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

Nicolai Hähnle nhaehnle at gmail.com
Tue Apr 25 06:30:24 UTC 2017


Hi Plamena,

On 24.04.2017 23:04, Manolova, Plamena wrote:
[snip]
>         +       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.

The last plane/slice of img_output contains the per-pixel average over 
all samples.

So I'm concerned about the following scenario of two invocations 
operating on different samples of the same pixel and interleaving as 
follows:

Invocation 1                       Invocation 2
------------                       ------------
Write current-sample data
Read and average all samples
                                    Write current-sample data
                                    Read and average all samples
                                    Write per-pixel data
Write per-pixel data

Invocation 1 will produce the final per-pixel data, but won't take into 
account the per-sample data written by Invocation 2. This particular 
issue is fixed by using any of the pixel_interlock_* modes.

Thanks,
Nicolai


>
>
>
>         +               "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.
>
>


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


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