[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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