[Piglit] [PATCH 2/3] arb_post_depth_coverage-multisampling: Add a multisampling test.

Ilia Mirkin imirkin at alum.mit.edu
Wed Apr 12 00:24:29 UTC 2017


What happened to these?

On Thu, Feb 2, 2017 at 9:34 AM, Plamena Manolova
<plamena.manolova at intel.com> wrote:
> A simple multisampling 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>
> ---
>  tests/all.py                                       |   1 +
>  .../spec/arb_post_depth_coverage/CMakeLists.gl.txt |   1 +
>  tests/spec/arb_post_depth_coverage/multisampling.c | 311 +++++++++++++++++++++
>  3 files changed, 313 insertions(+)
>  create mode 100644 tests/spec/arb_post_depth_coverage/multisampling.c
>
> diff --git a/tests/all.py b/tests/all.py
> index cef4773..95aa952 100644
> --- a/tests/all.py
> +++ b/tests/all.py
> @@ -4768,6 +4768,7 @@ with profile.test_list.group_manager(
>          PiglitGLTest,
>          grouptools.join('spec', 'arb_post_depth_coverage')) as g:
>      g(['arb_post_depth_coverage-basic'])
> +    g(['arb_post_depth_coverage-multisampling'])
>
>  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 1a71774..9c1e826 100644
> --- a/tests/spec/arb_post_depth_coverage/CMakeLists.gl.txt
> +++ b/tests/spec/arb_post_depth_coverage/CMakeLists.gl.txt
> @@ -9,3 +9,4 @@ link_libraries (
>  )
>
>  piglit_add_executable (arb_post_depth_coverage-basic basic.c)
> +piglit_add_executable (arb_post_depth_coverage-multisampling multisampling.c)
> diff --git a/tests/spec/arb_post_depth_coverage/multisampling.c b/tests/spec/arb_post_depth_coverage/multisampling.c
> new file mode 100644
> index 0000000..0c867da
> --- /dev/null
> +++ b/tests/spec/arb_post_depth_coverage/multisampling.c
> @@ -0,0 +1,311 @@
> +/*
> + * 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"
> +
> +/*
> + * A test to check whether the right values are written to gl_SampleMaskIn
> + * when ARB_post_depth_coverage and multisampling are enabled. Tests at
> + * 2, 4, 8, 16 sample rates.
> + */
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> +       config.supports_gl_compat_version = 43;
> +       config.supports_gl_core_version = 43;
> +       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"
> +       "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"
> +       "       atomicAdd(mask_output.data[index], bitCount(gl_SampleMaskIn[0]));\n"
> +       "       color = vec4(1.0, 0.0, 0.0, 1.0);\n"
> +       "}\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_extension("GL_ARB_post_depth_coverage");
> +
> +       glEnable(GL_DEPTH_TEST);
> +       glEnable(GL_STENCIL_TEST);
> +       glEnable(GL_MULTISAMPLE);
> +       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);
> +
> +               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] != samples[j]) {
> +                                               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;
> +}
> --
> 2.7.4
>
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