On 19.04.2017 02:58, Plamena Manolova wrote:
A test to check whether GL_ARB_fragment_shader_interlock operates as
expected. This test simulates blending behaviour by using image loads/stores
to a 3D texture. The bledning formula used is:

Type: blending


result = current_alpha * current_color + (1 - current_alpha) * previous_color
Multisampling is also enabled and tested at 2, 4, 8 and 16.

Signed-off-by: Plamena Manolova <[email protected]>
---
 tests/all.py                                       |   5 +
 tests/spec/CMakeLists.txt                          |   1 +
 .../CMakeLists.gl.txt                              |  12 +
 .../arb_fragment_shader_interlock/CMakeLists.txt   |   1 +
 .../image-load-store.c                             | 298 +++++++++++++++++++++
 5 files changed, 317 insertions(+)
 create mode 100644 tests/spec/arb_fragment_shader_interlock/CMakeLists.gl.txt
 create mode 100644 tests/spec/arb_fragment_shader_interlock/CMakeLists.txt
 create mode 100644 tests/spec/arb_fragment_shader_interlock/image-load-store.c

diff --git a/tests/all.py b/tests/all.py
index a832ffb..1a28e62 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -4803,6 +4803,11 @@ with profile.test_list.group_manager(
     g(['arb_post_depth_coverage-sample-shading'])

 with profile.test_list.group_manager(
+        PiglitGLTest,
+        grouptools.join('spec', 'arb_fragment_shader_interlock')) as g:
+    g(['arb_fragment_shader_interlock-image-load-store'])
+
+with profile.test_list.group_manager(
     PiglitGLTest,
     grouptools.join('spec', 'arb_shader_image_size')) as g:
     g(['arb_shader_image_size-builtin'], 'builtin')
diff --git a/tests/spec/CMakeLists.txt b/tests/spec/CMakeLists.txt
index 5bdde84..5bfa76b 100644
--- a/tests/spec/CMakeLists.txt
+++ b/tests/spec/CMakeLists.txt
@@ -160,3 +160,4 @@ add_subdirectory (arb_shader_texture_image_samples)
 add_subdirectory (arb_texture_barrier)
 add_subdirectory (intel_conservative_rasterization)
 add_subdirectory (arb_post_depth_coverage)
+add_subdirectory (arb_fragment_shader_interlock)
diff --git a/tests/spec/arb_fragment_shader_interlock/CMakeLists.gl.txt 
b/tests/spec/arb_fragment_shader_interlock/CMakeLists.gl.txt
new file mode 100644
index 0000000..d8bb7da
--- /dev/null
+++ b/tests/spec/arb_fragment_shader_interlock/CMakeLists.gl.txt
@@ -0,0 +1,12 @@
+include_directories(
+       ${GLEXT_INCLUDE_DIR}
+       ${OPENGL_INCLUDE_PATH}
+)
+
+link_libraries (
+       piglitutil_${piglit_target_api}
+       ${OPENGL_gl_LIBRARY}
+)
+
+piglit_add_executable (arb_fragment_shader_interlock-image-load-store
+       image-load-store.c)
diff --git a/tests/spec/arb_fragment_shader_interlock/CMakeLists.txt 
b/tests/spec/arb_fragment_shader_interlock/CMakeLists.txt
new file mode 100644
index 0000000..144a306
--- /dev/null
+++ b/tests/spec/arb_fragment_shader_interlock/CMakeLists.txt
@@ -0,0 +1 @@
+piglit_include_target_api()
diff --git a/tests/spec/arb_fragment_shader_interlock/image-load-store.c 
b/tests/spec/arb_fragment_shader_interlock/image-load-store.c
new file mode 100644
index 0000000..2f4a7d0
--- /dev/null
+++ b/tests/spec/arb_fragment_shader_interlock/image-load-store.c
@@ -0,0 +1,298 @@
+/*
+ * Copyright (c) 2015 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.
+ */
+
+#include "piglit-util-gl.h"
+
+/*
+ * A test to check whether GL_ARB_fragment_shader_interlock operates as
+ * expected. This test simulates blending behaviour by using image loads/stores
+ * to a 3D texture. The bledning formula used is:

Typo: blending


+ * result = current_alpha * current_color + (1 - current_alpha) * 
previous_color
+ * Multisampling is also enabled and tested at 2, 4, 8 and 16.
+ */
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+       config.supports_gl_compat_version = 42;
+       config.supports_gl_core_version = 42;
+       config.window_width = 100;
+       config.window_height = 100;
+       config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DEPTH |
+               PIGLIT_GL_VISUAL_DOUBLE;
+PIGLIT_GL_TEST_CONFIG_END
+
+static GLuint prog, vao, tex_frame, tex_blend, fbo;
+
+static GLuint
+make_fbo(void)
+{
+       GLuint fbo;
+       glGenFramebuffers(1, &fbo);
+       glBindFramebuffer(GL_FRAMEBUFFER, fbo );
+       glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex_frame);
+       glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+               GL_TEXTURE_2D_MULTISAMPLE, tex_frame, 0);
+
+       return fbo;
+}
+
+static GLuint
+make_shader_program(void)
+{
+       static const char *vs_text =
+               "#version 430\n"
+               "layout(location = 0) in vec4 pos_in;\n"
+               "layout(location = 1) in vec4 col_in;\n"
+               "smooth out vec4 col_vary;\n"
+               "void main()\n"
+               "{\n"
+               "  gl_Position = pos_in;\n"
+               "  col_vary = col_in;\n"
+               "}\n";
+
+       static const char *fs_text =
+               "#version 430\n"
+               "#extension GL_ARB_fragment_shader_interlock: require\n"
+               "layout(sample_interlock_ordered) in;\n"

Since the shader writes to per-pixel data, it needs to be pixel_interlock_ordered. Otherwise, there might be a race between shader invocations that affect the same pixel but disjoint sets of samples (i.e. along the seams between triangles).



+               "layout(rgba32f, binding = 0) uniform image3D img_output;\n"
+               "layout(location = 1) uniform int sample_rate;\n"
+               "smooth in vec4 col_vary;\n"
+               "out vec4 col_out;\n"
+               "void main()\n"
+               "{\n"
+               "  vec4 result = vec4(0.0, 0.0, 0.0, 1.0);\n"
+               "  ivec3 current_sample_coord = ivec3(gl_FragCoord.x, 
gl_FragCoord.y, gl_SampleID);\n"
+               "  ivec3 result_coord = ivec3(gl_FragCoord.x, gl_FragCoord.y, 
sample_rate);\n"
+               "  int i;\n"
+               "  beginInvocationInterlockARB();\n"
+               "  vec4 current_sample_color = imageLoad(img_output, 
current_sample_coord);\n"
+               "  result.rgb += col_vary.a * col_vary.rgb + (1 - col_vary.a) * 
current_sample_color.rgb;\n"
+               "  imageStore(img_output, current_sample_coord, result);\n"
+               "\n"
+               "  for (i = 0; i < sample_rate; i++) {\n"
+               "          if (i != gl_SampleID) {\n"
+               "                  ivec3 sample_coord = ivec3(gl_FragCoord.x, 
gl_FragCoord.y, i);\n"
+               "                  vec4 sample_color = imageLoad(img_output, 
sample_coord);\n"
+               "                  result.rgb += sample_color.rgb;\n"
+               "          }\n"
+               "  }\n"
+               "  result.rgb /= sample_rate;\n"
+               "  imageStore(img_output, result_coord, result);\n"
+               "  endInvocationInterlockARB();\n"
+               "  col_out = result;\n"
+               "}\n";
+
+       GLuint prog;
+
+       prog = piglit_build_simple_program(vs_text, fs_text);
+       glUseProgram(prog);
+
+       glBindAttribLocation(prog, 0, "pos_in");
+       glBindAttribLocation(prog, 1, "col_in");
+
+       glLinkProgram(prog);
+
+       if (!piglit_check_gl_error(GL_NO_ERROR)) {
+               piglit_report_result(PIGLIT_FAIL);
+       }
+
+       return prog;
+}
+
+static GLuint
+make_texture_buffer(void)
+{
+       GLuint tex;
+
+       glGenTextures(1, &tex);
+       glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex);
+       glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 2,
+               GL_RGBA32F, piglit_width, piglit_height, false);
+       glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex);
+
+       return tex;
+}
+
+static GLuint
+make_texture_blend(void)
+{
+       GLuint tex;
+
+       glGenTextures(1, &tex);
+       glActiveTexture(GL_TEXTURE0);
+       glBindTexture(GL_TEXTURE_3D, tex);
+       glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+       glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+       glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+       glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+       glBindImageTexture(0, tex, 0, GL_TRUE, 0, GL_READ_WRITE, GL_RGBA32F);
+
+       return tex;
+}
+
+static GLuint
+make_vao(void)
+{
+       static const float pos_col[18][6] = {
+               { -1.0, -1.0, 0.0, 1.0, 0.0, 0.25 },
+               {  0.0, -1.0, 0.0, 1.0, 0.0, 0.25 },
+               {  0.0,  1.0, 0.0, 1.0, 0.0, 0.25 },
+               {  0.0,  1.0, 0.0, 1.0, 0.0, 0.25 },
+               { -1.0,  1.0, 0.0, 1.0, 0.0, 0.25 },
+               { -1.0, -1.0, 0.0, 1.0, 0.0, 0.25 },
+               { -1.0, -1.0, 1.0, 0.0, 0.0, 0.25 },
+               {  1.0, -1.0, 1.0, 0.0, 0.0, 0.25 },
+               {  1.0,  1.0, 1.0, 0.0, 0.0, 0.25 },
+               {  1.0,  1.0, 1.0, 0.0, 0.0, 0.25 },
+               { -1.0,  1.0, 1.0, 0.0, 0.0, 0.25 },
+               { -1.0, -1.0, 1.0, 0.0, 0.0, 0.25 },
+               { -1.0, -1.0, 0.0, 0.0, 1.0, 0.25 },
+               {  1.0, -1.0, 0.0, 0.0, 1.0, 0.25 },
+               {  1.0,  1.0, 0.0, 0.0, 1.0, 0.25 },
+               {  1.0,  1.0, 0.0, 0.0, 1.0, 0.25 },
+               { -1.0,  1.0, 0.0, 0.0, 1.0, 0.25 },
+               { -1.0, -1.0, 0.0, 0.0, 1.0, 0.25 }
+       };
+
+       const int stride = sizeof(pos_col[0]);
+       GLuint vbo, vao;
+
+       glGenVertexArrays(1, &vao);
+       glBindVertexArray(vao);
+
+       glGenBuffers(1, &vbo);
+       glBindBuffer(GL_ARRAY_BUFFER, vbo);
+       glBufferData(GL_ARRAY_BUFFER, sizeof(pos_col), pos_col, GL_STATIC_DRAW);
+
+       glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, stride, (void *) 0);
+       glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, stride,
+               (void *)(sizeof(float) * 2));
+
+       glEnableVertexAttribArray(0);
+       glEnableVertexAttribArray(1);
+
+       if (!piglit_check_gl_error(GL_NO_ERROR)) {
+               piglit_report_result(PIGLIT_FAIL);
+       }
+
+       return vao;
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+       piglit_require_extension("GL_ARB_fragment_shader_interlock");
+
+       glEnable(GL_MULTISAMPLE);
+       glDisable(GL_CULL_FACE);
+       glClearColor(0.0, 0.0, 0.0, 1.0);
+
+       prog = make_shader_program();
+       vao = make_vao();
+       tex_frame = make_texture_buffer();
+       fbo = make_fbo();
+       tex_blend = make_texture_blend();
+}
+
+enum piglit_result
+piglit_display(void)
+{
+       int samples[4] = { 2, 4, 8, 16 };
+       bool pass = true;
+       uint i, j, k, l;
+       uint result1[4] = { 47, 35, 63, 255 };
+       uint result2[4] = { 47, 0, 63, 255 };
+
+       glViewport(0, 0, piglit_width, piglit_height);
+
+       for (i = 0; i < 4; i++) {
+               GLfloat *tex_data = calloc(piglit_width * piglit_height *
+                       (samples[i] + 1) * 4, sizeof(GLfloat));
+
+               glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA32F, piglit_width, 
piglit_height,
+                       samples[i] + 1, 0, GL_RGBA, GL_FLOAT, tex_data);

Iterations should be skipped when the given number of samples is not supported.


+
+               glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
+               glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex_frame);
+               glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples[i],
+                       GL_RGBA8, piglit_width, piglit_height, false);
+               glUniform1i(1, samples[i]);
+
+               glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT |
+                       GL_STENCIL_BUFFER_BIT);
+
+               glUseProgram(prog);
+               glDrawArrays(GL_TRIANGLES, 0, 18);
+
+               glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+               glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
+               glDrawBuffer(GL_BACK);
+               glBlitFramebuffer(0, 0, piglit_width, piglit_height, 0, 0, 
piglit_width,
+                       piglit_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);

Maybe add piglit_check_gl_error?

Cheers,
Nicolai


+               piglit_present_results();
+
+               glGetTexImage(GL_TEXTURE_3D, 0, GL_RGBA, GL_FLOAT, tex_data);
+               for (j = 0; j < samples[i] + 1; j++) {
+                       for (k = 0; k < piglit_height; k++) {
+                               for (l = 0; l < piglit_width; l++) {
+                                       uint m = ((piglit_width * piglit_height 
* j) +
+                                               (k * piglit_width) + l) * 4;
+                                       uint r = fabs(tex_data[m]) * 255;
+                                       uint g = fabs(tex_data[m + 1]) * 255;
+                                       uint b = fabs(tex_data[m + 2]) * 255;
+                                       uint a = fabs(tex_data[m + 3]) * 255;
+
+                                       if ((l < piglit_width / 2) && (r != 
result1[0] ||
+                                                 g != result1[1] || b != 
result1[2] || a != result1[3])) {
+                                               printf("observed %u %u %u     %u %u 
%u %u\n", j, k, l, r,
+                                                       g, b, a);
+                                               printf("expected %u %u %u     %u %u 
%u %u\n", j, k, l,
+                                               result1[0], result1[1], 
result1[2], result1[3]);
+                                               pass = false;
+                                               break;
+                                       }
+
+                                       if ((l > piglit_width / 2) && (r != 
result2[0] ||
+                                                 g != result2[1] || b != 
result2[2] || a != result2[3])) {
+                                               printf("observed %u %u %u     %u %u 
%u %u\n", j, k, l, r,
+                                                       g, b, a);
+                                               printf("expected %u %u %u     %u %u 
%u %u\n", j, k, l,
+                                                       result1[0], result1[1], 
result1[2], result1[3]);
+                                               pass = false;
+                                               break;
+                                       }
+                               }
+                               if (!pass)
+                                       break;
+                       }
+                       if (!pass)
+                               break;
+               }
+
+               free(tex_data);
+               pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+               if (!pass)
+                       break;
+       }
+
+       return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}



--
Lerne, wie die Welt wirklich ist,
Aber vergiss niemals, wie sie sein sollte.
_______________________________________________
Piglit mailing list
[email protected]
https://lists.freedesktop.org/mailman/listinfo/piglit

Reply via email to