<div dir="ltr">Thank you for reviewing Nicolai!<br><div class="gmail_extra"><br><div class="gmail_quote">On Sun, Apr 23, 2017 at 2:01 AM, Nicolai Hähnle <span dir="ltr"><<a href="mailto:nhaehnle@gmail.com" target="_blank">nhaehnle@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><span class="gmail-">On 19.04.2017 02:58, Plamena Manolova wrote:<br>
<blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">
A test to check whether GL_ARB_fragment_shader_interlo<wbr>ck operates as<br>
expected. This test simulates blending behaviour by using image loads/stores<br>
to a 3D texture. The bledning formula used is:<br>
</blockquote>
<br></span>
Type: blending<div><div class="gmail-h5"><br>
<br>
<br>
<blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">
result = current_alpha * current_color + (1 - current_alpha) * previous_color<br>
Multisampling is also enabled and tested at 2, 4, 8 and 16.<br>
<br>
Signed-off-by: Plamena Manolova <<a href="mailto:plamena.manolova@intel.com" target="_blank">plamena.manolova@intel.com</a>><br>
---<br>
 tests/all.py                                       |   5 +<br>
 tests/spec/CMakeLists.txt                          |   1 +<br>
 .../CMakeLists.gl.txt                              |  12 +<br>
 .../arb_fragment_shader_inter<wbr>lock/CMakeLists.txt   |   1 +<br>
 .../image-load-store.c                             | 298 +++++++++++++++++++++<br>
 5 files changed, 317 insertions(+)<br>
 create mode 100644 tests/spec/arb_fragment_shader<wbr>_interlock/CMakeLists.gl.txt<br>
 create mode 100644 tests/spec/arb_fragment_shader<wbr>_interlock/CMakeLists.txt<br>
 create mode 100644 tests/spec/arb_fragment_shader<wbr>_interlock/image-load-store.c<br>
<br>
diff --git a/tests/all.py b/tests/all.py<br>
index a832ffb..1a28e62 100644<br>
--- a/tests/all.py<br>
+++ b/tests/all.py<br>
@@ -4803,6 +4803,11 @@ with profile.test_list.group_manage<wbr>r(<br>
     g(['arb_post_depth_coverage-s<wbr>ample-shading'])<br>
<br>
 with profile.test_list.group_manage<wbr>r(<br>
+        PiglitGLTest,<br>
+        grouptools.join('spec', 'arb_fragment_shader_interlock<wbr>')) as g:<br>
+    g(['arb_fragment_shader_interl<wbr>ock-image-load-store'])<br>
+<br>
+with profile.test_list.group_manage<wbr>r(<br>
     PiglitGLTest,<br>
     grouptools.join('spec', 'arb_shader_image_size')) as g:<br>
     g(['arb_shader_image_size-bui<wbr>ltin'], 'builtin')<br>
diff --git a/tests/spec/CMakeLists.txt b/tests/spec/CMakeLists.txt<br>
index 5bdde84..5bfa76b 100644<br>
--- a/tests/spec/CMakeLists.txt<br>
+++ b/tests/spec/CMakeLists.txt<br>
@@ -160,3 +160,4 @@ add_subdirectory (arb_shader_texture_image_samp<wbr>les)<br>
 add_subdirectory (arb_texture_barrier)<br>
 add_subdirectory (intel_conservative_rasterizat<wbr>ion)<br>
 add_subdirectory (arb_post_depth_coverage)<br>
+add_subdirectory (arb_fragment_shader_interlock<wbr>)<br>
diff --git a/tests/spec/arb_fragment_shad<wbr>er_interlock/CMakeLists.gl.txt b/tests/spec/arb_fragment_shad<wbr>er_interlock/CMakeLists.gl.txt<br>
new file mode 100644<br>
index 0000000..d8bb7da<br>
--- /dev/null<br>
+++ b/tests/spec/arb_fragment_shad<wbr>er_interlock/CMakeLists.gl.txt<br>
@@ -0,0 +1,12 @@<br>
+include_directories(<br>
+       ${GLEXT_INCLUDE_DIR}<br>
+       ${OPENGL_INCLUDE_PATH}<br>
+)<br>
+<br>
+link_libraries (<br>
+       piglitutil_${piglit_target_ap<wbr>i}<br>
+       ${OPENGL_gl_LIBRARY}<br>
+)<br>
+<br>
+piglit_add_executable (arb_fragment_shader_interlock<wbr>-image-load-store<br>
+       image-load-store.c)<br>
diff --git a/tests/spec/arb_fragment_shad<wbr>er_interlock/CMakeLists.txt b/tests/spec/arb_fragment_shad<wbr>er_interlock/CMakeLists.txt<br>
new file mode 100644<br>
index 0000000..144a306<br>
--- /dev/null<br>
+++ b/tests/spec/arb_fragment_shad<wbr>er_interlock/CMakeLists.txt<br>
@@ -0,0 +1 @@<br>
+piglit_include_target_api()<br>
diff --git a/tests/spec/arb_fragment_shad<wbr>er_interlock/image-load-store.<wbr>c b/tests/spec/arb_fragment_shad<wbr>er_interlock/image-load-store.<wbr>c<br>
new file mode 100644<br>
index 0000000..2f4a7d0<br>
--- /dev/null<br>
+++ b/tests/spec/arb_fragment_shad<wbr>er_interlock/image-load-store.<wbr>c<br>
@@ -0,0 +1,298 @@<br>
+/*<br>
+ * Copyright (c) 2015 Intel Corporation.<br>
+ *<br>
+ * Permission is hereby granted, free of charge, to any person obtaining a<br>
+ * copy of this software and associated documentation files (the "Software"),<br>
+ * to deal in the Software without restriction, including without limitation<br>
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,<br>
+ * and/or sell copies of the Software, and to permit persons to whom the<br>
+ * Software is furnished to do so, subject to the following conditions:<br>
+ *<br>
+ * The above copyright notice and this permission notice (including the next<br>
+ * paragraph) shall be included in all copies or substantial portions of the<br>
+ * Software.<br>
+ *<br>
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR<br>
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,<br>
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL<br>
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER<br>
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING<br>
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER<br>
+ * DEALINGS IN THE SOFTWARE.<br>
+ */<br>
+<br>
+#include "piglit-util-gl.h"<br>
+<br>
+/*<br>
+ * A test to check whether GL_ARB_fragment_shader_interlo<wbr>ck operates as<br>
+ * expected. This test simulates blending behaviour by using image loads/stores<br>
+ * to a 3D texture. The bledning formula used is:<br>
</blockquote>
<br></div></div>
Typo: blending<div><div class="gmail-h5"><br>
<br>
<br>
<blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">
+ * result = current_alpha * current_color + (1 - current_alpha) * previous_color<br>
+ * Multisampling is also enabled and tested at 2, 4, 8 and 16.<br>
+ */<br>
+<br>
+PIGLIT_GL_TEST_CONFIG_BEGIN<br>
+       config.supports_gl_compat_ver<wbr>sion = 42;<br>
+       config.supports_gl_core_versi<wbr>on = 42;<br>
+       config.window_width = 100;<br>
+       config.window_height = 100;<br>
+       config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DEPTH |<br>
+               PIGLIT_GL_VISUAL_DOUBLE;<br>
+PIGLIT_GL_TEST_CONFIG_END<br>
+<br>
+static GLuint prog, vao, tex_frame, tex_blend, fbo;<br>
+<br>
+static GLuint<br>
+make_fbo(void)<br>
+{<br>
+       GLuint fbo;<br>
+       glGenFramebuffers(1, &fbo);<br>
+       glBindFramebuffer(GL_FRAMEBUF<wbr>FER, fbo );<br>
+       glBindTexture(GL_TEXTURE_2D_M<wbr>ULTISAMPLE, tex_frame);<br>
+       glFramebufferTexture2D(GL_FRA<wbr>MEBUFFER, GL_COLOR_ATTACHMENT0,<br>
+               GL_TEXTURE_2D_MULTISAMPLE, tex_frame, 0);<br>
+<br>
+       return fbo;<br>
+}<br>
+<br>
+static GLuint<br>
+make_shader_program(void)<br>
+{<br>
+       static const char *vs_text =<br>
+               "#version 430\n"<br>
+               "layout(location = 0) in vec4 pos_in;\n"<br>
+               "layout(location = 1) in vec4 col_in;\n"<br>
+               "smooth out vec4 col_vary;\n"<br>
+               "void main()\n"<br>
+               "{\n"<br>
+               "       gl_Position = pos_in;\n"<br>
+               "       col_vary = col_in;\n"<br>
+               "}\n";<br>
+<br>
+       static const char *fs_text =<br>
+               "#version 430\n"<br>
+               "#extension GL_ARB_fragment_shader_interlo<wbr>ck: require\n"<br>
+               "layout(sample_interlock_orde<wbr>red) in;\n"<br>
</blockquote>
<br></div></div>
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).<div><div class="gmail-h5"><br></div></div></blockquote><div><br></div><div>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.</div><div><br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><div><div class="gmail-h5">
<br>
<br>
<blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">
+               "layout(rgba32f, binding = 0) uniform image3D img_output;\n"<br>
+               "layout(location = 1) uniform int sample_rate;\n"<br>
+               "smooth in vec4 col_vary;\n"<br>
+               "out vec4 col_out;\n"<br>
+               "void main()\n"<br>
+               "{\n"<br>
+               "       vec4 result = vec4(0.0, 0.0, 0.0, 1.0);\n"<br>
+               "       ivec3 current_sample_coord = ivec3(gl_FragCoord.x, gl_FragCoord.y, gl_SampleID);\n"<br>
+               "       ivec3 result_coord = ivec3(gl_FragCoord.x, gl_FragCoord.y, sample_rate);\n"<br>
+               "       int i;\n"<br>
+               "       beginInvocationInterlockARB()<wbr>;\n"<br>
+               "       vec4 current_sample_color = imageLoad(img_output, current_sample_coord);\n"<br>
+               "       result.rgb += col_vary.a * col_vary.rgb + (1 - col_vary.a) * current_sample_color.rgb;\n"<br>
+               "       imageStore(img_output, current_sample_coord, result);\n"<br>
+               "\n"<br>
+               "       for (i = 0; i < sample_rate; i++) {\n"<br>
+               "               if (i != gl_SampleID) {\n"<br>
+               "                       ivec3 sample_coord = ivec3(gl_FragCoord.x, gl_FragCoord.y, i);\n"<br>
+               "                       vec4 sample_color = imageLoad(img_output, sample_coord);\n"<br>
+               "                       result.rgb += sample_color.rgb;\n"<br>
+               "               }\n"<br>
+               "       }\n"<br>
+               "       result.rgb /= sample_rate;\n"<br>
+               "       imageStore(img_output, result_coord, result);\n"<br>
+               "       endInvocationInterlockARB();\<wbr>n"<br>
+               "       col_out = result;\n"<br>
+               "}\n";<br>
+<br>
+       GLuint prog;<br>
+<br>
+       prog = piglit_build_simple_program(vs<wbr>_text, fs_text);<br>
+       glUseProgram(prog);<br>
+<br>
+       glBindAttribLocation(prog, 0, "pos_in");<br>
+       glBindAttribLocation(prog, 1, "col_in");<br>
+<br>
+       glLinkProgram(prog);<br>
+<br>
+       if (!piglit_check_gl_error(GL_NO_<wbr>ERROR)) {<br>
+               piglit_report_result(PIGLIT_F<wbr>AIL);<br>
+       }<br>
+<br>
+       return prog;<br>
+}<br>
+<br>
+static GLuint<br>
+make_texture_buffer(void)<br>
+{<br>
+       GLuint tex;<br>
+<br>
+       glGenTextures(1, &tex);<br>
+       glBindTexture(GL_TEXTURE_2D_M<wbr>ULTISAMPLE, tex);<br>
+       glTexImage2DMultisample(GL_TE<wbr>XTURE_2D_MULTISAMPLE, 2,<br>
+               GL_RGBA32F, piglit_width, piglit_height, false);<br>
+       glBindTexture(GL_TEXTURE_2D_M<wbr>ULTISAMPLE, tex);<br>
+<br>
+       return tex;<br>
+}<br>
+<br>
+static GLuint<br>
+make_texture_blend(void)<br>
+{<br>
+       GLuint tex;<br>
+<br>
+       glGenTextures(1, &tex);<br>
+       glActiveTexture(GL_TEXTURE0);<br>
+       glBindTexture(GL_TEXTURE_3D, tex);<br>
+       glTexParameteri(GL_TEXTURE_<wbr>3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);<br>
+       glTexParameteri(GL_TEXTURE_<wbr>3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);<br>
+       glTexParameteri(GL_TEXTURE_<wbr>3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);<br>
+       glTexParameteri(GL_TEXTURE_<wbr>3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);<br>
+       glBindImageTexture(0, tex, 0, GL_TRUE, 0, GL_READ_WRITE, GL_RGBA32F);<br>
+<br>
+       return tex;<br>
+}<br>
+<br>
+static GLuint<br>
+make_vao(void)<br>
+{<br>
+       static const float pos_col[18][6] = {<br>
+               { -1.0, -1.0, 0.0, 1.0, 0.0, 0.25 },<br>
+               {  0.0, -1.0, 0.0, 1.0, 0.0, 0.25 },<br>
+               {  0.0,  1.0, 0.0, 1.0, 0.0, 0.25 },<br>
+               {  0.0,  1.0, 0.0, 1.0, 0.0, 0.25 },<br>
+               { -1.0,  1.0, 0.0, 1.0, 0.0, 0.25 },<br>
+               { -1.0, -1.0, 0.0, 1.0, 0.0, 0.25 },<br>
+               { -1.0, -1.0, 1.0, 0.0, 0.0, 0.25 },<br>
+               {  1.0, -1.0, 1.0, 0.0, 0.0, 0.25 },<br>
+               {  1.0,  1.0, 1.0, 0.0, 0.0, 0.25 },<br>
+               {  1.0,  1.0, 1.0, 0.0, 0.0, 0.25 },<br>
+               { -1.0,  1.0, 1.0, 0.0, 0.0, 0.25 },<br>
+               { -1.0, -1.0, 1.0, 0.0, 0.0, 0.25 },<br>
+               { -1.0, -1.0, 0.0, 0.0, 1.0, 0.25 },<br>
+               {  1.0, -1.0, 0.0, 0.0, 1.0, 0.25 },<br>
+               {  1.0,  1.0, 0.0, 0.0, 1.0, 0.25 },<br>
+               {  1.0,  1.0, 0.0, 0.0, 1.0, 0.25 },<br>
+               { -1.0,  1.0, 0.0, 0.0, 1.0, 0.25 },<br>
+               { -1.0, -1.0, 0.0, 0.0, 1.0, 0.25 }<br>
+       };<br>
+<br>
+       const int stride = sizeof(pos_col[0]);<br>
+       GLuint vbo, vao;<br>
+<br>
+       glGenVertexArrays(1, &vao);<br>
+       glBindVertexArray(vao);<br>
+<br>
+       glGenBuffers(1, &vbo);<br>
+       glBindBuffer(GL_ARRAY_BUFFER, vbo);<br>
+       glBufferData(GL_ARRAY_BUFFER, sizeof(pos_col), pos_col, GL_STATIC_DRAW);<br>
+<br>
+       glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, stride, (void *) 0);<br>
+       glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, stride,<br>
+               (void *)(sizeof(float) * 2));<br>
+<br>
+       glEnableVertexAttribArray(0);<br>
+       glEnableVertexAttribArray(1);<br>
+<br>
+       if (!piglit_check_gl_error(GL_NO_<wbr>ERROR)) {<br>
+               piglit_report_result(PIGLIT_F<wbr>AIL);<br>
+       }<br>
+<br>
+       return vao;<br>
+}<br>
+<br>
+void<br>
+piglit_init(int argc, char **argv)<br>
+{<br>
+       piglit_require_extension("GL_<wbr>ARB_fragment_shader_interlock"<wbr>);<br>
+<br>
+       glEnable(GL_MULTISAMPLE);<br>
+       glDisable(GL_CULL_FACE);<br>
+       glClearColor(0.0, 0.0, 0.0, 1.0);<br>
+<br>
+       prog = make_shader_program();<br>
+       vao = make_vao();<br>
+       tex_frame = make_texture_buffer();<br>
+       fbo = make_fbo();<br>
+       tex_blend = make_texture_blend();<br>
+}<br>
+<br>
+enum piglit_result<br>
+piglit_display(void)<br>
+{<br>
+       int samples[4] = { 2, 4, 8, 16 };<br>
+       bool pass = true;<br>
+       uint i, j, k, l;<br>
+       uint result1[4] = { 47, 35, 63, 255 };<br>
+       uint result2[4] = { 47, 0, 63, 255 };<br>
+<br>
+       glViewport(0, 0, piglit_width, piglit_height);<br>
+<br>
+       for (i = 0; i < 4; i++) {<br>
+               GLfloat *tex_data = calloc(piglit_width * piglit_height *<br>
+                       (samples[i] + 1) * 4, sizeof(GLfloat));<br>
+<br>
+               glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA32F, piglit_width, piglit_height,<br>
+                       samples[i] + 1, 0, GL_RGBA, GL_FLOAT, tex_data);<br>
</blockquote>
<br></div></div>
Iterations should be skipped when the given number of samples is not supported.<span class="gmail-"><br>
<br>
<br>
<blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">
+<br>
+               glBindFramebuffer(GL_DRAW_FRA<wbr>MEBUFFER, fbo);<br>
+               glBindTexture(GL_TEXTURE_2D_M<wbr>ULTISAMPLE, tex_frame);<br>
+               glTexImage2DMultisample(GL_TE<wbr>XTURE_2D_MULTISAMPLE, samples[i],<br>
+                       GL_RGBA8, piglit_width, piglit_height, false);<br>
+               glUniform1i(1, samples[i]);<br>
+<br>
+               glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT |<br>
+                       GL_STENCIL_BUFFER_BIT);<br>
+<br>
+               glUseProgram(prog);<br>
+               glDrawArrays(GL_TRIANGLES, 0, 18);<br>
+<br>
+               glBindFramebuffer(GL_DRAW_FRA<wbr>MEBUFFER, 0);<br>
+               glBindFramebuffer(GL_READ_FRA<wbr>MEBUFFER, fbo);<br>
+               glDrawBuffer(GL_BACK);<br>
+               glBlitFramebuffer(0, 0, piglit_width, piglit_height, 0, 0, piglit_width,<br>
+                       piglit_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);<br>
</blockquote>
<br></span>
Maybe add piglit_check_gl_error?<br>
<br>
Cheers,<br>
Nicolai<div><div class="gmail-h5"><br>
<br>
<br>
<blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">
+               piglit_present_results();<br>
+<br>
+               glGetTexImage(GL_TEXTURE_3D, 0, GL_RGBA, GL_FLOAT, tex_data);<br>
+               for (j = 0; j < samples[i] + 1; j++) {<br>
+                       for (k = 0; k < piglit_height; k++) {<br>
+                               for (l = 0; l < piglit_width; l++) {<br>
+                                       uint m = ((piglit_width * piglit_height * j) +<br>
+                                               (k * piglit_width) + l) * 4;<br>
+                                       uint r = fabs(tex_data[m]) * 255;<br>
+                                       uint g = fabs(tex_data[m + 1]) * 255;<br>
+                                       uint b = fabs(tex_data[m + 2]) * 255;<br>
+                                       uint a = fabs(tex_data[m + 3]) * 255;<br>
+<br>
+                                       if ((l < piglit_width / 2) && (r != result1[0] ||<br>
+                                                 g != result1[1] || b != result1[2] || a != result1[3])) {<br>
+                                               printf("observed %u %u %u     %u %u %u %u\n", j, k, l, r,<br>
+                                                       g, b, a);<br>
+                                               printf("expected %u %u %u     %u %u %u %u\n", j, k, l,<br>
+                                               result1[0], result1[1], result1[2], result1[3]);<br>
+                                               pass = false;<br>
+                                               break;<br>
+                                       }<br>
+<br>
+                                       if ((l > piglit_width / 2) && (r != result2[0] ||<br>
+                                                 g != result2[1] || b != result2[2] || a != result2[3])) {<br>
+                                               printf("observed %u %u %u     %u %u %u %u\n", j, k, l, r,<br>
+                                                       g, b, a);<br>
+                                               printf("expected %u %u %u     %u %u %u %u\n", j, k, l,<br>
+                                                       result1[0], result1[1], result1[2], result1[3]);<br>
+                                               pass = false;<br>
+                                               break;<br>
+                                       }<br>
+                               }<br>
+                               if (!pass)<br>
+                                       break;<br>
+                       }<br>
+                       if (!pass)<br>
+                               break;<br>
+               }<br>
+<br>
+               free(tex_data);<br>
+               pass = piglit_check_gl_error(GL_NO_ER<wbr>ROR) && pass;<br>
+               if (!pass)<br>
+                       break;<br>
+       }<br>
+<br>
+       return pass ? PIGLIT_PASS : PIGLIT_FAIL;<br>
+}<br>
<br>
</blockquote>
<br>
<br>
-- <br></div></div>
Lerne, wie die Welt wirklich ist,<br>
Aber vergiss niemals, wie sie sein sollte.<br>
</blockquote></div><br></div></div>