I appear to never have checked this in... any objections?
On Wed, Sep 24, 2014 at 12:53 AM, Ilia Mirkin <[email protected]> wrote: > This points out a bug in the mesa/st ARB_texture_view patch which leaks > out to all layered rendering onto immutable 3d textures. > > Signed-off-by: Ilia Mirkin <[email protected]> > --- > > This is a copy of the gl-layer-render test with glTexStorage patched > in instead of glTexImage. > > .../gl-3.2/layered-rendering/CMakeLists.gl.txt | 1 + > .../layered-rendering/gl-layer-render-storage.c | 303 > +++++++++++++++++++++ > 2 files changed, 304 insertions(+) > create mode 100644 > tests/spec/gl-3.2/layered-rendering/gl-layer-render-storage.c > > diff --git a/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt > b/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt > index a5628dc..adc99ae 100644 > --- a/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt > +++ b/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt > @@ -26,4 +26,5 @@ piglit_add_executable (gl-3.2-layered-rendering-gl-layer > gl-layer.c) > piglit_add_executable (gl-3.2-layered-rendering-gl-layer-cube-map > gl-layer-cube-map.c) > piglit_add_executable (gl-3.2-layered-rendering-gl-layer-not-layered > gl-layer-not-layered.c) > piglit_add_executable (gl-3.2-layered-rendering-gl-layer-render > gl-layer-render.c) > +piglit_add_executable (gl-3.2-layered-rendering-gl-layer-render-storage > gl-layer-render-storage.c) > # vim: ft=cmake: > diff --git a/tests/spec/gl-3.2/layered-rendering/gl-layer-render-storage.c > b/tests/spec/gl-3.2/layered-rendering/gl-layer-render-storage.c > new file mode 100644 > index 0000000..01f8a7b > --- /dev/null > +++ b/tests/spec/gl-3.2/layered-rendering/gl-layer-render-storage.c > @@ -0,0 +1,303 @@ > +/* > + * 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 gl-layer-render.c > + * Section 4.12.4(Geometry Shaders) From GL spec 3.2 core: > + * "Geometry shaders can be used to render to one of several different layers > + * of cube map textures, three-dimensional textures, or one-or > two-dimensional > + * texture arrays. > + * > + * The layer to render to is specified by writing to the built-in output > + * variable gl_Layer." > + */ > + > +#include "piglit-util-gl.h" > + > +PIGLIT_GL_TEST_CONFIG_BEGIN > + > + config.supports_gl_compat_version = 32; > + config.supports_gl_core_version = 32; > + > + config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE; > + > +PIGLIT_GL_TEST_CONFIG_END > + > +GLenum textureType[] = { > + GL_TEXTURE_3D, > + GL_TEXTURE_CUBE_MAP, > + GL_TEXTURE_1D_ARRAY, > + GL_TEXTURE_2D_ARRAY, > + GL_TEXTURE_2D_MULTISAMPLE_ARRAY > +}; > + > +const char *vs_source = { > + "#version 150\n" > + "in vec4 piglit_vertex;\n" > + "out vec4 vert;\n" > + "void main() {\n" > + " gl_Position = piglit_vertex;\n" > + " vert = piglit_vertex;\n" > + "}\n" > +}; > + > +const char *gs_source = { > + "#version 150\n" > + "layout(triangles) in;\n" > + "layout(triangle_strip, max_vertices = 3) out;\n" > + "in vec4 vert[3];\n" > + "uniform int layer;\n" > + "\n" > + "void main()\n" > + "{\n" > + " for(int i = 0; i < 3; i++) {\n" > + " gl_Position = vert[i];\n" > + " gl_Layer = layer;\n" > + " EmitVertex();\n" > + " }\n" > + "}\n" > +}; > + > +const char *fs_source = { > + "#version 150\n" > + "uniform vec3 color;\n" > + "void main() {\n" > + " gl_FragColor = vec4(color.xyz, 1.);\n" > + "}\n" > +}; > + > +static GLuint layer_uniform; > +static GLuint color_uniform; > + > +GLuint > +create_bind_texture(GLenum textureType) { > + int i; > + GLuint texture; > + glGenTextures(1, &texture); > + glBindTexture(textureType, texture); > + > + switch(textureType) { > + case GL_TEXTURE_1D_ARRAY: > + case GL_TEXTURE_2D: > + glTexParameteri(textureType, GL_TEXTURE_MIN_FILTER, > GL_LINEAR); > + glTexParameteri(textureType, GL_TEXTURE_MAG_FILTER, > GL_LINEAR); > + glTexParameteri(textureType, GL_TEXTURE_WRAP_S, GL_REPEAT); > + glTexParameteri(textureType, GL_TEXTURE_WRAP_T, GL_REPEAT); > + glTexStorage2D(textureType, 1, GL_RGB8, 6, 6); > + break; > + case GL_TEXTURE_3D: > + case GL_TEXTURE_2D_ARRAY: > + glTexParameteri(textureType, GL_TEXTURE_MIN_FILTER, > GL_LINEAR); > + glTexParameteri(textureType, GL_TEXTURE_MAG_FILTER, > GL_LINEAR); > + glTexParameteri(textureType, GL_TEXTURE_WRAP_S, GL_REPEAT); > + glTexParameteri(textureType, GL_TEXTURE_WRAP_T, GL_REPEAT); > + glTexParameteri(textureType, GL_TEXTURE_WRAP_R, GL_REPEAT); > + glTexStorage3D(textureType, 1, GL_RGB8, 6, 6, 6); > + break; > + case GL_TEXTURE_CUBE_MAP: > + glTexStorage2D(textureType, 1, GL_RGB8, 6, 6); > + break; > + case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: > + glTexStorage3DMultisample(textureType, 4, GL_RGB8, > + 6, 6, 6, GL_FALSE); > + break; > + } > + > + return texture; > +} > + > +bool check_framebuffer_status(GLenum target, GLenum expected) { > + GLenum observed = glCheckFramebufferStatus(target); > + if(expected != observed) { > + printf("Unexpected framebuffer status!\n" > + " Observed: %s\n Expected: %s\n", > + piglit_get_gl_enum_name(observed), > + piglit_get_gl_enum_name(expected)); > + return false; > + } > + return true; > +} > + > +/* Take a framebuffer object, that has a GL_TEXTURE_2D_MULTISAMPLE > + * or a layer of a GL_TEXTURE_2D_MULTISAMPLE_ARRAY attached to > + * color attachment 0. Then blit that framebuffer object to > + * a new fbo that has a GL_TEXTURE_2D attached. Finally > + * attach the new GL_TEXTURE_2D to the original fbo. > + */ > +void > +ConvertMultiSample2DToTexture2D(GLuint fboRead) { > + GLuint fboDraw, texture; > + > + glGenFramebuffers(1, &fboDraw); > + glGenTextures(1, &texture); > + > + glBindFramebuffer(GL_READ_FRAMEBUFFER, fboRead); > + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fboDraw); > + > + texture = create_bind_texture(GL_TEXTURE_2D); > + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, > + GL_TEXTURE_2D, texture, 0); > + > + if(!check_framebuffer_status(GL_DRAW_FRAMEBUFFER, > + GL_FRAMEBUFFER_COMPLETE) || > + !check_framebuffer_status(GL_READ_FRAMEBUFFER, > + GL_FRAMEBUFFER_COMPLETE)) { > + > + piglit_report_result(PIGLIT_FAIL); > + } > + > + glBlitFramebuffer(0, 0, 6, 6, 0, 0, 6, 6, > + GL_COLOR_BUFFER_BIT, GL_NEAREST); > + > + if(!piglit_check_gl_error(GL_NO_ERROR)) { > + glDeleteTextures(1, &texture); > + piglit_report_result(PIGLIT_FAIL); > + } > + > + glBindFramebuffer(GL_FRAMEBUFFER, fboRead); > + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, > + GL_TEXTURE_2D, texture, 0); > + > + glDeleteFramebuffers(1, &fboDraw); > + > + if(!piglit_check_gl_error(GL_NO_ERROR)) { > + glDeleteTextures(1, &texture); > + piglit_report_result(PIGLIT_FAIL); > + } > +} > + > + > +bool > +probe_texture_layered_rbg(GLenum textureType, GLuint texture, int x, int y, > + int z, int w, int h, int d, float *expected) > +{ > + int k; > + GLuint fbo; > + > + glGenFramebuffers(1, &fbo); > + glBindFramebuffer(GL_FRAMEBUFFER, fbo); > + > + for(k = 0; k < d; k++ ) { > + if(textureType == GL_TEXTURE_CUBE_MAP) { > + glFramebufferTexture2D(GL_FRAMEBUFFER, > GL_COLOR_ATTACHMENT0, > + GL_TEXTURE_CUBE_MAP_POSITIVE_X+k+z, texture, > 0); > + } else { > + glFramebufferTextureLayer(GL_FRAMEBUFFER, > GL_COLOR_ATTACHMENT0, > + texture, 0, k+z); > + } > + > + if(textureType == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) { > + ConvertMultiSample2DToTexture2D(fbo); > + } > + > + if(!piglit_probe_rect_rgb(0, 0, w, h, &expected[k*3])) { > + printf("Layer: %i\n", k); > + return false; > + } > + } > + return true; > +} > + > + > + > +void > +piglit_init(int argc, char **argv) > +{ > + int i, j; > + bool pass = true; > + GLuint fbo, texture, program; > + > + float colors[6*3] = { > + 0, 0, 1, > + 0, 1, 0, > + 0, 1, 1, > + 1, 0, 0, > + 1, 0, 1, > + 1, 1, 0 > + }; > + > + program = piglit_build_simple_program_multiple_shaders( > + GL_VERTEX_SHADER, vs_source, > + GL_GEOMETRY_SHADER, gs_source, > + GL_FRAGMENT_SHADER, fs_source, > + 0); > + glUseProgram(program); > + > + /* Retrieve index from vs */ > + color_uniform = glGetUniformLocation(program, "color"); > + layer_uniform = glGetUniformLocation(program, "layer"); > + > + /* Gen textures */ > + for(i = 0; i < ARRAY_SIZE(textureType); i++) { > + printf("Texture Type: %s\n", > + piglit_get_gl_enum_name(textureType[i])); > + glGenFramebuffers(1, &fbo); > + glBindFramebuffer(GL_FRAMEBUFFER, fbo); > + > + texture = create_bind_texture(textureType[i]); > + glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, > + texture, 0); > + > + if(!check_framebuffer_status(GL_FRAMEBUFFER, > + GL_FRAMEBUFFER_COMPLETE) || > + !piglit_check_gl_error(GL_NO_ERROR)) { > + printf("Texture Type: %s. Error with setup\n", > + piglit_get_gl_enum_name(textureType[i])); > + piglit_report_result(PIGLIT_FAIL); > + } > + > + /* draw quad on each layer with set color*/ > + for(j = 0; j < 6; j++) { > + glUniform1i(layer_uniform, j); > + glUniform3fv(color_uniform, 1, &colors[j*3]); > + > + piglit_draw_rect(-1, -1, 2, 2); > + } > + > + if(textureType[i] == GL_TEXTURE_1D_ARRAY) { > + pass = probe_texture_layered_rbg(textureType[i], > texture, > + 0, 0, 0, 6, 1, 6, colors) > + && pass; > + } else { > + pass = probe_texture_layered_rbg(textureType[i], > texture, > + 0, 0, 0, 6, 6, 6, colors) > + && pass; > + } > + > + pass = piglit_check_gl_error(GL_NO_ERROR) && pass; > + > + /* Clean up */ > + glDeleteTextures(1, &texture); > + glDeleteFramebuffers(1, &fbo); > + } > + > + pass = piglit_check_gl_error(GL_NO_ERROR) && pass; > + > + piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL); > +} > + > +enum piglit_result > +piglit_display(void) > +{ > + /* UNREACHABLE */ > + return PIGLIT_FAIL; > +} > -- > 1.8.5.5 > _______________________________________________ Piglit mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/piglit
