V2: Get rid of redundant projection matrix.
V3: Draw to a multisample texture and use it later to verify
    the expected color of each sample.
    Use piglit_draw_rect() and get rid of redundant code.

Signed-off-by: Anuj Phogat <[email protected]>
---
 tests/all.tests                                    |   5 +
 .../arb_sample_shading/execution/CMakeLists.gl.txt |   1 +
 .../execution/builtin-gl-sample-mask.cpp           | 227 +++++++++++++++++++++
 3 files changed, 233 insertions(+)
 create mode 100644 
tests/spec/arb_sample_shading/execution/builtin-gl-sample-mask.cpp

diff --git a/tests/all.tests b/tests/all.tests
index 5f66e43..eb9f481 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -1347,6 +1347,11 @@ for num_samples in TEST_SAMPLE_COUNTS:
     executable = 'arb_sample_shading-{0} -auto'.format(test_name)
     arb_sample_shading[test_name] = PlainExecTest(executable)
 
+for num_samples in TEST_SAMPLE_COUNTS:
+    test_name = 'builtin-gl-sample-mask {0}'.format(num_samples)
+    executable = 'arb_sample_shading-{0} -auto'.format(test_name)
+    arb_sample_shading[test_name] = PlainExecTest(executable)
+
 # Group ARB_debug_output
 arb_debug_output = Group()
 spec['ARB_debug_output'] = arb_debug_output
diff --git a/tests/spec/arb_sample_shading/execution/CMakeLists.gl.txt 
b/tests/spec/arb_sample_shading/execution/CMakeLists.gl.txt
index 35f2905..d2f1f4a 100644
--- a/tests/spec/arb_sample_shading/execution/CMakeLists.gl.txt
+++ b/tests/spec/arb_sample_shading/execution/CMakeLists.gl.txt
@@ -13,4 +13,5 @@ link_libraries (
 piglit_add_executable (arb_sample_shading-api api.c)
 piglit_add_executable (arb_sample_shading-builtin-gl-num-samples 
builtin-gl-num-samples.cpp)
 piglit_add_executable (arb_sample_shading-builtin-gl-sample-id 
builtin-gl-sample-id.cpp)
+piglit_add_executable (arb_sample_shading-builtin-gl-sample-mask 
builtin-gl-sample-mask.cpp)
 # vim: ft=cmake:
diff --git a/tests/spec/arb_sample_shading/execution/builtin-gl-sample-mask.cpp 
b/tests/spec/arb_sample_shading/execution/builtin-gl-sample-mask.cpp
new file mode 100644
index 0000000..2686377
--- /dev/null
+++ b/tests/spec/arb_sample_shading/execution/builtin-gl-sample-mask.cpp
@@ -0,0 +1,227 @@
+/*
+ * Copyright © 2013 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.
+ */
+
+/** \file builtin-gl-sample-mask.cpp
+ *  This test verifies that supplying a value to gl_SampleMask[]
+ *  in fragment shader program works as per ARB_sample_shading
+ *  specification.
+ **/
+
+#include "piglit-fbo.h"
+using namespace piglit_util_fbo;
+
+const int pattern_width = 128; const int pattern_height = 128;
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+       config.supports_gl_compat_version = 21;
+
+       config.window_width = pattern_width;
+       config.window_height = pattern_height;
+       config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+static int  num_samples;
+static unsigned prog_0, prog_1;
+static Fbo multisampled_fbo, multisampled_tex, singlesampled_fbo;
+
+static void
+print_usage_and_exit(char *prog_name)
+{
+       printf("Usage: %s <num_samples>\n", prog_name);
+       piglit_report_result(PIGLIT_FAIL);
+}
+
+void
+compile_shader(void)
+{
+       static const char *vert =
+               "#version 130\n"
+               "in vec2 pos;\n"
+               "void main()\n"
+               "{\n"
+               "  gl_Position = gl_ModelViewProjectionMatrix *\n"
+               "                vec4(pos, 0.0, 1.0);\n"
+               "}\n";
+       static const char *frag_0 =
+               "#version 130\n"
+               "#extension GL_ARB_sample_shading : enable\n"
+               "uniform int sample_mask;\n"
+               "out vec4 out_color;\n"
+               "void main()\n"
+               "{\n"
+                  /* For 128x128 image size, below formula produces a bit
+                   * pattern where no two bits of gl_SampleMask[0] are
+                   * correlated.
+                   */
+               "  gl_SampleMask[0] = (int(gl_FragCoord.x) * 0x10204081) ^\n"
+               "                     (int(gl_FragCoord.y) * 0x01010101);\n"
+               "  out_color = vec4(0.0, 1.0, 0.0, 1.0);\n"
+               "}\n";
+
+       static const char *frag_template =
+               "#version 130\n"
+               "%s\n"
+               "uniform %s tex;\n"
+               "uniform int samples;\n"
+               "out vec4 out_color;\n"
+               "void main()\n"
+               "{\n"
+               "  int i = 0;\n"
+               "  bool pass = true;\n"
+               "  int mask = (int(gl_FragCoord.x) * 0x10204081) ^\n"
+               "             (int(gl_FragCoord.y) * 0x01010101);\n"
+               "  vec4 green = vec4(0.0, 1.0, 0.0, 1.0);\n"
+               "  vec4 black = vec4(0.0, 0.0, 0.0, 0.0);\n"
+               "  do {\n"
+               "    bool is_sample_mask_set = ((mask >> i) & 0x1) == 0x1;\n"
+               "    vec4 sample_color =\n"
+               "      texelFetch(tex, ivec2(gl_FragCoord.xy)%s);\n"
+               "\n"
+               "    if ((is_sample_mask_set && sample_color != green) ||\n"
+               "        (!is_sample_mask_set && sample_color != black)) {\n"
+               "      pass = false;\n"
+               "      break;\n"
+               "    }\n"
+               "    i++;\n"
+               "  } while (i < samples);\n"
+               "\n"
+               "  if (pass == true)\n"
+               "    out_color = vec4(0.0, 1.0, 0.0, 1.0);\n"
+               "  else\n"
+               "    out_color = vec4(1.0, 0.0, 0.0, 1.0);\n"
+               "}\n";
+
+       /* Compile program */
+       prog_0 = glCreateProgram();
+       GLint vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vert);
+       glAttachShader(prog_0, vs);
+       piglit_check_gl_error(GL_NO_ERROR);
+       GLint fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, frag_0);
+       glAttachShader(prog_0, fs);
+       glBindAttribLocation(prog_0, 0, "pos");
+       glLinkProgram(prog_0);
+       if (!piglit_link_check_status(prog_0)) {
+               piglit_report_result(PIGLIT_FAIL);
+       }
+
+       const char *sampler = num_samples ? "sampler2DMS" : "sampler2DRect";
+       const char *extension = num_samples ?
+               "#extension GL_ARB_texture_multisample : require" : "";
+        unsigned frag_alloc_len =
+                strlen(frag_template) + strlen(sampler) + strlen(extension) + 
4;
+        char *frag_1 = (char *) malloc(frag_alloc_len);
+        sprintf(frag_1, frag_template, extension, sampler,
+               num_samples ? ", i" : "");
+
+       prog_1 = glCreateProgram();
+       vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vert);
+       glAttachShader(prog_1, vs);
+       piglit_check_gl_error(GL_NO_ERROR);
+       fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, frag_1);
+       free(frag_1);
+       glAttachShader(prog_1, fs);
+       glBindAttribLocation(prog_1, 0, "pos");
+       glLinkProgram(prog_1);
+       if (!piglit_link_check_status(prog_1)) {
+               piglit_report_result(PIGLIT_FAIL);
+       }
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+       if (argc != 2)
+               print_usage_and_exit(argv[0]);
+
+       /* 1st arg: num_samples */
+       char *endptr = NULL;
+       num_samples = strtol(argv[1], &endptr, 0);
+       if (endptr != argv[1] + strlen(argv[1]))
+               print_usage_and_exit(argv[0]);
+
+       piglit_require_extension("GL_ARB_texture_multisample");
+       piglit_require_extension("GL_ARB_sample_shading");
+
+       /* Skip the test if num_samples > GL_MAX_SAMPLES */
+       GLint max_samples;
+       glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
+       if (num_samples > max_samples)
+               piglit_report_result(PIGLIT_SKIP);
+
+       piglit_ortho_projection(pattern_width, pattern_height, false);
+       singlesampled_fbo.setup(FboConfig(0,
+                                         pattern_width,
+                                         pattern_height));
+
+       FboConfig msConfig(num_samples, pattern_width, pattern_height);
+       multisampled_fbo.setup(msConfig);
+        msConfig.attach_texture = true;
+       multisampled_tex.setup(msConfig);
+
+       compile_shader();
+       if (!piglit_check_gl_error(GL_NO_ERROR)) {
+               piglit_report_result(PIGLIT_FAIL);
+       }
+}
+
+enum piglit_result
+piglit_display()
+{
+       bool pass = true;
+       GLint samples;
+        GLfloat expected[4] = {0.0, 1.0, 0.0, 1.0};
+
+       glUseProgram(prog_0);
+       glBindFramebuffer(GL_DRAW_FRAMEBUFFER, multisampled_fbo.handle);
+       glGetIntegerv(GL_SAMPLES, &samples);
+       glClear(GL_COLOR_BUFFER_BIT);
+       glUniform1i(glGetUniformLocation(prog_0, "samples"), samples);
+        piglit_draw_rect(0, 0, pattern_width, pattern_height);
+
+       glBindFramebuffer(GL_READ_FRAMEBUFFER, multisampled_fbo.handle);
+       glBindFramebuffer(GL_DRAW_FRAMEBUFFER, multisampled_tex.handle);
+       glClear(GL_COLOR_BUFFER_BIT);
+       glBlitFramebuffer(0, 0,
+                         pattern_width, pattern_height,
+                         0, 0,
+                         pattern_width, pattern_height,
+                         GL_COLOR_BUFFER_BIT,
+                         GL_NEAREST);
+
+       glBindFramebuffer(GL_DRAW_FRAMEBUFFER, piglit_winsys_fbo);
+       glClear(GL_COLOR_BUFFER_BIT);
+       glUseProgram(prog_1);
+       glUniform1i(glGetUniformLocation(prog_1, "tex"), 0);
+       glUniform1i(glGetUniformLocation(prog_1, "samples"), samples);
+       piglit_draw_rect_tex(0, 0, pattern_width, pattern_height,
+                            0, 0, pattern_width, pattern_height);
+       
+       glBindFramebuffer(GL_READ_FRAMEBUFFER, piglit_winsys_fbo);
+       pass = piglit_probe_rect_rgba(0, 0, pattern_width,
+                                      pattern_width, expected)
+               && pass;
+       piglit_present_results();
+       return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
-- 
1.8.1.4

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