[Piglit] [PATCH] arb_fragment_shader_interlock: Test image load/store.

Nicolai Hähnle nhaehnle at gmail.com
Sun Apr 23 09:01:50 UTC 2017


On 19.04.2017 02:58, Plamena Manolova wrote:
> A test to check whether GL_ARB_fragment_shader_interlock operates as
> expected. This test simulates blending behaviour by using image loads/stores
> to a 3D texture. The bledning formula used is:

Type: blending


> result = current_alpha * current_color + (1 - current_alpha) * previous_color
> Multisampling is also enabled and tested at 2, 4, 8 and 16.
>
> Signed-off-by: Plamena Manolova <plamena.manolova at intel.com>
> ---
>  tests/all.py                                       |   5 +
>  tests/spec/CMakeLists.txt                          |   1 +
>  .../CMakeLists.gl.txt                              |  12 +
>  .../arb_fragment_shader_interlock/CMakeLists.txt   |   1 +
>  .../image-load-store.c                             | 298 +++++++++++++++++++++
>  5 files changed, 317 insertions(+)
>  create mode 100644 tests/spec/arb_fragment_shader_interlock/CMakeLists.gl.txt
>  create mode 100644 tests/spec/arb_fragment_shader_interlock/CMakeLists.txt
>  create mode 100644 tests/spec/arb_fragment_shader_interlock/image-load-store.c
>
> diff --git a/tests/all.py b/tests/all.py
> index a832ffb..1a28e62 100644
> --- a/tests/all.py
> +++ b/tests/all.py
> @@ -4803,6 +4803,11 @@ with profile.test_list.group_manager(
>      g(['arb_post_depth_coverage-sample-shading'])
>
>  with profile.test_list.group_manager(
> +        PiglitGLTest,
> +        grouptools.join('spec', 'arb_fragment_shader_interlock')) as g:
> +    g(['arb_fragment_shader_interlock-image-load-store'])
> +
> +with profile.test_list.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 5bdde84..5bfa76b 100644
> --- a/tests/spec/CMakeLists.txt
> +++ b/tests/spec/CMakeLists.txt
> @@ -160,3 +160,4 @@ add_subdirectory (arb_shader_texture_image_samples)
>  add_subdirectory (arb_texture_barrier)
>  add_subdirectory (intel_conservative_rasterization)
>  add_subdirectory (arb_post_depth_coverage)
> +add_subdirectory (arb_fragment_shader_interlock)
> diff --git a/tests/spec/arb_fragment_shader_interlock/CMakeLists.gl.txt b/tests/spec/arb_fragment_shader_interlock/CMakeLists.gl.txt
> new file mode 100644
> index 0000000..d8bb7da
> --- /dev/null
> +++ b/tests/spec/arb_fragment_shader_interlock/CMakeLists.gl.txt
> @@ -0,0 +1,12 @@
> +include_directories(
> +	${GLEXT_INCLUDE_DIR}
> +	${OPENGL_INCLUDE_PATH}
> +)
> +
> +link_libraries (
> +	piglitutil_${piglit_target_api}
> +	${OPENGL_gl_LIBRARY}
> +)
> +
> +piglit_add_executable (arb_fragment_shader_interlock-image-load-store
> +	image-load-store.c)
> diff --git a/tests/spec/arb_fragment_shader_interlock/CMakeLists.txt b/tests/spec/arb_fragment_shader_interlock/CMakeLists.txt
> new file mode 100644
> index 0000000..144a306
> --- /dev/null
> +++ b/tests/spec/arb_fragment_shader_interlock/CMakeLists.txt
> @@ -0,0 +1 @@
> +piglit_include_target_api()
> diff --git a/tests/spec/arb_fragment_shader_interlock/image-load-store.c b/tests/spec/arb_fragment_shader_interlock/image-load-store.c
> new file mode 100644
> index 0000000..2f4a7d0
> --- /dev/null
> +++ b/tests/spec/arb_fragment_shader_interlock/image-load-store.c
> @@ -0,0 +1,298 @@
> +/*
> + * 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 GL_ARB_fragment_shader_interlock operates as
> + * expected. This test simulates blending behaviour by using image loads/stores
> + * to a 3D texture. The bledning formula used is:

Typo: blending


> + * result = current_alpha * current_color + (1 - current_alpha) * previous_color
> + * Multisampling is also enabled and tested at 2, 4, 8 and 16.
> + */
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> +	config.supports_gl_compat_version = 42;
> +	config.supports_gl_core_version = 42;
> +	config.window_width = 100;
> +	config.window_height = 100;
> +	config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DEPTH |
> +		PIGLIT_GL_VISUAL_DOUBLE;
> +PIGLIT_GL_TEST_CONFIG_END
> +
> +static GLuint prog, vao, tex_frame, tex_blend, fbo;
> +
> +static GLuint
> +make_fbo(void)
> +{
> +	GLuint fbo;
> +	glGenFramebuffers(1, &fbo);
> +	glBindFramebuffer(GL_FRAMEBUFFER, fbo );
> +	glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex_frame);
> +	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
> +		GL_TEXTURE_2D_MULTISAMPLE, tex_frame, 0);
> +
> +	return fbo;
> +}
> +
> +static GLuint
> +make_shader_program(void)
> +{
> +	static const char *vs_text =
> +		"#version 430\n"
> +		"layout(location = 0) in vec4 pos_in;\n"
> +		"layout(location = 1) in vec4 col_in;\n"
> +		"smooth out vec4 col_vary;\n"
> +		"void main()\n"
> +		"{\n"
> +		"	gl_Position = pos_in;\n"
> +		"	col_vary = col_in;\n"
> +		"}\n";
> +
> +	static const char *fs_text =
> +		"#version 430\n"
> +		"#extension GL_ARB_fragment_shader_interlock: require\n"
> +		"layout(sample_interlock_ordered) in;\n"

Since the shader writes to per-pixel data, it needs to be 
pixel_interlock_ordered. Otherwise, there might be a race between shader 
invocations that affect the same pixel but disjoint sets of samples 
(i.e. along the seams between triangles).



> +		"layout(rgba32f, binding = 0) uniform image3D img_output;\n"
> +		"layout(location = 1) uniform int sample_rate;\n"
> +		"smooth in vec4 col_vary;\n"
> +		"out vec4 col_out;\n"
> +		"void main()\n"
> +		"{\n"
> +		"	vec4 result = vec4(0.0, 0.0, 0.0, 1.0);\n"
> +		"	ivec3 current_sample_coord = ivec3(gl_FragCoord.x, gl_FragCoord.y, gl_SampleID);\n"
> +		"	ivec3 result_coord = ivec3(gl_FragCoord.x, gl_FragCoord.y, sample_rate);\n"
> +		"	int i;\n"
> +		"	beginInvocationInterlockARB();\n"
> +		"	vec4 current_sample_color = imageLoad(img_output, current_sample_coord);\n"
> +		"	result.rgb += col_vary.a * col_vary.rgb + (1 - col_vary.a) * current_sample_color.rgb;\n"
> +		"	imageStore(img_output, current_sample_coord, result);\n"
> +		"\n"
> +		"	for (i = 0; i < sample_rate; i++) {\n"
> +		"		if (i != gl_SampleID) {\n"
> +		"			ivec3 sample_coord = ivec3(gl_FragCoord.x, gl_FragCoord.y, i);\n"
> +		"			vec4 sample_color = imageLoad(img_output, sample_coord);\n"
> +		"			result.rgb += sample_color.rgb;\n"
> +		"		}\n"
> +		"	}\n"
> +		"	result.rgb /= sample_rate;\n"
> +		"	imageStore(img_output, result_coord, result);\n"
> +		"	endInvocationInterlockARB();\n"
> +		"	col_out = result;\n"
> +		"}\n";
> +
> +	GLuint prog;
> +
> +	prog = piglit_build_simple_program(vs_text, fs_text);
> +	glUseProgram(prog);
> +
> +	glBindAttribLocation(prog, 0, "pos_in");
> +	glBindAttribLocation(prog, 1, "col_in");
> +
> +	glLinkProgram(prog);
> +
> +	if (!piglit_check_gl_error(GL_NO_ERROR)) {
> +		piglit_report_result(PIGLIT_FAIL);
> +	}
> +
> +	return prog;
> +}
> +
> +static GLuint
> +make_texture_buffer(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, tex);
> +
> +	return tex;
> +}
> +
> +static GLuint
> +make_texture_blend(void)
> +{
> +	GLuint tex;
> +
> +	glGenTextures(1, &tex);
> +	glActiveTexture(GL_TEXTURE0);
> +	glBindTexture(GL_TEXTURE_3D, tex);
> +	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
> +	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
> +	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
> +	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
> +	glBindImageTexture(0, tex, 0, GL_TRUE, 0, GL_READ_WRITE, GL_RGBA32F);
> +
> +	return tex;
> +}
> +
> +static GLuint
> +make_vao(void)
> +{
> +	static const float pos_col[18][6] = {
> +		{ -1.0, -1.0, 0.0, 1.0, 0.0, 0.25 },
> +		{  0.0, -1.0, 0.0, 1.0, 0.0, 0.25 },
> +		{  0.0,  1.0, 0.0, 1.0, 0.0, 0.25 },
> +		{  0.0,  1.0, 0.0, 1.0, 0.0, 0.25 },
> +		{ -1.0,  1.0, 0.0, 1.0, 0.0, 0.25 },
> +		{ -1.0, -1.0, 0.0, 1.0, 0.0, 0.25 },
> +		{ -1.0, -1.0, 1.0, 0.0, 0.0, 0.25 },
> +		{  1.0, -1.0, 1.0, 0.0, 0.0, 0.25 },
> +		{  1.0,  1.0, 1.0, 0.0, 0.0, 0.25 },
> +		{  1.0,  1.0, 1.0, 0.0, 0.0, 0.25 },
> +		{ -1.0,  1.0, 1.0, 0.0, 0.0, 0.25 },
> +		{ -1.0, -1.0, 1.0, 0.0, 0.0, 0.25 },
> +		{ -1.0, -1.0, 0.0, 0.0, 1.0, 0.25 },
> +		{  1.0, -1.0, 0.0, 0.0, 1.0, 0.25 },
> +		{  1.0,  1.0, 0.0, 0.0, 1.0, 0.25 },
> +		{  1.0,  1.0, 0.0, 0.0, 1.0, 0.25 },
> +		{ -1.0,  1.0, 0.0, 0.0, 1.0, 0.25 },
> +		{ -1.0, -1.0, 0.0, 0.0, 1.0, 0.25 }
> +	};
> +
> +	const int stride = sizeof(pos_col[0]);
> +	GLuint vbo, vao;
> +
> +	glGenVertexArrays(1, &vao);
> +	glBindVertexArray(vao);
> +
> +	glGenBuffers(1, &vbo);
> +	glBindBuffer(GL_ARRAY_BUFFER, vbo);
> +	glBufferData(GL_ARRAY_BUFFER, sizeof(pos_col), pos_col, GL_STATIC_DRAW);
> +
> +	glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, stride, (void *) 0);
> +	glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, stride,
> +		(void *)(sizeof(float) * 2));
> +
> +	glEnableVertexAttribArray(0);
> +	glEnableVertexAttribArray(1);
> +
> +	if (!piglit_check_gl_error(GL_NO_ERROR)) {
> +		piglit_report_result(PIGLIT_FAIL);
> +	}
> +
> +	return vao;
> +}
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> +	piglit_require_extension("GL_ARB_fragment_shader_interlock");
> +
> +	glEnable(GL_MULTISAMPLE);
> +	glDisable(GL_CULL_FACE);
> +	glClearColor(0.0, 0.0, 0.0, 1.0);
> +
> +	prog = make_shader_program();
> +	vao = make_vao();
> +	tex_frame = make_texture_buffer();
> +	fbo = make_fbo();
> +	tex_blend = make_texture_blend();
> +}
> +
> +enum piglit_result
> +piglit_display(void)
> +{
> +	int samples[4] = { 2, 4, 8, 16 };
> +	bool pass = true;
> +	uint i, j, k, l;
> +	uint result1[4] = { 47, 35, 63, 255 };
> +	uint result2[4] = { 47, 0, 63, 255 };
> +
> +	glViewport(0, 0, piglit_width, piglit_height);
> +
> +	for (i = 0; i < 4; i++) {
> +		GLfloat *tex_data = calloc(piglit_width * piglit_height *
> +			(samples[i] + 1) * 4, sizeof(GLfloat));
> +
> +		glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA32F, piglit_width, piglit_height,
> +			samples[i] + 1, 0, GL_RGBA, GL_FLOAT, tex_data);

Iterations should be skipped when the given number of samples is not 
supported.


> +
> +		glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
> +		glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex_frame);
> +		glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples[i],
> +			GL_RGBA8, piglit_width, piglit_height, false);
> +		glUniform1i(1, samples[i]);
> +
> +		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT |
> +			GL_STENCIL_BUFFER_BIT);
> +
> +		glUseProgram(prog);
> +		glDrawArrays(GL_TRIANGLES, 0, 18);
> +
> +		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);

Maybe add piglit_check_gl_error?

Cheers,
Nicolai


> +		piglit_present_results();
> +
> +		glGetTexImage(GL_TEXTURE_3D, 0, GL_RGBA, GL_FLOAT, tex_data);
> +		for (j = 0; j < samples[i] + 1; j++) {
> +			for (k = 0; k < piglit_height; k++) {
> +				for (l = 0; l < piglit_width; l++) {
> +					uint m = ((piglit_width * piglit_height * j) +
> +						(k * piglit_width) + l) * 4;
> +					uint r = fabs(tex_data[m]) * 255;
> +					uint g = fabs(tex_data[m + 1]) * 255;
> +					uint b = fabs(tex_data[m + 2]) * 255;
> +					uint a = fabs(tex_data[m + 3]) * 255;
> +
> +					if ((l < piglit_width / 2) && (r != result1[0] ||
> +						  g != result1[1] || b != result1[2] || a != result1[3])) {
> +						printf("observed %u %u %u     %u %u %u %u\n", j, k, l, r,
> +							g, b, a);
> +						printf("expected %u %u %u     %u %u %u %u\n", j, k, l,
> +						result1[0], result1[1], result1[2], result1[3]);
> +						pass = false;
> +						break;
> +					}
> +
> +					if ((l > piglit_width / 2) && (r != result2[0] ||
> +						  g != result2[1] || b != result2[2] || a != result2[3])) {
> +						printf("observed %u %u %u     %u %u %u %u\n", j, k, l, r,
> +							g, b, a);
> +						printf("expected %u %u %u     %u %u %u %u\n", j, k, l,
> +							result1[0], result1[1], result1[2], result1[3]);
> +						pass = false;
> +						break;
> +					}
> +				}
> +				if (!pass)
> +					break;
> +			}
> +			if (!pass)
> +				break;
> +		}
> +
> +		free(tex_data);
> +		pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
> +		if (!pass)
> +			break;
> +	}
> +
> +	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}
>


-- 
Lerne, wie die Welt wirklich ist,
Aber vergiss niemals, wie sie sein sollte.


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