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 >
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