Alternate drawing solid colors to an fbo and sampling from it to the
framebuffer.

Some Tiled renderers reorder draw calls so to to minimize tile switching.

TODO
---
 tests/all.py                             |   1 +
 tests/spec/gles-2.0/CMakeLists.gles2.txt |   1 +
 tests/spec/gles-2.0/fbo-draw-sample.c    | 164 +++++++++++++++++++++++++++++++
 3 files changed, 166 insertions(+)
 create mode 100644 tests/spec/gles-2.0/fbo-draw-sample.c

diff --git a/tests/all.py b/tests/all.py
index 8add41457..ca2a73307 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -4643,6 +4643,7 @@ with profile.test_list.group_manager(
     g(['minmax_gles2'])
     g(['multiple-shader-objects_gles2'])
     g(['fbo_discard_gles2'])
+    g(['gles-2.0-fbo-draw-sample'])
     g(['draw_buffers_gles2'])
 
 with profile.test_list.group_manager(
diff --git a/tests/spec/gles-2.0/CMakeLists.gles2.txt 
b/tests/spec/gles-2.0/CMakeLists.gles2.txt
index a29ad820c..1d0de6c13 100644
--- a/tests/spec/gles-2.0/CMakeLists.gles2.txt
+++ b/tests/spec/gles-2.0/CMakeLists.gles2.txt
@@ -8,6 +8,7 @@ piglit_add_executable(link-no-vsfs_gles2 link-no-vsfs.c)
 piglit_add_executable(minmax_gles2 minmax.c)
 piglit_add_executable(multiple-shader-objects_gles2 multiple-shader-objects.c)
 piglit_add_executable(fbo_discard_gles2 fbo-discard.c)
+piglit_add_executable(gles-2.0-fbo-draw-sample fbo-draw-sample.c)
 piglit_add_executable(draw_buffers_gles2 draw-buffers.c)
 
 # vim: ft=cmake:
diff --git a/tests/spec/gles-2.0/fbo-draw-sample.c 
b/tests/spec/gles-2.0/fbo-draw-sample.c
new file mode 100644
index 000000000..57d07cc62
--- /dev/null
+++ b/tests/spec/gles-2.0/fbo-draw-sample.c
@@ -0,0 +1,164 @@
+/*
+ * Copyright © 2017 Fabian Bieler
+ *
+ * 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 fbo-draw-sample.c
+ *
+ * Alternate drawing solid colors to an fbo and sampling from it to the
+ * framebuffer.
+ *
+ * Some Tiled renderers reorder draw calls so to to minimize tile switching.
+ * TODO
+ */
+
+#include "piglit-util-gl.h"
+
+#define TILESIZE 32
+#define X_TILES 8
+#define Y_TILES 8
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+       config.supports_gl_es_version = 20;
+       config.window_visual = PIGLIT_GL_VISUAL_RGB;
+       config.window_width = TILESIZE * X_TILES;
+       config.window_height = TILESIZE * Y_TILES;
+       config.khr_no_error_support = PIGLIT_NO_ERRORS;
+PIGLIT_GL_TEST_CONFIG_END
+
+enum { BLACK, BLUE, GREEN, CYAN, RED, MAGENTA, YELLOW, WHITE };
+
+static const GLfloat colors[][4] = {
+       { 0.0, 0.0, 0.0, 1.0 },
+       { 0.0, 0.0, 1.0, 1.0 },
+       { 0.0, 1.0, 0.0, 1.0 },
+       { 0.0, 1.0, 1.0, 1.0 },
+       { 1.0, 0.0, 0.0, 1.0 },
+       { 1.0, 0.0, 1.0, 1.0 },
+       { 1.0, 1.0, 0.0, 1.0 },
+       { 1.0, 1.0, 1.0, 1.0 }
+};
+
+static const char *vs_color_src =
+       "attribute vec4 piglit_vertex;\n"
+       "void main()\n"
+       "{\n"
+       "       gl_Position = piglit_vertex;\n"
+       "}\n";
+
+static const char *fs_color_src =
+       "precision highp float;\n"
+       "uniform vec4 color;\n"
+       "void main()\n"
+       "{\n"
+       "        gl_FragColor = color;\n"
+       "}\n";
+
+static const char *vs_tex_src =
+       "attribute vec4 piglit_vertex;\n"
+       "attribute vec4 piglit_texcoord;\n"
+       "varying vec2 tex_coord;\n"
+       "void main()\n"
+       "{\n"
+       "       gl_Position = piglit_vertex;\n"
+       "       tex_coord = piglit_texcoord.xy;\n"
+       "}\n";
+
+static const char *fs_tex_src =
+       "precision highp float;\n"
+       "uniform sampler2D tex;\n"
+       "varying vec2 tex_coord;\n"
+       "void main()\n"
+       "{\n"
+       "        gl_FragColor = texture2D(tex, tex_coord);\n"
+       "}\n";
+
+static int color_prog, tex_prog;
+
+void
+piglit_init(int argc, char **argv)
+{
+       color_prog = piglit_build_simple_program(vs_color_src, fs_color_src);
+       tex_prog = piglit_build_simple_program(vs_tex_src, fs_tex_src);
+       int tex_loc = glGetUniformLocation(tex_prog, "tex");
+       glUniform1i(tex_loc, 0);
+}
+
+enum piglit_result
+piglit_display(void)
+{
+       bool pass = true;
+       unsigned fbo;
+       unsigned tex;
+
+       int color_loc = glGetUniformLocation(color_prog, "color");
+
+       glGenFramebuffers(1, &fbo);
+       glGenTextures(1, &tex);
+
+       glBindTexture(GL_TEXTURE_2D, tex);
+       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, piglit_width,
+                    piglit_height, 0, GL_RGB, GL_INT, NULL);
+
+       glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+       glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+                              GL_TEXTURE_2D, tex, 0);
+
+       const GLenum e =
+               glCheckFramebufferStatus(GL_FRAMEBUFFER);
+       if (e != GL_FRAMEBUFFER_COMPLETE) {
+               printf("FBO incomplete (%x): %s\n",
+                      e, piglit_get_gl_enum_name(e));
+               return PIGLIT_FAIL;
+       }
+
+       for (int i = 0; i < ARRAY_SIZE(colors); ++i) {
+               glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+               glUseProgram(color_prog);
+
+               for (int y = 0; y < Y_TILES; ++y) {
+                       for (int x = 0; x < X_TILES; ++x) {
+                               const float w = 2.0 / X_TILES;
+                               const float h = 2.0 / Y_TILES;
+                               glUniform4fv(color_loc, 1, colors[i]);
+                               piglit_draw_rect(-1 + x * w, -1 + y * h,
+                                                w, h);
+                       }
+               }
+
+               glBindFramebuffer(GL_FRAMEBUFFER, piglit_winsys_fbo);
+               glUseProgram(tex_prog);
+
+               piglit_draw_rect_tex(-1, -1, 2, 2, 0, 0, 1, 1);
+
+               /* Check result */
+               pass = piglit_probe_rect_rgb(0, 0, piglit_width,
+                                            piglit_height, colors[i]) &&
+                      pass;
+       }
+
+       piglit_present_results();
+
+       return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
+
-- 
2.15.1

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