[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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