[Piglit] [PATCH] arb_texture_barrier: add an arb_texture_barrier test

Alejandro Piñeiro apinheiro at igalia.com
Fri Jul 8 13:35:49 UTC 2016


Just pushed with those minor tweaks. Thanks for the detailed review.

BR

On 08/07/16 11:35, Andres Gomez wrote:
> On Fri, 2016-07-08 at 10:39 +0200, Alejandro Piñeiro wrote:
>> Allow to configure:
>>   * texture resolution
>>   * number of blend passes
>>   * number of draw passes (calls to DrawRangeElements)
>>   * granularity (triangle count) of the square being draw
>>   * number of textures
>>
>> This commits adds to all.py execute the test with a combination of
>> all this parameters.
>>
>> v2: reduce GLSL requirement to 330 (Nicolai Hähnle, Ilia Mirkin)
>> v3: reduce GLSL requirement to 130, clean up resources
>> v4:
>>  * Several minor tweaks (extra spaces, comments typos, etc) (Andres)
>>  * Improve how the shader is created from the template, in order to
>>    properly use MAX_NUM_TEXTURES/num_textures instead of hardcoding
>>    the max value as 8. (Andres)
>>  * Add more test combinations, as I found that some were failing,
>>    even with the fix on mesa that fixed all the previous
>>    combinations.
>>
>> Acked-by: Marek Olšák <marek.olsak at amd.com>
>> ---
>>
>> As I mention on the v4 comment, I found some combinations that still fails.
>>
>> So, with v3, and with commit 5e553a on mesa, the 48 combinations were
>> passing on Intel i965 gen7+. With v4 40 out of 144 are failing.
>>
>>  tests/all.py                                       |  13 +
>>  tests/spec/CMakeLists.txt                          |   1 +
>>  tests/spec/arb_texture_barrier/CMakeLists.gl.txt   |  13 +
>>  tests/spec/arb_texture_barrier/CMakeLists.txt      |   1 +
>>  .../arb_texture_barrier/blending-in-shader-arb.c   | 542 +++++++++++++++++++++
>>  5 files changed, 570 insertions(+)
>>  create mode 100644 tests/spec/arb_texture_barrier/CMakeLists.gl.txt
>>  create mode 100644 tests/spec/arb_texture_barrier/CMakeLists.txt
>>  create mode 100644 tests/spec/arb_texture_barrier/blending-in-shader-arb.c
>>
>> diff --git a/tests/all.py b/tests/all.py
>> index 8af76a1..e6458b6 100644
>> --- a/tests/all.py
>> +++ b/tests/all.py
>> @@ -4712,6 +4712,19 @@ with profile.group_manager(
>>              g(['object-namespace-pollution', operation, object_type],
>>                '{} with {}'.format(object_type, operation))
>>  
>> +# Group ARB_texture_barrier
>> +with profile.group_manager(
>> +        PiglitGLTest,
>> +        grouptools.join('spec', 'arb_texture_barrier')) as g:
>> +    for resolution in ['32', '512']:
>> +        for blend_passes in ['1', '42']:
>> +            for num_textures in ['1', '8']:
>> +                for granularity in ['8', '64', '128']:
>> +                    for draw_passes in ['1', '2', '3', '4', '7', '8']:
>> +                        g(['arb_texture_barrier-blending-in-shader', resolution,
>> +                           blend_passes, num_textures, granularity, draw_passes])
>> +
>> +
>>  # Group ARB_invalidate_subdata
>>  with profile.group_manager(
>>          PiglitGLTest,
>> diff --git a/tests/spec/CMakeLists.txt b/tests/spec/CMakeLists.txt
>> index 6f818ae..29693f6 100644
>> --- a/tests/spec/CMakeLists.txt
>> +++ b/tests/spec/CMakeLists.txt
>> @@ -147,3 +147,4 @@ add_subdirectory (arb_shader_draw_parameters)
>>  add_subdirectory (arb_indirect_parameters)
>>  add_subdirectory (arb_query_buffer_object)
>>  add_subdirectory (ext_window_rectangles)
>> +add_subdirectory (arb_texture_barrier)
>> diff --git a/tests/spec/arb_texture_barrier/CMakeLists.gl.txt b/tests/spec/arb_texture_barrier/CMakeLists.gl.txt
>> new file mode 100644
>> index 0000000..30578e8
>> --- /dev/null
>> +++ b/tests/spec/arb_texture_barrier/CMakeLists.gl.txt
>> @@ -0,0 +1,13 @@
>> +include_directories(
>> +	${GLEXT_INCLUDE_DIR}
>> +	${OPENGL_INCLUDE_PATH}
>> +)
>> +
>> +link_libraries (
>> +	piglitutil_${piglit_target_api}
>> +	${OPENGL_gl_LIBRARY}
>> +)
>> +
>> +piglit_add_executable (arb_texture_barrier-blending-in-shader blending-in-shader-arb.c)
>> +
>> +# vim: ft=cmake:
>> diff --git a/tests/spec/arb_texture_barrier/CMakeLists.txt b/tests/spec/arb_texture_barrier/CMakeLists.txt
>> new file mode 100644
>> index 0000000..144a306
>> --- /dev/null
>> +++ b/tests/spec/arb_texture_barrier/CMakeLists.txt
>> @@ -0,0 +1 @@
>> +piglit_include_target_api()
>> diff --git a/tests/spec/arb_texture_barrier/blending-in-shader-arb.c b/tests/spec/arb_texture_barrier/blending-in-shader-arb.c
>> new file mode 100644
>> index 0000000..3ff12d1
>> --- /dev/null
>> +++ b/tests/spec/arb_texture_barrier/blending-in-shader-arb.c
>> @@ -0,0 +1,542 @@
>> +/*
>> + * Copyright © 2016 Intel Corporation
>> + *
>> + * Based on blending-in-shader.c, by Marek Olšák
>> + *
>> + * 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.
>> + *
>> + */
>> +
>> +/** @file blending-in-shader-arb.c
>> + *
>> + * Test programmable blending with GL_ARB_texture_barrier.
>> + *
>> + * This test is equivalent to blending-in-shader.c, but:
>> + *
>> + * * Tests GL_ARB_texture_barrier instead of GL_NV_texture_barrier,
>> + *   that are totally equivalent.
>> + *
>> + * * Uses GL_ARB_framebuffer_object instead of
>> + *   GL_EXT_framebuffer_object. Those are slightly different, and
>> + *   several drivers doesn't support the EXT one.
>> + *
>> + * * This tests switches to use an integer texture, because that would
>> + *   allow us to do actual vs reference comparisons without the need
>> + *   of a tolerance.
>> + *
>> + * * Allows to parametrize several aspects: resolution, number of
>> + *   blending passes, number of drawing passes, square granularity
>> + *   (triangle count) and number of textures.
>> + */
>> +
>> +#include "piglit-util-gl.h"
>> +
>> +PIGLIT_GL_TEST_CONFIG_BEGIN
>> +
>> +        config.supports_gl_compat_version = 31;
>> +        config.supports_gl_core_version = 31;
>> +        config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA;
>> +
>> +PIGLIT_GL_TEST_CONFIG_END
>> +
>> +#define BUFFER_OFFSET(i) ((char *)NULL + (i))
>> +
>> +/* Texture stuff */
>> +static GLuint fbo, prog;
>> +static GLuint *tex;
>> +static GLuint *texloc;
>> +
>> +static GLuint **tex_data;
>> +static GLuint **reference_data;
>> +
>> +/* vertex data */
>> +typedef struct {
>> +        float data[4];
>> +}Vertex;
>> +
>> +unsigned int total_indices;
>> +GLuint buf = 0;
>> +GLuint vao = 0;
>> +GLuint buf_index = 0;
>> +
>> +#define MAX_NUM_TEXTURES 8
>> +/* Command line parameters */
>> +static int width = 0;
>> +static int height = 0;
>> +static int num_textures = 0;
>> +static int blend_passes = 0;
>> +static int granularity = 0;
>> +static int draw_passes = 0;
>> +
>> +static const char *vs_text = {
>> +        "#version 130\n"
>> +        "in vec4 piglit_vertex;"
>> +        "void main() {\n"
>> +        "  gl_Position = piglit_vertex;\n"
>> +        "}\n"
>> +};
>> +
>> +static const char *texel_fetch_template = {
>> +          "  color[%i] = texelFetch(fb[%i], ivec2(gl_FragCoord.xy), 0);\n"
> You probably want to use %u for unsigned int.
>
>> +};
>> +
>> +static const char *fs_text_template = {
>> +        "#version 130\n"
>> +        "#define NUM_TEXTURES %i\n"
>> +        "uniform usampler2D fb[NUM_TEXTURES];\n"
>> +        "out uvec4 color[NUM_TEXTURES];\n"
>> +        "void main() {\n"
>> +        "%s"
>> +        "  for (int t = 0; t < NUM_TEXTURES; t++){\n"
>> +        "    color[t]++;\n"
>> +        "  }\n"
>> +        "}\n"
>> +};
>> +
>> +static void
>> +allocate_data()
>> +{
>> +        unsigned int t;
>> +
>> +        tex_data = malloc(sizeof(GLuint *) * num_textures);
>> +        reference_data = malloc(sizeof(GLuint *) * num_textures);
>> +
>> +        for (t = 0; t < num_textures; t++) {
>> +                tex_data[t] = malloc(sizeof(GLuint) * width * height);
>> +                reference_data[t] = malloc(sizeof(GLuint) * width * height);
>> +        }
>> +}
>> +
>> +static bool
>> +compare_with_reference()
>> +{
>> +        bool outcome = true;
>> +        unsigned int t;
>> +        GLuint *actual;
>> +
>> +        actual = malloc(sizeof(GLuint) * width * height);
>> +
>> +        for (t = 0; t < num_textures; t++) {
>> +                unsigned int count = 0;
>> +                unsigned int i;
>> +
>> +                glActiveTexture(GL_TEXTURE0 + t);
>> +                glGetTexImage(GL_TEXTURE_2D, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, actual);
>> +
>> +                for (i = 0; i < width * height; i++) {
>> +                        if (reference_data[t][i] != actual[i]) {
>> +                                count++;
>> +                                outcome = false;
>> +                        }
>> +                }
>> +
>> +                if (count > 0) {
>> +                        fprintf(stderr, "Error on texture %u: %u texels out of "
>> +                                "%u are different.\n", t, count, width * height);
>> +                }
>> +        }
>> +
>> +        free(actual);
>> +
>> +        return outcome;
>> +}
>> +
>> +static void
>> +initialize_data()
>> +{
>> +        unsigned int i,j;
>> +        unsigned int t;
>> +
>> +        allocate_data();
>> +
>> +        for (t = 0; t < num_textures; t++) {
>> +                for (i = 0; i < width * height; i++) {
>> +                        tex_data[t][i] = reference_data[t][i] = rand();
>> +                        for (j = 0; j < blend_passes; j++)
>> +                                reference_data[t][i] = reference_data[t][i] + 1;
>> +                }
>> +
>> +                glActiveTexture(GL_TEXTURE0 + t);
>> +                glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RED_INTEGER,
>> +                                GL_UNSIGNED_INT, tex_data[t]);
>> +                glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + t, tex[t], 0);
>> +        }
>> +        assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
>> +}
>> +
>> +static void
>> +interpolate_square(const Vertex square[4],
>> +                   unsigned int granularity,
>> +                   Vertex *result)
>> +{
>> +        unsigned int x;
>> +        unsigned int y;
>> +        unsigned int b = granularity - 1;
>> +        unsigned int k = 0;
>> +
>> +        for (y = 0; y < granularity; y++) {
>> +                for (x = 0; x < granularity; x++) {
>> +                        result[k].data[0] = (square[0].data[0] * (b - x) + square[2].data[0] * x)/b;
>> +                        result[k].data[1] = (square[0].data[1] * (b - y) + square[1].data[1] * y)/b;
>> +                        result[k].data[2] = 0;
>> +                        result[k].data[3] = 1;
>> +
>> +                        k++;
>> +                }
>> +        }
>> +}
>> +
>> +/*
>> + * Tesselates @square_pos, returning a set of vertex information and
>> + * indices compatible to draw with glDrawElements at (@tesselated_pos,
>> + * @indices). @granularity is the number of vertexes per side. So the
>> + * minimum should be 2.
>> + *
>> + * Is assumed that the vertex at @square_pos are in the order
>> + * (bottom-left, top-left, top-right, bottom-right)
>> + *
>> + * Probably not the most optimal code to do this, but it works
>> + *
>> + * Returns: newly allocated memory at @tesselated_pos, and @indices.
>> + */
>> +static void
>> +util_tesselate_square(const Vertex square_pos[4],
>> +                      unsigned int granularity,
>> +                      Vertex **tesselated_pos,
>> +                      unsigned int **indices)
>> +{
>> +        unsigned int x;
>> +        unsigned int y;
>> +        unsigned int k;
>> +        Vertex *result_pos;
>> +        unsigned int *result_indices;
>> +
>> +        if (granularity < 2) {
>> +                fprintf(stderr, "Granularity should be equal or greater to 2"
>> +                        " in order to tesselate a square. Setting it to 2.\n");
>> +                granularity = 2;
>> +        }
>> +
>> +        result_pos = (Vertex*) malloc(sizeof(Vertex) * granularity * granularity);
>> +        total_indices = (granularity - 1) * (granularity - 1) * 6;
>> +        result_indices = (unsigned int*) malloc(sizeof(unsigned int) * total_indices);
>> +
>> +        interpolate_square(square_pos, granularity, result_pos);
>> +
>> +        k = 0;
>> +        for (y = 0; y < granularity - 1; y++) {
>> +                for (x = 0; x < granularity - 1; x++) {
>> +                        result_indices[k++] = y * granularity + x;
>> +                        result_indices[k++] = y * granularity + x + 1;
>> +                        result_indices[k++] = (y + 1) * granularity + x;
>> +
>> +                        result_indices[k++] = y * granularity + x + 1;
>> +                        result_indices[k++] = (y + 1) * granularity + x +1;
>> +                        result_indices[k++] = (y + 1) * granularity + x;
>> +                }
>> +        }
>> +
>> +        *tesselated_pos = result_pos;
>> +        *indices = result_indices;
>> +}
>> +
>> +static GLvoid
>> +initialize_vertex_data(float x, float y, float w, float h)
>> +{
>> +        Vertex verts[4];
>> +        Vertex *tesselated_pos;
>> +        unsigned int *indices;
>> +
>> +        verts[0].data[0] = x;
>> +        verts[0].data[1] = y;
>> +        verts[1].data[0] = x;
>> +        verts[1].data[1] = y + h;
>> +        verts[2].data[0] = x + w;
>> +        verts[2].data[1] = y + h;
>> +        verts[3].data[0] = x + w;
>> +        verts[3].data[1] = y;
>> +
>> +        util_tesselate_square(verts, granularity,
>> +                              &tesselated_pos,
>> +                              &indices);
>> +
>> +        glGenVertexArrays(1, &vao);
>> +        glBindVertexArray(vao);
>> +
>> +        glGenBuffers(1, &buf);
>> +        glBindBuffer(GL_ARRAY_BUFFER, buf);
>> +
>> +        glBufferData(GL_ARRAY_BUFFER,
>> +                     (sizeof(GLfloat) * 4 * granularity * granularity),
>> +                     tesselated_pos,
>> +                     GL_STATIC_DRAW);
>> +
>> +        glVertexAttribPointer(PIGLIT_ATTRIB_POS, 4, GL_FLOAT,
>> +                              GL_FALSE, 0,
>> +                              0);
>> +        glEnableVertexAttribArray(PIGLIT_ATTRIB_POS);
>> +
>> +        glGenBuffers(1, &buf_index);
>> +        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buf_index);
>> +        glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * total_indices,
>> +                     indices, GL_STATIC_DRAW);
>> +
>> +        free(tesselated_pos);
>> +        free(indices);
>> +}
>> +
>> +static void
>> +clean_resources()
>> +{
>> +        unsigned int t;
>> +
>> +        glDeleteTextures(num_textures, tex);
>> +        glDeleteProgram(prog);
>> +        glDeleteFramebuffers(1, &fbo);
>> +        glDeleteVertexArrays(1, &vao);
>> +        glDeleteBuffers(1, &buf);
>> +        glDeleteBuffers(1, &buf_index);
>> +
>> +        for (t = 0; t < num_textures; t++) {
>> +                free(tex_data[t]);
>> +                free(reference_data[t]);
>> +        }
>> +
>> +        free(tex_data);
>> +        free(reference_data);
>> +        free(texloc);
>> +        free(tex);
>> +}
>> +
>> +static GLvoid
>> +draw_rect_tex()
>> +{
>> +        unsigned int basic_count = total_indices / draw_passes;
>> +        unsigned int first = 0;
>> +
>> +        while (first < total_indices) {
>> +                unsigned int count = MIN2(total_indices - first, basic_count);
>> +
>> +                glDrawRangeElements(GL_TRIANGLES, first, first + count, count,
>> +                                    GL_UNSIGNED_INT, BUFFER_OFFSET(first * sizeof(GLuint)));
>> +                first += count;
>> +        }
>> +}
>> +
>> +enum piglit_result
>> +piglit_display(void)
>> +{
>> +        unsigned int i;
>> +        bool outcome = false;
>> +
>> +        glViewport(0, 0, width, height);
>> +
>> +        for (i = 0; i < blend_passes; i++) {
>> +                if (i != 0)
>> +                        glTextureBarrier();
>> +                draw_rect_tex();
>> +        }
>> +
>> +        outcome = compare_with_reference() ? PIGLIT_PASS : PIGLIT_FAIL;
>> +
>> +        clean_resources();
>> +
>> +        return outcome;
>> +}
>> +
>> +static void
>> +initialize_textures()
>> +{
>> +        unsigned int t;
>> +
>> +        tex = malloc(sizeof(GLuint) * num_textures);
>> +        glGenTextures(num_textures, tex);
>> +        for (t = 0; t < num_textures; t++) {
>> +                glActiveTexture(GL_TEXTURE0 + t);
>> +                glBindTexture(GL_TEXTURE_2D, tex[t]);
>> +                glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, width, height);
>> +                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
>> +                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
>> +                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
>> +                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
>> +        }
>> +}
>> +
>> +static void
>> +initialize_fbo()
>> +{
>> +        unsigned int t;
>> +        GLenum draw_buffers[MAX_NUM_TEXTURES];
>> +
>> +        glGenFramebuffers(1, &fbo);
>> +        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
>> +        for (t = 0; t < num_textures; t++) {
>> +                draw_buffers[t] = GL_COLOR_ATTACHMENT0 + t;
>> +        }
>> +        glDrawBuffers(num_textures, draw_buffers);
>> +}
>> +
>> +static void
>> +initialize_program()
>> +{
>> +        char *whole_fetch_string = NULL;
>> +        char *fs_text;
>> +        int result;
>> +        unsigned int t;
>> +
>> +        for (t = 0; t < num_textures; t++) {
>> +                char *one_fetch_string;
>> +
>> +                result = asprintf(&one_fetch_string, texel_fetch_template, t, t);
>> +                if (result == -1) {
>> +                        fprintf(stderr, "Error creating fetch string from template.\n");
>> +                        piglit_report_result(PIGLIT_FAIL);
>> +                }
>> +                if (whole_fetch_string != NULL) {
>> +                        char *tmp;
>> +                        result = asprintf(&tmp, "%s%s", whole_fetch_string,
>> +                                          one_fetch_string);
>> +                        if (result == -1) {
>> +                                fprintf(stderr, "Error concatenating fetch string "
>> +                                        "from template.\n");
>> +                                piglit_report_result(PIGLIT_FAIL);
>> +                        }
>> +                        free(whole_fetch_string);
>> +                        free(one_fetch_string);
>> +                        whole_fetch_string = tmp;
>> +                } else {
>> +                        whole_fetch_string = one_fetch_string;
>> +                }
>> +        }
>> +
>> +        result = asprintf(&fs_text, fs_text_template, num_textures,
>> +                          whole_fetch_string);
>> +        if (result == -1) {
>> +                fprintf(stderr, "Error creating shader from template.\n");
>> +                piglit_report_result(PIGLIT_FAIL);
>> +        }
>> +        prog = piglit_build_simple_program(vs_text, fs_text);
>> +        piglit_check_gl_error(GL_NO_ERROR);
>> +
>> +        texloc = malloc(sizeof(GLuint) * num_textures);
>> +        glUseProgram(prog);
>> +        for (t = 0; t < num_textures; t++) {
>> +                const char name_template[] = "fb[%i]";
> Ditto.
>
>> +                char *name;
>> +
>> +                result = asprintf(&name, name_template, t);
>> +                if (result == -1) {
>> +                        fprintf(stderr, "Error creating uniform name from template.\n");
>> +                        piglit_report_result(PIGLIT_FAIL);
>> +                }
>> +                texloc[t] = glGetUniformLocation(prog, name);
>> +                if (texloc[t] == -1) {
>> +                        fprintf(stderr, "Error getting uniform %s.\n", name);
>> +                        piglit_report_result(PIGLIT_FAIL);
>> +                }
>> +                glUniform1i(texloc[t], t);
>> +                free(name);
>> +        }
>> +
>> +        free(fs_text);
>> +        free(whole_fetch_string);
>> +}
>> +
>> +static void
>> +print_usage()
>> +{
>> +        printf("Usage: arb_texture_barrier-blending-in-shader ");
>> +        printf("<resolution> <blend_passes> <num_textures> <granularity> <common piglit args>\n");
>> +        printf("\tresolution valid range is [1, 1024]\n");
>> +        printf("\tblend_passes valid range is [1,42]\n");
>> +        printf("\tnum_textures valid range is [1, %i]\n", MAX_NUM_TEXTURES);
>> +        printf("\tgranularity (the number of vertices per side) valid range is [2, 256]\n");
>> +        printf("\tdraw_passes valid range is [1, 10]\n");
>> +}
>> +
>> +static void
>> +parse_args(int argc, char **argv)
>> +{
>> +        if (argc != 6) {
>> +                print_usage();
>> +                piglit_report_result(PIGLIT_FAIL);
>> +        }
>> +
>> +        width = height = atoi(argv[1]);
>> +        if (width < 1 || width > 1024) {
>> +                fprintf(stderr, "Wrong value for resolution: %s\n", argv[1]);
>> +                print_usage();
>> +                piglit_report_result(PIGLIT_FAIL);
>> +        }
>> +
>> +        blend_passes = atoi(argv[2]);
>> +        if (blend_passes < 1 || blend_passes > 42) {
>> +                fprintf(stderr, "Wrong value for blend_passes: %s\n", argv[2]);
>> +                print_usage();
>> +                piglit_report_result(PIGLIT_FAIL);
>> +        }
>> +
>> +        num_textures = atoi(argv[3]);
>> +        if (num_textures < 1 || num_textures > MAX_NUM_TEXTURES) {
>> +                fprintf(stderr, "Wrong value for num_textures: %s\n", argv[3]);
>> +                print_usage();
>> +                piglit_report_result(PIGLIT_FAIL);
>> +        }
>> +
>> +        granularity = atoi(argv[4]);
>> +        if (granularity < 2 || granularity > 256) {
>> +                fprintf(stderr, "Wrong value for granularity: %s\n", argv[4]);
>> +                print_usage();
>> +                piglit_report_result(PIGLIT_FAIL);
>> +        }
>> +
>> +        draw_passes = atoi(argv[5]);
>> +        if (granularity < 1 || draw_passes > 10) {
>> +                fprintf(stderr, "Wrong value for draw_passes: %s\n", argv[5]);
>> +                print_usage();
>> +                piglit_report_result(PIGLIT_FAIL);
>> +        }
>> +
>> +        fprintf(stdout, "Executing test with the following parameters:\n"
>> +                "resolution = %i\n"
>> +                "blend_passes = %i\n"
>> +                "num_textures = %i\n"
>> +                "granularity = %i\n"
>> +                "draw_passes = %i\n",
>> +                width, blend_passes, num_textures, granularity, draw_passes);
>> +}
>> +
>> +void
>> +piglit_init(int argc, char **argv)
>> +{
>> +        piglit_require_extension("GL_ARB_framebuffer_object");
>> +        piglit_require_extension("GL_ARB_texture_barrier");
>> +        piglit_require_GLSL_version(130);
>> +
>> +        parse_args(argc, argv);
>> +
>> +        srand(0);
>> +
>> +        initialize_program();
>> +        initialize_textures();
>> +        initialize_fbo();
>> +        initialize_data();
>> +        initialize_vertex_data(-1, -1, 2, 2);
>> +}
> This is:
> Reviewed-by: Andres Gomez <agomez at igalia.com>



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