
> +	glUseProgram(prog);
> +
> +	glBindAttribLocation(prog, 0, "pos_in");
> +
> +	glLinkProgram(prog);
> +
> +	if (!piglit_check_gl_error(GL_NO_ERROR)) {
> +		piglit_report_result(PIGLIT_FAIL);
> +	}
> +
> +	return prog;
> +}
> +
> +static GLuint
> +make_ssbo(void)
> +{
> +	GLuint ssbo;
> +	glGenBuffers(1, &ssbo);
> +	glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
> +
> +	if (!piglit_check_gl_error(GL_NO_ERROR)) {
> +		piglit_report_result(PIGLIT_FAIL);
> +	}
> +
> +	return ssbo;
> +}
> +
> +static GLuint
> +make_fbo(void)
> +{
> +	GLuint fbo;
> +	glGenFramebuffers(1, &fbo);
> +	glBindFramebuffer(GL_FRAMEBUFFER, fbo );
> +	glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex_color);
> +	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
> +		GL_TEXTURE_2D_MULTISAMPLE, tex_color, 0);
> +	glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex_depth);
> +	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
> +		GL_TEXTURE_2D_MULTISAMPLE, tex_depth, 0);
> +	glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
> +
> +	return fbo;
> +}
> +
> +static GLuint
> +make_texture_color(void)
> +{
> +	GLuint tex;
> +
> +	glGenTextures(1, &tex);
> +	glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex);
> +	glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 2,
> +		GL_RGBA32F, piglit_width, piglit_height, false);
> +	glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
> +
> +	return tex;
> +}
> +
> +static GLuint
> +make_texture_depth(void)
> +{
> +	GLuint tex;
> +
> +	glGenTextures(1, &tex);
> +	glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex);
> +	glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 2,
> +		GL_DEPTH24_STENCIL8, piglit_width, piglit_height, false);
> +	glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
> +
> +	return tex;
> +}
> +
> +static GLuint
> +make_vao(void)
> +{
> +	static const float pos_tc[12][2] = {
> +		{ -1.0, -1.0 },
> +		{  0.0, -1.0 },
> +		{  0.0,  1.0 },
> +		{  0.0,  1.0 },
> +		{ -1.0,  1.0 },
> +		{ -1.0, -1.0 },
> +		{ -1.0, -1.0 },
> +		{  1.0, -1.0 },
> +		{  1.0,  1.0 },
> +		{  1.0,  1.0 },
> +		{ -1.0,  1.0 },
> +		{ -1.0, -1.0 }
> +	};
> +	const int stride = sizeof(pos_tc[0]);
> +	GLuint vbo, vao;
> +
> +	glGenVertexArrays(1, &vao);
> +	glBindVertexArray(vao);
> +
> +	glGenBuffers(1, &vbo);
> +	glBindBuffer(GL_ARRAY_BUFFER, vbo);
> +	glBufferData(GL_ARRAY_BUFFER, sizeof(pos_tc), pos_tc, GL_STATIC_DRAW);
> +	piglit_check_gl_error(GL_NO_ERROR);
> +
> +	glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, stride, (void *) 0);
> +
> +	glEnableVertexAttribArray(0);
> +
> +	if (!piglit_check_gl_error(GL_NO_ERROR)) {
> +		piglit_report_result(PIGLIT_FAIL);
> +	}
> +
> +	return vbo;
> +}
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> +	piglit_require_gl_version(45);

The line above can be removed.

> +	piglit_require_extension("GL_ARB_post_depth_coverage");
> +
> +	glEnable(GL_DEPTH_TEST);
> +	glEnable(GL_STENCIL_TEST);
> +	glEnable(GL_MULTISAMPLE);
> +	glEnable(GL_SAMPLE_SHADING);
> +	glMinSampleShading(1);
> +	glClearColor(0.0, 0.0, 0.0, 1.0);
> +
> +	prog1 = make_shader_program1();
> +	prog2 = make_shader_program2();
> +	vao = make_vao();
> +	ssbo = make_ssbo();
> +	tex_color = make_texture_color();
> +	tex_depth = make_texture_depth();
> +	fbo = make_fbo();
> +}
> +
> +
> +enum piglit_result
> +piglit_display(void)
> +{
> +	int samples[4] = { 2, 4, 8, 16 };
> +	bool pass = true;
> +	int i, j, k;
> +
> +	glViewport(0, 0, piglit_width, piglit_height);
> +
> +	for (j = 0; j < 4; j++) {
> +		sample_mask = (GLint*) calloc (piglit_width * piglit_height,
> +			sizeof(GLint));
> +		glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GLint) * piglit_width *
> +			piglit_height, &sample_mask[0], GL_DYNAMIC_DRAW);
> +		glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, ssbo);
> +
> +		glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
> +		glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex_color);
> +		glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples[j],
> +			GL_RGBA8, piglit_width, piglit_height, false);
> +		glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex_depth);
> +		glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples[j],
> +			GL_DEPTH24_STENCIL8, piglit_width, piglit_height, false);
> +
> +		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT |
> +			GL_STENCIL_BUFFER_BIT);
> +
> +		glUseProgram(prog1);
> +		glStencilFunc(GL_ALWAYS, 1, 0xFF);
> +		glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
> +		glDrawArrays(GL_TRIANGLES, 0, 6);
> +
> +		glUseProgram(prog2);
> +		glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
> +		glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
> +		glUniform1i(1, piglit_width);
> +		glUniform1i(2, samples[j]);
> +		glDrawArrays(GL_TRIANGLES, 6, 6);
> +
> +		glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
> +		glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, sizeof(GLint) *
> +			piglit_width * piglit_height, sample_mask);
> +
> +		for (i = 0; i < piglit_width; i++) {
> +			for (k = 0; k < piglit_height; k++) {
> +				if (i >= piglit_width / 2) {
> +					if (sample_mask[piglit_width * k + i] != 1) {
> +						pass = false;
> +						break;
> +					}
> +				} else {
> +					if (sample_mask[piglit_width * k + i] != 0) {
> +						pass = false;
> +						break;
> +					}
> +				}
> +			}
> +
> +			if (!pass)
> +				break;
> +		}
> +
> +		glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
> +		glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
> +		glDrawBuffer(GL_BACK);
> +		glBlitFramebuffer(0, 0, piglit_width, piglit_height, 0, 0, piglit_width,
> +			piglit_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
> +
> +		piglit_present_results();
> +		free(sample_mask);
> +		if (!pass)
> +			break;
> +	}
> +
> +	pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
> +
> +	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}




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