---
 .../texture-storage-multisample.c                  | 98 ++++++++++++++++++++--
 1 file changed, 93 insertions(+), 5 deletions(-)

diff --git a/tests/spec/arb_direct_state_access/texture-storage-multisample.c 
b/tests/spec/arb_direct_state_access/texture-storage-multisample.c
index 4840c02..f069245 100644
--- a/tests/spec/arb_direct_state_access/texture-storage-multisample.c
+++ b/tests/spec/arb_direct_state_access/texture-storage-multisample.c
@@ -34,13 +34,14 @@
 
 PIGLIT_GL_TEST_CONFIG_BEGIN
 
-       config.supports_gl_compat_version = 30;
+       config.supports_gl_compat_version = 13;
 
        config.window_visual = PIGLIT_GL_VISUAL_RGBA |
                               PIGLIT_GL_VISUAL_DOUBLE;
 
 PIGLIT_GL_TEST_CONFIG_END
 
+/* This has the modelview matrix built in. */
 static const char multisample_texture_vs_source[] =
 "#version 130\n"
 "in vec2 vertex;\n"
@@ -67,10 +68,11 @@ static const char multisample_texture_fs_source[] =
 
 /**
  * Uploads an arbitrary multisample texture.
+ * TODO: Make this part of Mesa meta?
  *
  * This function acts like glTexSub*Image for multisample textures.
  * For the texture given, it assumes that glTexImage[23]DMultisample or
- * glTex*Storage[23]DMultisample has already been called to establish the 
+ * glTex*Storage[23]DMultisample has already been called to establish the
  * storage.
  *
  * When this function returns, multisample texture will be bound to the
@@ -89,6 +91,8 @@ static const char multisample_texture_fs_source[] =
  * \param format         format of the pixel data
  * \param type           type of the pixel data
  * \param data           pixel data with which to fill the texture
+ *                      You need data for each sample.  The samples should be
+ *                      specified in depth.
  *
  */
 void
@@ -101,7 +105,7 @@ texture_sub_image_multisample(GLenum tex, GLenum target,
        static GLuint prog = 0;
        static GLint tex_loc, tex_depth_loc, z_loc;
        static GLuint fbo, array_tex;
-       static const float verts[] = {
+       static const float verts[] = { /* Two triangles for the texture */
                0.0, 0.0,
                0.0, 1.0,
                1.0, 1.0,
@@ -126,8 +130,10 @@ texture_sub_image_multisample(GLenum tex, GLenum target,
 
        if (target == GL_TEXTURE_2D_MULTISAMPLE) {
                assert(depth == 1);
-       } else if (target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
-       } else {
+       }
+       else if (target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
+       }
+       else {
                assert(!"Invalid texture target");
                return;
        }
@@ -161,15 +167,19 @@ texture_sub_image_multisample(GLenum tex, GLenum target,
        glGetBooleanv(GL_SAMPLE_SHADING_ARB, &backup.arb_sample_shading);
        glGetFloatv(GL_MIN_SAMPLE_SHADING_VALUE_ARB, 
&backup.min_sample_shading);
 
+       /* This ensures that copying is done on a per-sample basis rather than
+        * the default per-pixel basis. */
        glEnable(GL_SAMPLE_SHADING_ARB);
        glMinSampleShadingARB(1.0f);
 
+       /* Load the data into a texture for drawing. */
        glBindTexture(GL_TEXTURE_2D_ARRAY, array_tex);
        glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, internalFormat, width, height,
                     depth * samples, 0, format, type, data);
 
+       /* Bind the special FBO and attach our texture to it. */
        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
        glViewport(0, 0, width, height);
 
@@ -182,6 +192,9 @@ texture_sub_image_multisample(GLenum tex, GLenum target,
        glEnableVertexAttribArray(0);
        glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts);
 
+       /* When we call draw arrays, the data (in array_tex) will get drawn
+        * into our texture (in tex) because it's attached to
+        * the framebuffer. */
        if (target == GL_TEXTURE_2D_MULTISAMPLE) {
                glUniform1i(z_loc, 0);
                glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER,
@@ -311,12 +324,85 @@ check_immutable(void)
        return pass;
 }
 
+static bool
+draw_multisampled(void)
+{
+       bool pass = true;
+       GLuint texture, fbo;
+       int x, y, z, idx;
+       int samples = 2;
+       float sample_mult;
+
+       /* Make a texture of size piglit_width x piglit_height that is divided
+        * into two triangles by a diagonal (\) line. (Use \ rather than /
+        * because texture_sub_image_multisample uses /.) */
+       /* TODO: Do spatial anti-aliasing rather than blending. */
+       GLubyte* data = malloc(4 * samples * piglit_width * piglit_height *
+                              sizeof(GLubyte));
+       float m = ((float) piglit_height / piglit_width);
+       for (z = 0; z < samples; ++z) {
+               for (y = 0; y < piglit_height; ++y) {
+                       for (x = 0; x < piglit_width; ++x) {
+                               idx = 4 * ((z * piglit_height + y) *
+                                         piglit_width + x);
+                               sample_mult = ((float) z)/samples;
+                               if (y <= ((int) piglit_height - (m * x))) {
+                                       /* Green below or on the line. */
+                                       data[idx + 0] =   0 * sample_mult;
+                                       data[idx + 1] = 255 * sample_mult;
+                                       data[idx + 2] =   0 * sample_mult;
+                               }
+                               else {
+                                       /* White above the line. */
+                                       data[idx + 0] = 255 * sample_mult;
+                                       data[idx + 1] = 255 * sample_mult;
+                                       data[idx + 2] = 255 * sample_mult;
+                               }
+                               data[idx + 3] = 255;
+                       }
+               }
+       }
+
+       /* Set up the image. */
+       glCreateTextures(GL_TEXTURE_2D_MULTISAMPLE, 1, &texture);
+       glTextureStorage2DMultisample(texture, samples, GL_RGBA8,
+                                     piglit_width, piglit_height, GL_FALSE);
+       texture_sub_image_multisample(texture, GL_TEXTURE_2D_MULTISAMPLE,
+                                     GL_RGBA8, piglit_width, piglit_height,
+                                     1, samples, GL_RGBA, GL_UNSIGNED_BYTE,
+                                     data);
+
+       /* Draw the image. Can't use piglit_draw_rect_tex because the OpenGL
+        * 1.0 pipeline doesn't handle multisample textures. */
+       piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
+       glGenFramebuffers(1, &fbo);
+       glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
+       glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+                              GL_TEXTURE_2D_MULTISAMPLE, texture, 0);
+       glBlitFramebuffer(0, 0, piglit_width, piglit_height,
+                         0, 0, piglit_width, piglit_height,
+                         GL_COLOR_BUFFER_BIT, GL_LINEAR);
+       pass &= piglit_check_gl_error(GL_NO_ERROR);
+       if (!piglit_automatic) {
+               piglit_present_results();
+       }
+
+       piglit_report_subtest_result(pass ? PIGLIT_PASS : PIGLIT_FAIL,
+                                    "multisampled drawing");
+
+
+       free(data);
+       return pass;
+}
 
 void
 piglit_init(int argc, char **argv)
 {
+       int max_samples;
        piglit_require_extension("GL_ARB_direct_state_access");
        piglit_require_extension("GL_ARB_texture_storage_multisample");
+       glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
+       printf("Max samples = %d\n", max_samples);
 }
 
 enum piglit_result
@@ -329,6 +415,8 @@ piglit_display(void)
                result = PIGLIT_FAIL;
        if (!check_unsized_format())
                result = PIGLIT_FAIL;
+       if (!draw_multisampled())
+               result = PIGLIT_FAIL;
 
        return result;
 }
-- 
2.1.0

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