I have it locally.
On Sun, Nov 1, 2015 at 12:49 AM, Dylan Baker <[email protected]> wrote: > All.py? > > On Oct 31, 2015 21:02, "Ilia Mirkin" <[email protected]> wrote: >> >> 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 _______________________________________________ Piglit mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/piglit
