This test varifies that the coverage value set by glSampleCoverage() decides
the number of samples in multisample buffer covered by an incoming fragment,
which will receive the fragment data.

V2: Add the testing for glSampleCoverage() with coverage mask invert enabled
    / disabled. Resolve the multisample FBO to a single sample FBO in place
    of doing it on window system framebuffer. This fixes the color buffer
    failures on NVIDIA due to sRGB.

V3: Add testing for coverage values which may result in dithering for all
    sample counts. Dropping the testing for multisample depth buffer.

Signed-off-by: Anuj Phogat <[email protected]>
---
 tests/all.tests                                    |    6 +
 .../ext_framebuffer_multisample/CMakeLists.gl.txt  |    1 +
 .../sample-coverage.cpp                            |  420 ++++++++++++++++++++
 3 files changed, 427 insertions(+), 0 deletions(-)
 create mode 100644 tests/spec/ext_framebuffer_multisample/sample-coverage.cpp

diff --git a/tests/all.tests b/tests/all.tests
index 754a7e5..5fdc9e7 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -1385,6 +1385,12 @@ for num_samples in (2, 4, 8, 16, 32):
                 test_name)
         ext_framebuffer_multisample[test_name] = PlainExecTest(executable)
 
+for num_samples in (2, 4, 8, 16, 32):
+        test_name = ' '.join(['sample-coverage', str(num_samples)])
+        executable = 'ext_framebuffer_multisample-{0} -auto'.format(
+                test_name)
+        ext_framebuffer_multisample[test_name] = PlainExecTest(executable)
+
 ext_framebuffer_object = Group()
 spec['EXT_framebuffer_object'] = ext_framebuffer_object
 add_fbo_stencil_tests(ext_framebuffer_object, 'GL_STENCIL_INDEX1')
diff --git a/tests/spec/ext_framebuffer_multisample/CMakeLists.gl.txt 
b/tests/spec/ext_framebuffer_multisample/CMakeLists.gl.txt
index 7e37787..c746328 100644
--- a/tests/spec/ext_framebuffer_multisample/CMakeLists.gl.txt
+++ b/tests/spec/ext_framebuffer_multisample/CMakeLists.gl.txt
@@ -28,6 +28,7 @@ piglit_add_executable 
(ext_framebuffer_multisample-polygon-smooth common.cpp pol
 piglit_add_executable (ext_framebuffer_multisample-renderbuffer-samples 
renderbuffer-samples.c)
 piglit_add_executable (ext_framebuffer_multisample-renderbufferstorage-samples 
renderbufferstorage-samples.c)
 piglit_add_executable (ext_framebuffer_multisample-samples samples.c)
+piglit_add_executable (ext_framebuffer_multisample-sample-coverage common.cpp 
sample-coverage.cpp)
 piglit_add_executable (ext_framebuffer_multisample-turn-on-off common.cpp 
turn-on-off.cpp)
 piglit_add_executable (ext_framebuffer_multisample-unaligned-blit common.cpp 
unaligned-blit.cpp)
 piglit_add_executable (ext_framebuffer_multisample-upsample common.cpp 
upsample.cpp)
diff --git a/tests/spec/ext_framebuffer_multisample/sample-coverage.cpp 
b/tests/spec/ext_framebuffer_multisample/sample-coverage.cpp
new file mode 100644
index 0000000..2f510c6
--- /dev/null
+++ b/tests/spec/ext_framebuffer_multisample/sample-coverage.cpp
@@ -0,0 +1,420 @@
+/*
+ * Copyright © 2012 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.
+ */
+
+#include "common.h"
+
+/**
+ * \file sample-coverage.cpp
+ *
+ * Verify glSampleCoverage() with and without coverage mask invert.
+ *
+ * This test operates by drawing a test pattern to multisample_fbo with
+ * GL_SAMPLE_COVERAGE disabled.
+ *
+ * Blit the multisample_fbo to top half of window system framebuffer. This
+ * is used as reference image to visually compare the difference caused by
+ * sample coverage value.
+ *
+ * Compute the expected color values based on the coverage value used to
+ * draw the test pattern and status of coverage mask invert flag.
+ *
+ * Clear the multisample framebuffer to a unique color. Draw the
+ * same test pattern in multisample buffer with GL_SAMPLE_COVERAGE enabled.
+ * Resolve the multisample FBO by  blitting it to a single sample FBO. Blit
+ * the resolve_fbo to bottom half of window system framebuffer. This is our
+ * test image.
+ *
+ * Probe the rectangles in bottom half of window system framebuffer and
+ * compare with expected color values. OpenGL 3.0 specification intends
+ * to allow (but not require) the implementation to produce a dithering
+ * effect when the coverage value is not a strict multiple of 1/num_samples.
+ * We will skip computing expected values and probing for such rectangles.
+ * They are drawn just to look for dithering by human inspection.
+ *
+ * Repeat the above testing with coverage mask invert enabled / disabled.
+ *
+ * Note: glSampleCoverage() takes effect in the graphics pipeline before
+ * the point where the output of the fragment shader is split into the
+ * various buffers. So it's very likely that if glSampleCoverage() works
+ * properly for color buffers, it will work properly for depth and stencil
+ * buffers too.
+ *
+ * Author: Anuj Phogat <[email protected]>
+ */
+
+int piglit_width = 512; int piglit_height = 256;
+int piglit_window_mode = GLUT_DOUBLE | GLUT_RGBA | GLUT_ALPHA;
+const int pattern_width = 512; const int pattern_height = 128;
+
+static Fbo ms_fbo, resolve_fbo;
+static GLbitfield buffer_to_test;
+
+static float *cov = NULL;
+static float *color = NULL;
+static float *expected = NULL;
+
+static int num_samples;
+static int num_rects;
+static int prog;
+static int color_loc;
+static int depth_loc;
+
+static const float bg_color[4] = { 0.4, 0.6, 0.0, 0.8 };
+
+static const char *vert =
+       "#version 130\n"
+       "in vec2 pos;\n"
+       "uniform float depth;\n"
+       "void main()\n"
+       "{\n"
+       "  vec4 eye_pos = gl_ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);\n"
+       "  gl_Position = vec4(eye_pos.xy, depth, 1.0);\n"
+       "}\n";
+
+static const char *frag =
+       "#version 130\n"
+       "uniform vec4 color;\n"
+       "void main()\n"
+       "{\n"
+       "  gl_FragColor = color;\n"
+       "}\n";
+
+void
+shader_compile()
+{
+       /* Compile program */
+       GLint vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vert);
+       GLint fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, frag);
+       prog = piglit_link_simple_program(vs, fs);
+
+       if (!piglit_link_check_status(prog)) {
+               piglit_report_result(PIGLIT_FAIL);
+       }
+
+       glBindAttribLocation(prog, 0, "pos");
+       glEnableVertexAttribArray(0);
+
+       /* Set up uniforms */
+       glUseProgram(prog);
+       color_loc = glGetUniformLocation(prog, "color");
+       depth_loc = glGetUniformLocation(prog, "depth");
+}
+
+void
+draw_pattern(bool sample_coverage, bool coverage_invert)
+{
+       glUseProgram(prog);
+       glClearColor(bg_color[0], bg_color[1],
+                    bg_color[2], bg_color[3]);
+
+       glClear(buffer_to_test);
+       if (sample_coverage)
+               glEnable (GL_SAMPLE_COVERAGE);
+
+       unsigned int indices[6] = {0, 1, 2, 0, 2, 3};
+
+       for (int i = 0; i < num_rects; ++i) {
+
+               float vertex_data[4][2] = {
+               { 0.0f + i * (pattern_width / num_rects),   0.0f           },
+               { 0.0f + i * (pattern_width / num_rects),   pattern_height },
+               { (i + 1.0f) * (pattern_width / num_rects), pattern_height },
+               { (i + 1.0f) * (pattern_width / num_rects), 0.0f           } };
+
+               glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE,
+                                     sizeof(vertex_data[0]),
+                                     (void *) vertex_data);
+
+               if(sample_coverage) {
+                       if(coverage_invert)
+                               glSampleCoverage (cov[i], GL_TRUE);
+                       else
+                               glSampleCoverage (cov[i], GL_FALSE);
+               }
+
+               glUniform4fv(color_loc, 1, (color + i * 4));
+               glUniform1f(depth_loc, 0.0f);
+               glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT,
+                              (void *) indices);
+       }
+       if(sample_coverage)
+               glDisable (GL_SAMPLE_COVERAGE);
+}
+
+void
+print_usage_and_exit(char *prog_name)
+{
+       printf("Usage: %s <num_samples>\n", prog_name);
+       piglit_report_result(PIGLIT_FAIL);
+}
+
+void
+compute_expected(bool coverage_invert)
+{
+       int i, j;
+       float coverage[num_rects];
+
+       /* Sample coverage doesn't affect single sample FBO */
+       if(num_samples == 0) {
+               for(i = 0; i < 4; i++)
+                       expected[i] = color[i];
+               return;
+       }
+
+       if(coverage_invert) {
+               for (i = 0; i < num_rects; i++)
+                       coverage[i] = 1 - cov[i];
+       }
+       else
+               for (i = 0; i < num_rects; i++)
+                       coverage[i] = cov[i];
+
+       /* Coverage value decides the number of samples in multisample buffer
+        * covered by an incoming fragment, which will then receive the fragment
+        * data. When the multisample buffer is resolved it will be blended
+        * with the background color which will be written to the remaining
+        * samples.
+        * Page 254 (page 270 of the PDF) of the OpenGL 3.0 spec says:
+        * "The method of combination is not specified, though a simple average
+        * computed independently for each color component is recommended."
+        */
+       if(buffer_to_test == GL_COLOR_BUFFER_BIT) {
+               for (i = 0; i < num_rects; i++) {
+
+                       float samples_used = coverage[i] * num_samples;
+                       /* Exepected color values are computed only for integer
+                        * number of samples_used
+                        */
+                       if(samples_used == (int)samples_used) {
+
+                               for(j =0; j < 4; j++)
+                                       expected[i * 4 + j] =
+                                       color[i * 4 + j] * coverage[i] +
+                                       bg_color[j] * (1 - coverage[i]);
+                       }
+               }
+       }
+}
+
+bool
+probe_framebuffer_color(bool coverage_invert)
+{
+       bool result = true;
+       float coverage[num_rects];
+
+       if(coverage_invert) {
+               for (int i = 0; i < num_rects; i++)
+                       coverage[i] = 1 - cov[i];
+       }
+       else
+               for (int i = 0; i < num_rects; i++)
+                       coverage[i] = cov[i];
+
+       glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+
+       for (int i = 0; i < num_rects; i++) {
+               float samples_used = coverage[i] * num_samples;
+
+               /* Only probe rectangles with coverage value which is a strict
+                *  multiple of 1 / num_samples.
+                */
+               if(samples_used == (int)samples_used) {
+                       result = piglit_probe_rect_rgba(
+                                i * (pattern_width / num_rects),
+                                0,
+                                pattern_width / num_rects,
+                                pattern_height,
+                                expected + i * 4)
+                                && result;
+               }
+       }
+       return result;
+}
+
+bool
+test_sample_coverage(bool coverage_invert)
+{
+       bool result = true;
+       compute_expected(coverage_invert);
+
+       /* Now draw test pattern in multisample ms_fbo with GL_SAMPLE_COVERAGE
+        * enabled
+        */
+       glBindFramebuffer(GL_DRAW_FRAMEBUFFER, ms_fbo.handle);
+       draw_pattern(true /* sample_coverage */ , coverage_invert);
+
+       /* Blit ms_fbo to resolve_fbo to resolve multisample buffer */
+       glBindFramebuffer(GL_READ_FRAMEBUFFER, ms_fbo.handle);
+       glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolve_fbo.handle);
+       glBlitFramebuffer(0, 0, pattern_width, pattern_height,
+                         0, 0, pattern_width, pattern_height,
+                         buffer_to_test, GL_NEAREST);
+
+       /* Blit resolve_fbo to the bottom half of window system framebuffer.
+        * This is the test image.
+        */
+       glBindFramebuffer(GL_READ_FRAMEBUFFER, resolve_fbo.handle);
+       glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+       glBlitFramebuffer(0, 0, pattern_width, pattern_height,
+                         0, 0, pattern_width, pattern_height,
+                         buffer_to_test, GL_NEAREST);
+
+       /* Probe the bottom half of default framebuffer and compare to the
+        * expected values */
+       if (buffer_to_test == GL_COLOR_BUFFER_BIT)
+               result = probe_framebuffer_color(coverage_invert) && result;
+
+       result = piglit_check_gl_error(GL_NO_ERROR) && result;
+       return result;
+}
+
+void
+allocate_data_arrays(void)
+{
+       /* Draw 2N + 1 rectangles for N samples, each with a unique color
+        * and coverage value
+        */
+       num_rects = 2 * num_samples + 1;
+
+       /* Allocate data arrays based on number of samples used */
+       color = (float *) malloc(num_rects * 4 * sizeof(float));
+       cov = (float *) malloc(num_rects * sizeof(float));
+       expected = (float *) malloc(num_rects * 4 * sizeof(float));
+
+       for(int i = 0; i < num_rects; i++) {
+               /* Randomly select color for each rectangle */
+               color[i * 4 + 0] = (rand() % 1000) * .001;
+               color[i * 4 + 1] = (rand() % 1000) * .001;
+               color[i * 4 + 2] = (rand() % 1000) * .001;
+               color[i * 4 + 3] = (rand() % 1000) * .001;
+
+               cov[i] = i * (1.0 / (2 * num_samples));
+       }
+}
+
+void
+free_data_arrays(void)
+{
+       if(color != NULL) {
+               free(color);
+               color = NULL;
+       }
+       if(cov != NULL) {
+               free(cov);
+               cov = NULL;
+       }
+       if(expected != NULL) {
+               free(expected);
+               expected = NULL;
+       }
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+       int samples;
+       if (argc < 2)
+               print_usage_and_exit(argv[0]);
+       {
+               char *endptr = NULL;
+               samples = strtol(argv[1], &endptr, 0);
+               if (endptr != argv[1] + strlen(argv[1]))
+                       print_usage_and_exit(argv[0]);
+       }
+
+       piglit_require_gl_version(30);
+       piglit_ortho_projection(pattern_width, pattern_height, GL_TRUE);
+
+       /* Skip the test if samples > GL_MAX_SAMPLES */
+       GLint max_samples;
+       glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
+
+       if (samples > max_samples)
+               piglit_report_result(PIGLIT_SKIP);
+
+       /* Setup frame buffer objects with required configuration */
+       ms_fbo.setup(FboConfig(samples, pattern_width, pattern_height));
+       resolve_fbo.setup(FboConfig(0, pattern_width, pattern_height));
+
+       if (!piglit_check_gl_error(GL_NO_ERROR)) {
+               printf("Error setting up frame buffer objects\n");
+                       piglit_report_result(PIGLIT_FAIL);
+       }
+
+       /* Query the number of samples used in ms_fbo. OpenGL implementation
+        * may create FBO with more samples per pixel than what is requested.
+        */
+       glBindRenderbuffer(GL_RENDERBUFFER, ms_fbo.color_rb);
+       glGetRenderbufferParameteriv(GL_RENDERBUFFER,
+                                    GL_RENDERBUFFER_SAMPLES,
+                                    &num_samples);
+
+       buffer_to_test = GL_COLOR_BUFFER_BIT;
+       shader_compile();
+}
+
+enum piglit_result
+piglit_display()
+{
+       bool pass = true;
+       allocate_data_arrays();
+
+       glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+       glClearColor(0.0, 0.0, 0.0, 1.0);
+       glClear(buffer_to_test);
+
+       /* Draw test pattern in  multisample ms_fbo with GL_SAMPLE_COVERAGE
+        * disabled.
+        */
+       glBindFramebuffer(GL_DRAW_FRAMEBUFFER, ms_fbo.handle);
+       ms_fbo.set_viewport();
+       draw_pattern(false /* sample_coverage */,
+                    false /* coverage_invert */ );
+
+       /* Blit ms_fbo to the top half of window system framebuffer. This
+        * is our reference image to visually compare the effect of MSAA with
+        * sample coverage.
+        */
+       glBindFramebuffer(GL_READ_FRAMEBUFFER, ms_fbo.handle);
+       glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+       glBlitFramebuffer(0, 0,
+                         pattern_width, pattern_height,
+                         0, pattern_height,
+                         pattern_width, 2 * pattern_height,
+                         buffer_to_test, GL_NEAREST);
+
+       /* Test with coverage_invert = false */
+       pass = test_sample_coverage(false) && pass;
+
+       /* Test with coverage_invert = true */
+       pass = test_sample_coverage(true) && pass;
+
+       /* Free the memory allocated for data arrays */
+       free_data_arrays();
+
+       if (!piglit_automatic &&
+           buffer_to_test != GL_DEPTH_BUFFER_BIT)
+               piglit_present_results();
+
+       return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
-- 
1.7.7.6

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