[Piglit] [PATCH] arb_texture_multisample: stress test of very large textures (v3)
Brian Paul
brianp at vmware.com
Sun Dec 24 22:41:38 UTC 2017
Create the largest possible 2D GL_RGBA_32F multisampled texture, load it
with known values the read it back and see if the values match up.
The --array option runs the test with a 2D texture array instead of an
MSAA texture. There are other options to specify texture size, number of
samples, fp16 and a texel value scale.
Fails with NVIDIA's driver. See code comments.
Note: The entry in all.py limits the texture size to 512x512 so it runs
in a reasonable amount of time. Ideally, the texture size should be set
in quick.py instead but I've been unable to make that work.
v2:
* Fix a few code issues raised by Fabian Bieler, fix all.py, quick.py code.
* Update comments about NVIDIA driver, per Roland.
v3:
* remove config.khr_no_error_support line.
---
tests/all.py | 8 +
tests/quick.py | 17 +
.../spec/arb_texture_multisample/CMakeLists.gl.txt | 1 +
.../arb_texture_multisample/large-float-texture.c | 727 +++++++++++++++++++++
4 files changed, 753 insertions(+)
create mode 100644 tests/spec/arb_texture_multisample/large-float-texture.c
diff --git a/tests/all.py b/tests/all.py
index 5d90e8f..d55cca9 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -1651,6 +1651,14 @@ with profile.test_list.group_manager(
# Group ARB_texture_multisample
with profile.test_list.group_manager(
PiglitGLTest, grouptools.join('spec', 'ARB_texture_multisample')) as g:
+ g(['arb_texture_multisample-large-float-texture'], 'large-float-texture',
+ run_concurrent=False)
+ g(['arb_texture_multisample-large-float-texture', '--array'],
+ 'large-float-texture-array', run_concurrent=False)
+ g(['arb_texture_multisample-large-float-texture', '--fp16'],
+ 'large-float-texture-fp16', run_concurrent=False)
+ g(['arb_texture_multisample-large-float-texture', '--array', '--fp16'],
+ 'large-float-texture-array-fp16', run_concurrent=False)
g(['arb_texture_multisample-minmax'])
g(['texelFetch', 'fs', 'sampler2DMS', '4', '1x71-501x71'])
g(['texelFetch', 'fs', 'sampler2DMS', '4', '1x130-501x130'])
diff --git a/tests/quick.py b/tests/quick.py
index 1a7d674..53774e4 100644
--- a/tests/quick.py
+++ b/tests/quick.py
@@ -68,6 +68,23 @@ with profile.test_list.group_manager(
with profile.test_list.allow_reassignment:
g(['ext_texture_env_combine-combine', '--quick'], 'texture-env-combine')
+# Limit texture size to 512x512 for some texture_multisample tests.
+# The default (max supported size) can be pretty slow.
+with profile.test_list.group_manager(
+ PiglitGLTest,
+ grouptools.join('spec', 'ARB_texture_multisample')) as g:
+ with profile.test_list.allow_reassignment:
+ size_arg = ['--texsize', '512']
+ g(['arb_texture_multisample-large-float-texture'] + size_arg,
+ 'large-float-texture', run_concurrent=False)
+ g(['arb_texture_multisample-large-float-texture', '--array'] +
+ size_arg, 'large-float-texture-array', run_concurrent=False)
+ g(['arb_texture_multisample-large-float-texture', '--fp16'] +
+ size_arg, 'large-float-texture-fp16', run_concurrent=False)
+ g(['arb_texture_multisample-large-float-texture', '--array',
+ '--fp16'] + size_arg,
+ 'large-float-texture-array-fp16', run_concurrent=False)
+
# These take too long
profile.filters.append(lambda n, _: '-explosion' not in n)
profile.filters.append(FilterVsIn())
diff --git a/tests/spec/arb_texture_multisample/CMakeLists.gl.txt b/tests/spec/arb_texture_multisample/CMakeLists.gl.txt
index a347143..31965c4 100644
--- a/tests/spec/arb_texture_multisample/CMakeLists.gl.txt
+++ b/tests/spec/arb_texture_multisample/CMakeLists.gl.txt
@@ -9,6 +9,7 @@ link_libraries (
${OPENGL_gl_LIBRARY}
)
+piglit_add_executable (arb_texture_multisample-large-float-texture large-float-texture.c)
piglit_add_executable (arb_texture_multisample-minmax minmax.c)
piglit_add_executable (arb_texture_multisample-errors errors.c)
piglit_add_executable (arb_texture_multisample-fb-completeness fb-completeness.c)
diff --git a/tests/spec/arb_texture_multisample/large-float-texture.c b/tests/spec/arb_texture_multisample/large-float-texture.c
new file mode 100644
index 0000000..2e05a6e
--- /dev/null
+++ b/tests/spec/arb_texture_multisample/large-float-texture.c
@@ -0,0 +1,727 @@
+/*
+ * Copyright (c) 2017 VMware, Inc.
+ *
+ * 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.
+ */
+
+/** @file large-float-texture.c
+ *
+ * Test large MSAA float textures. In particular, create/load a multisample
+ * texture then read it back and compare returned values.
+ * Also support array textures instead of MSAA as a sanity check / debug
+ * option.
+ *
+ * Some drivers/GPUs may fail this test. NVIDIA, for example, appears to
+ * only store the MSAA coverage info, not the sample colors, for samples
+ * beyond the 8th sample. We may tune the way this test operates over time
+ * to be more useful. Maybe we should test all MSAA samples/pixels (2x,
+ * 4x, 8x, etc).
+ *
+ * See code for command line arguments.
+ */
+
+#include "piglit-util-gl.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+ config.supports_gl_compat_version = 30;
+ config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
+PIGLIT_GL_TEST_CONFIG_END
+
+
+static bool verbose = false;
+
+
+/**
+ * Try to create a GL_RGBA32F/16F texture of the given size, samples.
+ * Return 0 if failure.
+ */
+static GLuint
+create_texture(GLenum target, GLenum intFormat,
+ GLsizei width, GLsizei height, GLuint numSamples)
+{
+ GLuint tex;
+
+ assert(intFormat == GL_RGBA32F || intFormat == GL_RGBA16F);
+
+ if (verbose) {
+ printf("Trying %d x %d %d samples/layers\n",
+ width, height, numSamples);
+ }
+
+ glGenTextures(1, &tex);
+ glBindTexture(target, tex);
+ if (target == GL_TEXTURE_2D_MULTISAMPLE) {
+ glTexImage2DMultisample(target,
+ numSamples, intFormat, width, height,
+ GL_FALSE); /* fixedsamplelocations */
+ }
+ else {
+ /* instead of samples per pixel, use 'samples' layers */
+ assert(target == GL_TEXTURE_2D_ARRAY);
+ glTexStorage3D(target, 1, intFormat, width, height,
+ numSamples);
+ }
+
+ if (glGetError() != GL_NO_ERROR) {
+ /* some error */
+ glDeleteTextures(1, &tex);
+ tex = 0;
+ }
+
+ return tex;
+}
+
+
+/**
+ * Find the max working texture size.
+ */
+static GLuint
+create_texture_max_size(GLenum target, GLenum intFormat,
+ GLsizei *width, GLsizei *height,
+ GLuint numSamples)
+{
+ GLint w, h;
+ GLuint tex = 0;
+
+ w = *width;
+ h = *height;
+ while (w >= 1 && h >= 1) {
+ tex = create_texture(target, intFormat, w, h, numSamples);
+ if (tex) {
+ /* done! */
+ *width = w;
+ *height = h;
+ break;
+ }
+ /* try smaller size */
+ if (h >= w) {
+ h /= 2;
+ }
+ else {
+ w /= 2;
+ }
+ }
+
+ return tex;
+}
+
+
+/**
+ * Create an FBO which wraps the given texture.
+ */
+static GLuint
+create_fbo(GLuint tex, GLenum texTarget)
+{
+ GLuint fbo;
+
+ assert(texTarget == GL_TEXTURE_2D_MULTISAMPLE ||
+ texTarget == GL_TEXTURE_2D_ARRAY ||
+ texTarget == GL_TEXTURE_2D);
+
+ glGenFramebuffers(1, &fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ if (texTarget == GL_TEXTURE_2D_MULTISAMPLE ||
+ texTarget == GL_TEXTURE_2D) {
+ glFramebufferTexture2D(GL_FRAMEBUFFER,
+ GL_COLOR_ATTACHMENT0,
+ texTarget, tex, 0); /* 0=level */
+ }
+ else {
+ assert(texTarget == GL_TEXTURE_2D_ARRAY);
+ glFramebufferTextureLayer(GL_FRAMEBUFFER,
+ GL_COLOR_ATTACHMENT0,
+ tex, 0, 0);
+ }
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ if (verbose) {
+ printf("Failed to create FBO! (status = %s)\n",
+ piglit_get_gl_enum_name(status));
+ }
+ glDeleteFramebuffers(1, &fbo);
+ fbo = 0;
+ }
+
+ return fbo;
+}
+
+
+/**
+ * Load the GL_RGBA32F/16F MSAA (or array) texture with known values.
+ * The color components are basically:
+ * x = texcoord in [0, 1] (this can get fuzzy for large texture widths)
+ * y = fragcoord.y MOD 16 in [0, 15]
+ * z = -curSample in [-(numSamples-1), 0]
+ * w = curSample in [0, numSamples-1]
+ */
+static void
+load_texture_image(GLenum target, GLuint fbo, GLuint tex,
+ GLsizei width, GLsizei height, GLuint numSamples,
+ GLfloat valueScale)
+{
+ static const char *vs_text =
+ "#version 130\n"
+ "out vec4 texcoord;\n"
+ "void main() {\n"
+ " texcoord = gl_MultiTexCoord0;\n"
+ " gl_Position = gl_Vertex;\n"
+ "}\n";
+ static const char *fs_text =
+ "#version 130\n"
+ "out vec4 color;\n"
+ "in vec4 texcoord;\n"
+ "uniform int curSample;\n"
+ "uniform float valueScale;\n"
+ "void main() {\n"
+ " float x = texcoord.x; \n"
+ " float y = float(int(gl_FragCoord.y) % 16) / 16.0; \n"
+ " float z = -curSample; \n"
+ " float w = curSample; \n"
+ " color = valueScale * vec4(x, y, z, w); \n"
+ "}\n";
+
+ GLuint prog;
+
+ prog = piglit_build_simple_program(vs_text, fs_text);
+
+ assert(prog);
+ assert(numSamples <= 32);
+
+ glUseProgram(prog);
+
+ GLint curSampleUniform = glGetUniformLocation(prog, "curSample");
+ assert(curSampleUniform >= 0);
+
+ GLint valueScaleUniform = glGetUniformLocation(prog, "valueScale");
+ glUniform1f(valueScaleUniform, valueScale);
+
+ if (target == GL_TEXTURE_2D_MULTISAMPLE) {
+ glEnable(GL_SAMPLE_MASK);
+ glEnable(GL_MULTISAMPLE);
+ }
+
+ GLint samp;
+ for (samp = 0; samp < numSamples; samp++) {
+ if (verbose) {
+ printf("Render sample/layer %d\n", samp);
+ }
+
+ glUniform1i(curSampleUniform, samp);
+
+ /* choose sample or layer to write to */
+ if (target == GL_TEXTURE_2D_MULTISAMPLE) {
+ glSampleMaski(0, 1u << samp);
+ }
+ else {
+ assert(target == GL_TEXTURE_2D_ARRAY);
+ glFramebufferTextureLayer(GL_FRAMEBUFFER,
+ GL_COLOR_ATTACHMENT0,
+ tex, 0, samp);
+ }
+
+ /* Full framebuffer rect */
+ piglit_draw_rect_tex(-1, -1, 2, 2,
+ 0, 0, 1, 1);
+ }
+
+ if (target == GL_TEXTURE_2D_MULTISAMPLE) {
+ glDisable(GL_SAMPLE_MASK);
+ glDisable(GL_MULTISAMPLE);
+ }
+
+ glDeleteProgram(prog);
+}
+
+
+/**
+ * Create simple 2D, GL_RGBA32F texture of given size.
+ */
+static GLuint
+create_float4_tex(GLsizei width, GLsizei height)
+{
+ GLuint tex;
+
+ glGenTextures(1, &tex);
+ glBindTexture(GL_TEXTURE_2D, tex);
+ glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32F, width, height);
+
+ if (glGetError() != GL_NO_ERROR) {
+ glDeleteTextures(1, &tex);
+ tex = 0;
+ }
+ return tex;
+}
+
+
+/**
+ * Create the shader program needed for extracting texels from an
+ * MSAA (or array) texture.
+ */
+static GLuint
+create_readback_program(GLenum target)
+{
+ static const char *fs_text_msaa =
+ "#version 130\n"
+ "#extension GL_ARB_texture_multisample : enable\n"
+ "out vec4 color;\n"
+ "uniform sampler2DMS tex;\n"
+ "uniform int sample;\n"
+ "void main() {\n"
+ " ivec2 coord = ivec2(gl_FragCoord.xy);\n"
+ " color = texelFetch(tex, coord, sample);\n"
+ "}\n";
+
+ static const char *fs_text_array =
+ "#version 130\n"
+ "out vec4 color;\n"
+ "uniform sampler2DArray tex;\n"
+ "uniform int sample;\n"
+ "void main() {\n"
+ " ivec2 coord = ivec2(gl_FragCoord.xy);\n"
+ " color = texelFetch(tex, ivec3(coord, sample), 0);\n"
+ "}\n";
+
+ const char *fs_text = target == GL_TEXTURE_2D_MULTISAMPLE ?
+ fs_text_msaa : fs_text_array;
+
+ GLuint prog = piglit_build_simple_program(NULL, fs_text);
+
+ assert(prog);
+
+ return prog;
+}
+
+/**
+ * Extract a slice or per-sample image from the src_tex.
+ */
+static void
+extract_texture_image(GLuint readbackProg,
+ GLuint src_tex, GLsizei width, GLsizei height,
+ GLuint sample)
+{
+ glUseProgram(readbackProg);
+
+ GLint texUniform = glGetUniformLocation(readbackProg, "tex");
+ GLint sampleUniform = glGetUniformLocation(readbackProg, "sample");
+
+ /* Create texture to put results into, and wrap it in an FBO.
+ * The shader will extract the sample from the MSAA texture (or
+ * array layer) and write the results into a destination texture/FBO.
+ */
+ GLuint dst_tex = create_float4_tex(width, height);
+ GLuint dst_fbo = create_fbo(dst_tex, GL_TEXTURE_2D);
+
+ glUniform1i(texUniform, 0); // unit 0
+ glUniform1i(sampleUniform, sample);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, dst_fbo);
+
+ piglit_draw_rect_tex(-1, -1, 2, 2,
+ 0, 0, 1, 1);
+
+ glBindTexture(GL_TEXTURE_2D, dst_tex);
+
+ /* Now, the extracted image is available both as dst_tex
+ * and as the current FBO.
+ */
+}
+
+
+/**
+ * Test if two float[4] values are nearly equal.
+ */
+static bool
+nearly_equal(const GLfloat x[4], const GLfloat y[4])
+{
+ /* XXX this tolerance was chosen emperically */
+ const float maxRelDiff = 0.0005;
+ int i;
+ for (i = 0; i < 4; i++) {
+ float diff = x[i] - y[i];
+ float ax = fabsf(x[i]), ay = fabsf(y[i]);
+ if (diff > MAX2(ax, ay) * maxRelDiff) {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+
+/**
+ * To record +/- max difference between expected and rendered results.
+ */
+struct error_info
+{
+ float min_error[4], max_error[4];
+ float avg_error[4];
+ unsigned num_fail;
+};
+
+
+static void
+init_error_info(struct error_info *err)
+{
+ int i;
+ for (i = 0; i < 4; i++) {
+ err->min_error[i] = 1e20;
+ err->max_error[i] = -1e20;
+ err->avg_error[i] = 0.0;
+ }
+ err->num_fail = 0;
+}
+
+
+static bool
+nonzero(const float a[4])
+{
+ return a[0] != 0.0 ||a[1] != 0.0 ||a[2] != 0.0 ||a[3] != 0.0;
+}
+
+
+static void
+finish_and_print_error_info(struct error_info *err,
+ GLsizei width, GLsizei height)
+{
+ int i;
+ for (i = 0; i < 4; i++) {
+ err->avg_error[i] /= width * height;
+ }
+ if (verbose ||
+ nonzero(err->min_error) ||
+ nonzero(err->max_error) ||
+ nonzero(err->avg_error)) {
+ printf("Min error: %g %g %g %g\n",
+ err->min_error[0], err->min_error[1],
+ err->min_error[2], err->min_error[3]);
+ printf("Max error: %g %g %g %g\n",
+ err->max_error[0], err->max_error[1],
+ err->max_error[2], err->max_error[3]);
+ printf("Avg error: %g %g %g %g\n",
+ err->avg_error[0], err->avg_error[1],
+ err->avg_error[2], err->avg_error[3]);
+ printf("num_fail: %u\n", err->num_fail);
+ }
+}
+
+
+static void
+update_error_info(struct error_info *err,
+ const GLfloat a[4], const GLfloat b[4])
+{
+ bool fail = false;
+ int i;
+
+ for (i = 0; i < 4; i++) {
+ float delta = a[i] - b[i];
+ err->min_error[i] = MIN2(err->min_error[i], delta);
+ err->max_error[i] = MAX2(err->max_error[i], delta);
+
+ err->avg_error[i] += fabsf(delta);
+
+ if (delta != 0.0f) {
+ fail = true;
+ }
+ }
+
+ err->num_fail += (unsigned) fail;
+}
+
+
+static unsigned
+texel_size(GLenum intFormat)
+{
+ switch (intFormat) {
+ case GL_RGBA16F:
+ return 4 * sizeof(GLhalf);
+ case GL_RGBA32F:
+ return 4 * sizeof(GLfloat);
+ default:
+ assert(!"Unexpected texture format");
+ }
+}
+
+
+/**
+ * Read back all texture samples, compare to reference.
+ */
+static bool
+validate_texture_image(GLenum target,
+ GLenum intFormat,
+ GLuint readbackProg,
+ GLuint src_tex,
+ GLsizei width, GLsizei height, GLuint numSamples,
+ GLfloat valueScale)
+{
+ /*
+ * Note: this is a little more complicated than just mallocing
+ * a buffer of size width * height * numSamples * texelSize
+ * because we could easily exceed 4GB. So, we read back the image
+ * in stripes no larger than 512MB.
+ */
+ const size_t buffer_size = 512 * 1024 * 1024; // 512 MB
+ GLfloat *buffer = malloc(buffer_size);
+ assert(buffer);
+
+ const int bytesPerRow = width * numSamples * texel_size(intFormat);
+ const int stripeHeight = MIN2(buffer_size / bytesPerRow, height);
+
+ bool pass = true;
+ float fwidth = (float) width;
+ GLuint samp;
+
+ glBindTexture(target, src_tex);
+
+ for (samp = 0; samp < numSamples; samp++) {
+ struct error_info err;
+
+ init_error_info(&err);
+
+ if (verbose) {
+ printf("Checking sample/layer %d\n", samp);
+ }
+
+ extract_texture_image(readbackProg, src_tex,
+ width, height, samp);
+
+ GLint i, j, numFail = 0;
+
+ for (j = 0; j < height; j++) {
+
+ if (j % stripeHeight == 0) {
+ /* read a stripe */
+ if (height == stripeHeight) {
+ /* get whole texture with GetTexImage */
+ glGetTexImage(GL_TEXTURE_2D, 0,
+ GL_RGBA, GL_FLOAT,
+ buffer);
+ }
+ else {
+ /* use glReadPixels to get a stripe */
+ glReadPixels(0, j, width, stripeHeight,
+ GL_RGBA, GL_FLOAT, buffer);
+ }
+ }
+
+ for (i = 0; i < width; i++) {
+ int row = j % stripeHeight;
+ const GLfloat *texel =
+ buffer + (width * row + i) * 4;
+ GLfloat expected[4];
+
+ /* [0] is texcoord at center of fragment */
+ expected[0] = i / fwidth + (0.5f / fwidth);
+ /* [1] is fragcoord.y MOD 16 / 16.0 */
+ expected[1] = (j % 16) / 16.0;
+ expected[2] = -1.0 * samp;
+ expected[3] = samp;
+
+ expected[0] *= valueScale;
+ expected[1] *= valueScale;
+ expected[2] *= valueScale;
+ expected[3] *= valueScale;
+
+ update_error_info(&err, texel, expected);
+
+ if (!nearly_equal(texel, expected)) {
+ printf("Fail at %d, %d:\n", i, j);
+ printf(" Expected %g, %g, %g, %g\n",
+ expected[0], expected[1],
+ expected[2], expected[3]);
+ printf(" Found %g, %g, %g, %g\n",
+ texel[0], texel[1],
+ texel[2], texel[3]);
+ pass = false;
+ numFail++;
+ if (numFail >= 5) {
+ goto end;
+ }
+ }
+ }
+ }
+ finish_and_print_error_info(&err, width, height);
+ }
+
+end:
+ free(buffer);
+
+ return pass;
+}
+
+
+void
+piglit_init(int argc, char **argv)
+{
+ GLenum target = GL_TEXTURE_2D_MULTISAMPLE;
+ GLenum intFormat = GL_RGBA32F;
+ GLint samples = -1; /* or array slices */
+ GLint maxSize = -1;
+ GLsizei width = -1, height = -1;
+ GLfloat valueScale = 1.0;
+ int i;
+
+ for (i = 1; i < argc; i++) {
+ if (strcmp(argv[i], "--array") == 0) {
+ target = GL_TEXTURE_2D_ARRAY;
+ }
+ else if (strcmp(argv[i], "--samples") == 0) {
+ i++;
+ samples = atoi(argv[i]);
+ assert(samples > 0);
+ }
+ else if (strcmp(argv[i], "--texsize") == 0) {
+ i++;
+ maxSize = atoi(argv[i]);
+ assert(maxSize > 0);
+ }
+ else if (strcmp(argv[i], "--width") == 0) {
+ i++;
+ width = atoi(argv[i]);
+ assert(width > 0);
+ }
+ else if (strcmp(argv[i], "--height") == 0) {
+ i++;
+ height = atoi(argv[i]);
+ assert(height > 0);
+ }
+ else if (strcmp(argv[i], "--scale") == 0) {
+ i++;
+ valueScale = atof(argv[i]);
+ assert(valueScale > 0.0);
+ }
+ else if (strcmp(argv[i], "--fp16") == 0) {
+ intFormat = GL_RGBA16F;
+ }
+ else if (strcmp(argv[i], "--verbose") == 0) {
+ verbose = true;
+ }
+ else {
+ printf("Unknown option %s\n", argv[i]);
+ piglit_report_result(PIGLIT_FAIL);
+ }
+ }
+
+ piglit_require_extension("GL_ARB_texture_float");
+ piglit_require_extension("GL_ARB_texture_multisample");
+ piglit_require_GLSL_version(130);
+
+ if (maxSize == -1) {
+ glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxSize);
+ }
+
+ if (samples == -1) {
+ if (target == GL_TEXTURE_2D_MULTISAMPLE) {
+ glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &samples);
+ }
+ else {
+ samples = 16; /* 16 texture array layers */
+ }
+ }
+
+ GLuint tex, fbo = 0;
+
+ if (width == -1 || height == -1) {
+ width = height = maxSize;
+ }
+
+ while (width > 1 && height > 1) {
+ tex = create_texture_max_size(target, intFormat,
+ &width, &height, samples);
+
+ if (!tex) {
+ printf("Failed to create MSAA texture\n");
+ piglit_report_result(PIGLIT_FAIL);
+ }
+
+ fbo = create_fbo(tex, target);
+ if (!fbo) {
+ /* texture creation worked, but FBO failed.
+ * Try smaller texture.
+ */
+ glDeleteTextures(1, &tex);
+ if (height >= width) {
+ height /= 2;
+ }
+ else {
+ width /= 2;
+ }
+ }
+ else {
+ break;
+ }
+ }
+
+ if (!fbo) {
+ printf("Failed to create FBO\n");
+ piglit_report_result(PIGLIT_SKIP);
+ }
+
+ GLint64 mbytes = (GLint64) width * height * samples
+ * texel_size(intFormat) / (1024 * 1024);
+
+ const char *formatName = piglit_get_gl_enum_name(intFormat);
+ if (target == GL_TEXTURE_2D_ARRAY) {
+ printf("Created %d x %d %d-layer %s texture/FBO"
+ " (%lld MB)\n",
+ width, height, samples, formatName,
+ (long long int) mbytes);
+ }
+ else {
+ printf("Created %d x %d %d-sample MSAA %s texture/FBO"
+ " (%lld MB)\n",
+ width, height, samples, formatName,
+ (long long int) mbytes);
+ }
+
+ GLuint readbackProg = create_readback_program(target);
+
+ glViewport(0, 0, width, height);
+ glClampColor(GL_CLAMP_READ_COLOR, GL_FALSE);
+ glClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
+
+ if (verbose) {
+ printf("Loading...\n");
+ }
+
+ load_texture_image(target, fbo, tex, width, height,
+ samples, valueScale);
+
+ if (verbose) {
+ printf("Validating...\n");
+ }
+
+ bool pass = validate_texture_image(target, intFormat, readbackProg, tex,
+ width, height, samples, valueScale);
+
+ if (!piglit_check_gl_error(GL_NO_ERROR)) {
+ pass = false;
+ }
+
+ piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL);
+}
+
+
+enum piglit_result
+piglit_display(void)
+{
+ /* should never get here */
+ return PIGLIT_FAIL;
+}
--
1.9.1
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