[Piglit] [PATCH 3/3] arb_post_depth_coverage-sample-shading: Test sample shading.
Plamena Manolova
plamena.manolova at intel.com
Thu Feb 2 14:36:32 UTC 2017
A multisampling test with sample shading enabled to check
whether the values written to gl_SampleMaskIn are still correct
after enabling the ARB_post_depth_coverage extension.
Signed-off-by: Plamena Manolova <plamena.manolova at intel.com>
---
tests/all.py | 1 +
.../spec/arb_post_depth_coverage/CMakeLists.gl.txt | 1 +
.../spec/arb_post_depth_coverage/sample-shading.c | 317 +++++++++++++++++++++
3 files changed, 319 insertions(+)
create mode 100644 tests/spec/arb_post_depth_coverage/sample-shading.c
diff --git a/tests/all.py b/tests/all.py
index 95aa952..2176739 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -4769,6 +4769,7 @@ with profile.test_list.group_manager(
grouptools.join('spec', 'arb_post_depth_coverage')) as g:
g(['arb_post_depth_coverage-basic'])
g(['arb_post_depth_coverage-multisampling'])
+ g(['arb_post_depth_coverage-sample-shading'])
with profile.test_list.group_manager(
PiglitGLTest,
diff --git a/tests/spec/arb_post_depth_coverage/CMakeLists.gl.txt b/tests/spec/arb_post_depth_coverage/CMakeLists.gl.txt
index 9c1e826..67f0c47 100644
--- a/tests/spec/arb_post_depth_coverage/CMakeLists.gl.txt
+++ b/tests/spec/arb_post_depth_coverage/CMakeLists.gl.txt
@@ -10,3 +10,4 @@ link_libraries (
piglit_add_executable (arb_post_depth_coverage-basic basic.c)
piglit_add_executable (arb_post_depth_coverage-multisampling multisampling.c)
+piglit_add_executable (arb_post_depth_coverage-sample-shading sample-shading.c)
diff --git a/tests/spec/arb_post_depth_coverage/sample-shading.c b/tests/spec/arb_post_depth_coverage/sample-shading.c
new file mode 100644
index 0000000..891e7bc
--- /dev/null
+++ b/tests/spec/arb_post_depth_coverage/sample-shading.c
@@ -0,0 +1,317 @@
+/*
+ * 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.
+ */
+
+/*
+ * A test to check whether the right values are written to gl_SampleMaskIn
+ * when ARB_post_depth_coverage, sample shading and multisampling are enabled.
+ * Tests at 2, 4, 8, 16 sample rates.
+ */
+
+#include "piglit-util-gl.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+ config.supports_gl_compat_version = 43;
+ config.supports_gl_core_version = 43;
+ config.window_width = 160;
+ config.window_height = 160;
+ config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DEPTH |
+ PIGLIT_GL_VISUAL_DOUBLE;
+PIGLIT_GL_TEST_CONFIG_END
+
+static GLuint prog1, prog2, vao, ssbo, tex_color, tex_depth, fbo;
+static GLint *sample_mask;
+
+static const char *vs_text =
+ "#version 430\n"
+ "in vec4 pos_in;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = pos_in;\n"
+ "}\n";
+
+static const char *fs_text1 =
+ "#version 430\n"
+ "out vec4 color;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragDepth = 0.5f;\n"
+ " color = vec4(0.0, 1.0, 0.0, 1.0);\n"
+ "}\n";
+
+static const char *fs_text2 =
+ "#version 430\n"
+ "#extension GL_ARB_post_depth_coverage: enable\n"
+ "out vec4 color;\n"
+ "layout(early_fragment_tests) in;\n"
+ "layout(post_depth_coverage) in;\n"
+ "layout(std430, binding = 0) buffer MaskOutput {\n"
+ " int data[];\n"
+ "} mask_output;\n"
+ "layout(location = 1) uniform int width;\n"
+ "layout(location = 2) uniform int samples;\n"
+ "void main()\n"
+ "{\n"
+ " int index = int(gl_FragCoord.y) * width + int(gl_FragCoord.x);\n"
+ " if (gl_SampleMaskIn[0] == (1 << gl_SampleID)) {\n"
+ " mask_output.data[index] = 1;\n"
+ " } else {\n"
+ " mask_output.data[index] = 0;\n"
+ " }\n"
+ " color = vec4(1.0, 0.0, 0.0, 1.0);\n"
+ "}\n";
+
+static GLuint
+make_shader_program1(void)
+{
+ GLuint prog;
+
+ prog = piglit_build_simple_program(vs_text, fs_text1);
+ glUseProgram(prog);
+
+ glBindAttribLocation(prog, 0, "pos_in");
+
+ glLinkProgram(prog);
+
+ if (!piglit_check_gl_error(GL_NO_ERROR)) {
+ piglit_report_result(PIGLIT_FAIL);
+ }
+
+ return prog;
+}
+
+static GLuint
+make_shader_program2(void)
+{
+ GLuint prog;
+
+ prog = piglit_build_simple_program(vs_text, fs_text2);
+ glUseProgram(prog);
+
+ glBindAttribLocation(prog, 0, "pos_in");
+
+ glLinkProgram(prog);
+
+ if (!piglit_check_gl_error(GL_NO_ERROR)) {
+ piglit_report_result(PIGLIT_FAIL);
+ }
+
+ return prog;
+}
+
+static GLuint
+make_ssbo(void)
+{
+ GLuint ssbo;
+ glGenBuffers(1, &ssbo);
+ glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
+
+ if (!piglit_check_gl_error(GL_NO_ERROR)) {
+ piglit_report_result(PIGLIT_FAIL);
+ }
+
+ return ssbo;
+}
+
+static GLuint
+make_fbo(void)
+{
+ GLuint fbo;
+ glGenFramebuffers(1, &fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo );
+ glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex_color);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D_MULTISAMPLE, tex_color, 0);
+ glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex_depth);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
+ GL_TEXTURE_2D_MULTISAMPLE, tex_depth, 0);
+ glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
+
+ return fbo;
+}
+
+static GLuint
+make_texture_color(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, 0);
+
+ return tex;
+}
+
+static GLuint
+make_texture_depth(void)
+{
+ GLuint tex;
+
+ glGenTextures(1, &tex);
+ glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex);
+ glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 2,
+ GL_DEPTH24_STENCIL8, piglit_width, piglit_height, false);
+ glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
+
+ return tex;
+}
+
+static GLuint
+make_vao(void)
+{
+ static const float pos_tc[12][2] = {
+ { -1.0, -1.0 },
+ { 0.0, -1.0 },
+ { 0.0, 1.0 },
+ { 0.0, 1.0 },
+ { -1.0, 1.0 },
+ { -1.0, -1.0 },
+ { -1.0, -1.0 },
+ { 1.0, -1.0 },
+ { 1.0, 1.0 },
+ { 1.0, 1.0 },
+ { -1.0, 1.0 },
+ { -1.0, -1.0 }
+ };
+ const int stride = sizeof(pos_tc[0]);
+ GLuint vbo, vao;
+
+ glGenVertexArrays(1, &vao);
+ glBindVertexArray(vao);
+
+ glGenBuffers(1, &vbo);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(pos_tc), pos_tc, GL_STATIC_DRAW);
+ piglit_check_gl_error(GL_NO_ERROR);
+
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, stride, (void *) 0);
+
+ glEnableVertexAttribArray(0);
+
+ if (!piglit_check_gl_error(GL_NO_ERROR)) {
+ piglit_report_result(PIGLIT_FAIL);
+ }
+
+ return vbo;
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+ piglit_require_extension("GL_ARB_post_depth_coverage");
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_STENCIL_TEST);
+ glEnable(GL_MULTISAMPLE);
+ glEnable(GL_SAMPLE_SHADING);
+ glMinSampleShading(1);
+ glClearColor(0.0, 0.0, 0.0, 1.0);
+
+ prog1 = make_shader_program1();
+ prog2 = make_shader_program2();
+ vao = make_vao();
+ ssbo = make_ssbo();
+ tex_color = make_texture_color();
+ tex_depth = make_texture_depth();
+ fbo = make_fbo();
+}
+
+
+enum piglit_result
+piglit_display(void)
+{
+ int samples[4] = { 2, 4, 8, 16 };
+ bool pass = true;
+ int i, j, k;
+
+ glViewport(0, 0, piglit_width, piglit_height);
+
+ for (j = 0; j < 4; j++) {
+ sample_mask = (GLint*) calloc (piglit_width * piglit_height,
+ sizeof(GLint));
+ glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GLint) * piglit_width *
+ piglit_height, &sample_mask[0], GL_DYNAMIC_DRAW);
+ glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, ssbo);
+
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
+ glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex_color);
+ glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples[j],
+ GL_RGBA8, piglit_width, piglit_height, false);
+ glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex_depth);
+ glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples[j],
+ GL_DEPTH24_STENCIL8, piglit_width, piglit_height, false);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT |
+ GL_STENCIL_BUFFER_BIT);
+
+ glUseProgram(prog1);
+ glStencilFunc(GL_ALWAYS, 1, 0xFF);
+ glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+
+ glUseProgram(prog2);
+ glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ glUniform1i(1, piglit_width);
+ glUniform1i(2, samples[j]);
+ glDrawArrays(GL_TRIANGLES, 6, 6);
+
+ glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, sizeof(GLint) *
+ piglit_width * piglit_height, sample_mask);
+
+ for (i = 0; i < piglit_width; i++) {
+ for (k = 0; k < piglit_height; k++) {
+ if (i >= piglit_width / 2) {
+ if (sample_mask[piglit_width * k + i] != 1) {
+ pass = false;
+ break;
+ }
+ } else {
+ if (sample_mask[piglit_width * k + i] != 0) {
+ pass = false;
+ break;
+ }
+ }
+ }
+
+ if (!pass)
+ break;
+ }
+
+ 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);
+
+ piglit_present_results();
+ free(sample_mask);
+ if (!pass)
+ break;
+ }
+
+ pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+
+ return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
--
2.7.4
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