Thank you for reviewing Nicolai! On Sun, Apr 23, 2017 at 2:01 AM, Nicolai Hähnle <[email protected]> wrote:
> 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). > > Actually this test cares only about the data written to image3D img_output which stores data on a per-sample basis (with the z coordinate being the sample number), so we actually want sample_interlock_ordered. > > + "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. >
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