[Piglit] [PATCH] arb_fragment_shader_interlock: Test image load/store.
Manolova, Plamena
plamena.manolova at intel.com
Tue Apr 25 17:13:15 UTC 2017
Ah I see what you mean now, thank you for taking the time to explain, I'll
make that change :)
Thanks,
Pam
On Mon, Apr 24, 2017 at 11:30 PM, Nicolai Hähnle <nhaehnle at gmail.com> wrote:
> 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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