[Piglit] [PATCH 1/5] arb_post_depth_coverage-basic: Add a basic initial test.
Ilia Mirkin
imirkin at alum.mit.edu
Thu Nov 10 01:49:18 UTC 2016
On Wed, Nov 9, 2016 at 6:39 PM, Plamena Manolova
<plamena.manolova at intel.com> wrote:
> A basic test 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>
> ---
> registry/gl.xml | 2 +
> tests/all.py | 5 +
> tests/spec/CMakeLists.txt | 1 +
> .../spec/arb_post_depth_coverage/CMakeLists.gl.txt | 11 ++
> tests/spec/arb_post_depth_coverage/CMakeLists.txt | 1 +
> tests/spec/arb_post_depth_coverage/basic.c | 165 +++++++++++++++++++++
> 6 files changed, 185 insertions(+)
> create mode 100644 tests/spec/arb_post_depth_coverage/CMakeLists.gl.txt
> create mode 100644 tests/spec/arb_post_depth_coverage/CMakeLists.txt
> create mode 100644 tests/spec/arb_post_depth_coverage/basic.c
>
> diff --git a/registry/gl.xml b/registry/gl.xml
> index 3fc8863..59894e8 100644
> --- a/registry/gl.xml
> +++ b/registry/gl.xml
This file comes from Khronos and should be synchronized accordingly.
It appears that there's already a line
<extension name="GL_ARB_post_depth_coverage" supported="gl"/>
in there. Not sure why you needed your change in the first place, this
only matters for dispatch, of which there is none for this ext.
> @@ -38345,6 +38345,8 @@ typedef unsigned int GLhandleARB;
> <enum name="GL_ANY_SAMPLES_PASSED"/>
> </require>
> </extension>
> + <extension name="GL_ARB_post_depth_coverage" supported="gl|glcore">
> + </extension>
> <extension name="GL_ARB_parallel_shader_compile" supported="gl">
> <require>
> <enum name="GL_MAX_SHADER_COMPILER_THREADS_ARB"/>
> diff --git a/tests/all.py b/tests/all.py
> index e56cae8..d47187e 100644
> --- a/tests/all.py
> +++ b/tests/all.py
> @@ -4766,6 +4766,11 @@ with profile.group_manager(
> g(['arb_shader_image_load_store-unused'], 'unused')
>
> with profile.group_manager(
> + PiglitGLTest,
> + grouptools.join('spec', 'arb_post_depth_coverage')) as g:
> + g(['arb_post_depth_coverage-basic'])
> +
> +with profile.group_manager(
> PiglitGLTest,
> grouptools.join('spec', 'arb_shader_image_size')) as g:
> g(['arb_shader_image_size-builtin'], 'builtin')
> diff --git a/tests/spec/CMakeLists.txt b/tests/spec/CMakeLists.txt
> index a057c02..4377196 100644
> --- a/tests/spec/CMakeLists.txt
> +++ b/tests/spec/CMakeLists.txt
> @@ -152,3 +152,4 @@ add_subdirectory (arb_query_buffer_object)
> add_subdirectory (ext_window_rectangles)
> add_subdirectory (arb_shader_texture_image_samples)
> add_subdirectory (arb_texture_barrier)
> +add_subdirectory (arb_post_depth_coverage)
> diff --git a/tests/spec/arb_post_depth_coverage/CMakeLists.gl.txt b/tests/spec/arb_post_depth_coverage/CMakeLists.gl.txt
> new file mode 100644
> index 0000000..1a71774
> --- /dev/null
> +++ b/tests/spec/arb_post_depth_coverage/CMakeLists.gl.txt
> @@ -0,0 +1,11 @@
> +include_directories(
> + ${GLEXT_INCLUDE_DIR}
> + ${OPENGL_INCLUDE_PATH}
> +)
> +
> +link_libraries (
> + piglitutil_${piglit_target_api}
> + ${OPENGL_gl_LIBRARY}
> +)
> +
> +piglit_add_executable (arb_post_depth_coverage-basic basic.c)
> diff --git a/tests/spec/arb_post_depth_coverage/CMakeLists.txt b/tests/spec/arb_post_depth_coverage/CMakeLists.txt
> new file mode 100644
> index 0000000..144a306
> --- /dev/null
> +++ b/tests/spec/arb_post_depth_coverage/CMakeLists.txt
> @@ -0,0 +1 @@
> +piglit_include_target_api()
> diff --git a/tests/spec/arb_post_depth_coverage/basic.c b/tests/spec/arb_post_depth_coverage/basic.c
> new file mode 100644
> index 0000000..e1bd71f
> --- /dev/null
> +++ b/tests/spec/arb_post_depth_coverage/basic.c
> @@ -0,0 +1,165 @@
> +/*
> + * 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.
> + */
> +
> +#include "piglit-util-gl.h"
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> + config.supports_gl_compat_version = 45;
> + config.supports_gl_core_version = 45;
> + config.window_width = 160;
> + config.window_height = 160;
> + config.window_visual = PIGLIT_GL_VISUAL_DEPTH | PIGLIT_GL_VISUAL_RGBA;
> +PIGLIT_GL_TEST_CONFIG_END
> +
> +static GLuint prog, vao, ssbo;
> +static GLint *sample_mask;
> +
> +static GLuint
> +make_shader_program(void)
> +{
> + static const char *vs_text =
> + "#version 430\n"
> + "in vec4 pos_in;\n"
> + "void main()\n"
> + "{\n"
> + " gl_Position = pos_in;\n"
I think if you use something called "piglit_vertex", you can just use
piglit_draw_rect or whatever and avoid having to do all the vertex
stuff by hand.
> + "}\n";
> +
> + static const char *fs_text =
> + "#version 430\n"
> + "out vec4 color;\n"
> + "layout(early_fragment_tests) in;\n"
> + "layout(post_depth_coverage) in;\n"
> + "layout(std430, binding = 0) buffer MaskOutput {"
buffer restrict
> + " int data[25600];"
> + "} mask_output;"
> + "void main()\n"
> + "{\n"
> + " int index = int(gl_FragCoord.y) * 160 + int(gl_FragCoord.x);\n"
> + " mask_output.data[index] = gl_SampleMaskIn[0] & 0x1;\n"
> + " color = vec4(1.0, 0.0, 0.0, 1.0);\n"
> + "}\n";
> +
> + GLuint prog;
> +
> + prog = piglit_build_simple_program(vs_text, fs_text);
> + 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 void
> +make_ssbo(void)
> +{
> + glGenBuffers(1, &ssbo);
> + glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
> +}
> +
> +static GLuint
> +make_vao(void)
> +{
> + static const float pos_tc[4][2] = {
> + { -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);
> + piglit_require_extension("GL_ARB_post_depth_coverage");
> + prog = make_shader_program();
> + vao = make_vao();
> + make_ssbo();
> +}
> +
> +
> +enum piglit_result
> +piglit_display(void)
> +{
> + float red[4] = {1.0, 0.0, 0.0, 1.0};
> + bool pass = true;
> + int i;
> +
> + glViewport(0, 0, piglit_width, piglit_height);
> + sample_mask = (GLint*) malloc (sizeof(GLint) * piglit_width * piglit_height);
> + glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GLint) * piglit_width *
> + piglit_height, &sample_mask[0], GL_DYNAMIC_DRAW);
This will upload random stuff into the ssbo on start. I think you can
just pass NULL in.
> + glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, ssbo);
> +
> + glClearColor(0.0, 0.0, 0.0, 1.0);
> + glClear(GL_COLOR_BUFFER_BIT);
> + glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
> +
> + glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
> + glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, sizeof(GLint) *
> + piglit_width * piglit_height, &sample_mask[0]);
> +
> + for (i = 0; i < piglit_width * piglit_height; i++)
> + {
> + if (sample_mask[i] != 1) {
So ... you don't have a depth test set up. And you're not using
multi-sampling. How would this detect a no-op implementation, for
example, that just parsed the layout param and did nothing with it?
> + pass = false;
> + break;
> + }
> + }
> +
> + pass = piglit_probe_rect_rgba(0, 0, 160, 160, red) && pass;
> + piglit_present_results();
> +
> + pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
> +
> + free(sample_mask);
> + return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}
> --
> 2.7.4
>
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