[Piglit] [PATCH] arb_texture_view: Test interaction with ARB_shader_image_load_store

Danylo Piliaiev danylo.piliaiev at gmail.com
Wed Oct 24 11:17:54 UTC 2018


Tests that binding texture view to image unit results in a correct
calculation of layers:
- Correct layer should be read
- Image should have correct layers count

Exercises the bug:
https://bugs.freedesktop.org/show_bug.cgi?id=107856

Signed-off-by: Danylo Piliaiev <danylo.piliaiev at globallogic.com>
---
 tests/opengl.py                               |   1 +
 tests/spec/arb_texture_view/CMakeLists.gl.txt |   1 +
 .../arb_texture_view/rendering-layers-image.c | 211 ++++++++++++++++++
 3 files changed, 213 insertions(+)
 create mode 100644 tests/spec/arb_texture_view/rendering-layers-image.c

diff --git a/tests/opengl.py b/tests/opengl.py
index f7e408cd5..caa0d2813 100644
--- a/tests/opengl.py
+++ b/tests/opengl.py
@@ -2461,6 +2461,7 @@ with profile.test_list.group_manager(
     g(['arb_texture_view-rendering-target'], 'rendering-target')
     g(['arb_texture_view-rendering-levels'], 'rendering-levels')
     g(['arb_texture_view-rendering-layers'], 'rendering-layers')
+    g(['arb_texture_view-rendering-layers-image'], 'rendering-layers-image')
     g(['arb_texture_view-rendering-formats'], 'rendering-formats')
     g(['arb_texture_view-rendering-r32ui'], 'rendering-r32ui')
     g(['arb_texture_view-lifetime-format'], 'lifetime-format')
diff --git a/tests/spec/arb_texture_view/CMakeLists.gl.txt b/tests/spec/arb_texture_view/CMakeLists.gl.txt
index 39330dad7..eca0c18a5 100644
--- a/tests/spec/arb_texture_view/CMakeLists.gl.txt
+++ b/tests/spec/arb_texture_view/CMakeLists.gl.txt
@@ -21,6 +21,7 @@ piglit_add_executable(arb_texture_view-mipgen mipgen.c)
 piglit_add_executable(arb_texture_view-params params.c)
 piglit_add_executable(arb_texture_view-queries queries.c)
 piglit_add_executable(arb_texture_view-rendering-formats rendering-formats.c)
+piglit_add_executable(arb_texture_view-rendering-layers-image rendering-layers-image.c common.c)
 piglit_add_executable(arb_texture_view-rendering-layers rendering_layers.c common.c)
 piglit_add_executable(arb_texture_view-rendering-levels rendering_levels.c common.c)
 piglit_add_executable(arb_texture_view-rendering-r32ui rendering-r32ui.c)
diff --git a/tests/spec/arb_texture_view/rendering-layers-image.c b/tests/spec/arb_texture_view/rendering-layers-image.c
new file mode 100644
index 000000000..415b01657
--- /dev/null
+++ b/tests/spec/arb_texture_view/rendering-layers-image.c
@@ -0,0 +1,211 @@
+/* Copyright © 2018 Danylo Piliaiev
+ *
+ * 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.
+ */
+
+/**
+ * Tests GL_ARB_texture_view interaction with ARB_shader_image_load_store.
+ * Creates texture maps with different solid colors for each layer,
+ * reads the framebuffer to ensure the rendered color is correct
+ * and verifies that image has expected layers count.
+ */
+
+#include "piglit-util-gl.h"
+#include "common.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+	config.supports_gl_core_version = 32;
+
+	config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE;
+	config.khr_no_error_support = PIGLIT_NO_ERRORS;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+struct test_info
+{
+	GLenum target;
+	const char* uniform_type;
+	const char* img_layers_dimension;
+	const char* img_access;
+	int program;
+};
+
+struct test_info tests[] = {
+	{GL_TEXTURE_1D_ARRAY, "image1DArray", "y", "ivec2(0, tex_layer)", -1},
+	{GL_TEXTURE_2D_ARRAY, "image2DArray", "z", "ivec3(0, 0, tex_layer)", -1},
+	{GL_TEXTURE_CUBE_MAP_ARRAY, "imageCubeArray", "z * 6", "ivec3(0, 0, tex_layer)", -1},
+};
+
+static bool
+test_render_layers(const struct test_info *test)
+{
+	GLuint tex;
+	const GLint width = 16, height = 16, layers = 12;
+	const GLint num_layers[] = {7, 11, 2, 4};
+	bool pass = true;
+
+	glUseProgram(test->program);
+
+	const GLint expected_layers_uniform = glGetUniformLocation(test->program, "expected_layers");
+
+	glGenTextures(1, &tex);
+	glActiveTexture(GL_TEXTURE0);
+	glBindTexture(test->target, tex);
+
+	if (test->target == GL_TEXTURE_1D_ARRAY) {
+		glTexStorage2D(test->target, 1, GL_RGBA8, width, layers);
+	} else {
+		glTexStorage3D(test->target, 1, GL_RGBA8, width, height, layers);
+	}
+
+	/* Load each array layer with a different color texture */
+	for (GLint l = 0; l < layers; l++) {
+		GLubyte *buf = create_solid_image(width, height, 1, 4, l);
+
+		if (buf != NULL) {
+			if (test->target == GL_TEXTURE_1D_ARRAY) {
+				glTexSubImage2D(test->target, 0, 0, l,
+						width, 1, GL_RGBA,
+						GL_UNSIGNED_BYTE, buf);
+			} else {
+				glTexSubImage3D(test->target, 0, 0, 0, l,
+						width, height, 1, GL_RGBA,
+						GL_UNSIGNED_BYTE, buf);
+			}
+			free(buf);
+		}
+
+	}
+
+	pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+
+	/* Create a view of texture with restricted layers, bind it as image and draw a quad
+	 * using a single layer in the view range which varies every loop, check image's layers
+	 * count in a shader.
+	 */
+	for (GLint first_layer = 0; first_layer < ARRAY_SIZE(num_layers); first_layer++) {
+		const int total_layers = test->target == GL_TEXTURE_CUBE_MAP_ARRAY ? 6 : num_layers[first_layer];
+
+		GLuint view_tex;
+		glGenTextures(1, &view_tex);
+		glTextureView(view_tex, test->target, tex,  GL_RGBA8,
+					0, 1, first_layer, total_layers);
+
+		glActiveTexture(GL_TEXTURE0);
+		glBindImageTexture(0, view_tex, 0, GL_TRUE, 0, GL_READ_ONLY, GL_RGBA8);
+
+		glUniform1i(expected_layers_uniform, total_layers);
+
+		glClear(GL_COLOR_BUFFER_BIT);
+
+		draw_3d_depth(-1.0, -1.0, 2.0, 2.0, total_layers - 1);
+
+		const int expected_layer = first_layer + total_layers - 1;
+
+		GLfloat expected[4];
+		expected[0] = Colors[expected_layer][0] / 255.0;
+		expected[1] = Colors[expected_layer][1] / 255.0;
+		expected[2] = Colors[expected_layer][2] / 255.0;
+		expected[3] = 1.0;
+
+		const int p = piglit_probe_pixel_rgba(piglit_width/2, piglit_height/2, expected);
+
+		piglit_present_results();
+
+		if (!p) {
+			printf("Wrong color for view min layer %d, expected layer %d\n",
+				   first_layer, expected_layer);
+			pass = false;
+		}
+		glDeleteTextures(1, &view_tex);
+	}
+
+	glDeleteTextures(1, &tex);
+	return pass;
+}
+
+#define X(f, desc) \
+	do { \
+		const bool subtest_pass = (f); \
+		piglit_report_subtest_result(subtest_pass \
+						 ? PIGLIT_PASS : PIGLIT_FAIL, \
+						 (desc)); \
+		pass = pass && subtest_pass; \
+	} while (0)
+
+enum piglit_result
+piglit_display(void)
+{
+	bool pass = true;
+	for (int test_idx = 0; test_idx < ARRAY_SIZE(tests); test_idx++) {
+		const struct test_info *test = &tests[test_idx];
+		char test_name[128];
+		snprintf(test_name, sizeof(test_name), "layers rendering of %s", test->uniform_type);
+		X(test_render_layers(test), test_name);
+	}
+#undef X
+	pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
+
+static const char *vs =
+	"#version 150\n"
+	"in vec4 piglit_vertex;\n"
+	"in vec2 piglit_texcoord;\n"
+	"flat out int tex_layer;\n"
+	"void main() { \n"
+	"	gl_Position = vec4(piglit_vertex.xy, 0.0, 1.0);\n"
+	"	tex_layer = int(piglit_vertex.z);\n"
+	"}\n";
+
+static const char *fs_template =
+	"#version 150\n"
+	"#extension GL_ARB_shader_image_size : enable\n"
+	"#extension GL_ARB_shading_language_420pack : enable\n"
+	"#extension GL_ARB_shader_image_load_store : enable\n"
+	"flat in int tex_layer;\n"
+	"layout(binding = 0, rgba8) uniform %s img;\n"
+	"uniform int expected_layers;\n"
+	"out vec4 color;\n"
+	"void main() { \n"
+	"   if (imageSize(img).%s == expected_layers)\n"
+	"		color = vec4(imageLoad(img, %s).rgb, 1.0);\n"
+	"	else\n"
+	"		color = vec4(0.0);\n"
+	"}\n";
+
+void
+piglit_init(int argc, char **argv)
+{
+	piglit_require_extension("GL_ARB_texture_storage");
+	piglit_require_extension("GL_ARB_texture_view");
+	piglit_require_extension("GL_ARB_shader_image_load_store");
+	piglit_require_extension("GL_ARB_shader_image_size");
+
+	for (int test_idx = 0; test_idx < ARRAY_SIZE(tests); test_idx++) {
+		struct test_info *test = &tests[test_idx];
+
+		char fs[512];
+		snprintf(fs, sizeof(fs), fs_template, test->uniform_type,
+			 test->img_layers_dimension, test->img_access);
+		test->program = piglit_build_simple_program(vs, fs);
+	}
+}
-- 
2.18.0



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