[Piglit] [PATCH] arb_fragment_shader_interlock: Test image load/store.
Manolova, Plamena
plamena.manolova at intel.com
Mon Apr 24 21:04:37 UTC 2017
Thank you for reviewing Nicolai!
On Sun, Apr 23, 2017 at 2:01 AM, Nicolai Hähnle <nhaehnle at gmail.com> wrote:
> 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).
>
>
Actually this test cares only about the data written to image3D
img_output which stores data on a per-sample basis (with the z coordinate
being the sample number), so we actually want sample_interlock_ordered.
>
> + "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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