diff options
author | Neil Roberts <neil@linux.intel.com> | 2014-06-12 11:53:57 +0100 |
---|---|---|
committer | Neil Roberts <neil@linux.intel.com> | 2015-07-28 17:16:38 +0100 |
commit | 9fbc18ada97204a557c6cd0e034d997a082312dd (patch) | |
tree | 1643212ffac22f0454011a6103480db1afabe87b | |
parent | 8db83c4548257cb0ed9578fc8dd3cabf58d7d1a5 (diff) |
GL_ARB_texture_multisample: Test using glClear with a ms render target
This creates a mulitsample texture and tries clearing it with glClear
via a framebuffer. One of the clears covers the entire texture and the
other is clipped to the right half of the texture using a scissor.
On the i965 driver the clear that covers the whole of the texture
wasn't working in Mesa before commit 765efeef883cdbb86e052acd887e0c3.
https://bugs.freedesktop.org/show_bug.cgi?id=79729
-rw-r--r-- | tests/all.py | 3 | ||||
-rw-r--r-- | tests/spec/arb_texture_multisample/CMakeLists.gl.txt | 1 | ||||
-rw-r--r-- | tests/spec/arb_texture_multisample/clear.c | 223 |
3 files changed, 226 insertions, 1 deletions
diff --git a/tests/all.py b/tests/all.py index b9ce22624..6bce7ec4f 100644 --- a/tests/all.py +++ b/tests/all.py @@ -1732,7 +1732,8 @@ with profile.group_manager( g(['arb_texture_multisample-negative-max-samples']) g(['arb_texture_multisample-teximage-3d-multisample']) g(['arb_texture_multisample-teximage-2d-multisample']) - g(['arb_texture_multisample-sample-depth']) + g(['arb_texture_multisample-sample-depth']), + g(['arb_texture_multisample-clear']) samplers_atm = ['sampler2DMS', 'isampler2DMS', 'usampler2DMS', 'sampler2DMSArray', 'isampler2DMSArray', 'usampler2DMSArray'] diff --git a/tests/spec/arb_texture_multisample/CMakeLists.gl.txt b/tests/spec/arb_texture_multisample/CMakeLists.gl.txt index e1ff42f57..1872bfeb8 100644 --- a/tests/spec/arb_texture_multisample/CMakeLists.gl.txt +++ b/tests/spec/arb_texture_multisample/CMakeLists.gl.txt @@ -23,4 +23,5 @@ piglit_add_executable (arb_texture_multisample-sample-position sample-position.c piglit_add_executable (arb_texture_multisample-teximage-2d-multisample teximage-2d-multisample.c) piglit_add_executable (arb_texture_multisample-teximage-3d-multisample teximage-3d-multisample.c) piglit_add_executable (arb_texture_multisample-sample-depth sample-depth.c) +piglit_add_executable (arb_texture_multisample-clear clear.c) # vim: ft=cmake: diff --git a/tests/spec/arb_texture_multisample/clear.c b/tests/spec/arb_texture_multisample/clear.c new file mode 100644 index 000000000..f7ec826c1 --- /dev/null +++ b/tests/spec/arb_texture_multisample/clear.c @@ -0,0 +1,223 @@ +/* + * Copyright (c) 2014 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 clear.c + * + * A test of using glClear with a framebuffer bound to a multisample + * texture. An 8x8 multisample texture is created with 4 samples. The + * whole texture is cleared to red and then the right half of it is + * cleared to green using a scissor. The texture is then drawn at + * 16x16 so that every sample of every texel can be drawn using a + * special shader. The values are then compared to check that all of + * the samples are cleared. + */ + +#define TEX_WIDTH 8 +#define TEX_HEIGHT 8 +#define TEX_SAMPLES 4 + +#include "piglit-util-gl.h" + +PIGLIT_GL_TEST_CONFIG_BEGIN + + config.supports_gl_compat_version = 21; + + config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE; + +PIGLIT_GL_TEST_CONFIG_END + +static const float red[4] = {1.0, 0.0, 0.0, 1.0}; +static const float green[4] = {0.0, 1.0, 0.0, 1.0}; + +static GLuint +create_texture(void) +{ + GLuint tex; + + glGenTextures(1, &tex); + glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex); + glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, + TEX_SAMPLES, + GL_RGBA, + TEX_WIDTH, TEX_HEIGHT, + GL_FALSE /* fixedsamplelocations */); + + if (!piglit_check_gl_error(GL_NO_ERROR)) + piglit_report_result(PIGLIT_FAIL); + + return tex; +} + +static void +clear_texture(GLuint tex) +{ + GLuint fb; + + glGenFramebuffers(1, &fb); + glBindFramebuffer(GL_FRAMEBUFFER, fb); + glFramebufferTexture2D(GL_FRAMEBUFFER, + GL_COLOR_ATTACHMENT0, + GL_TEXTURE_2D_MULTISAMPLE, + tex, + 0 /* layer */); + assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == + GL_FRAMEBUFFER_COMPLETE); + + /* Clear the entire texture to red */ + glClearColor(1.0, 0.0, 0.0, 1.0); + glClear(GL_COLOR_BUFFER_BIT); + + /* Clear the right half to green */ + glClearColor(0.0, 1.0, 0.0, 1.0); + glEnable(GL_SCISSOR_TEST); + glScissor(TEX_WIDTH / 2, 0, TEX_WIDTH / 2, TEX_HEIGHT); + glClear(GL_COLOR_BUFFER_BIT); + glDisable(GL_SCISSOR_TEST); + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + glDeleteFramebuffers(1, &fb); + + if (!piglit_check_gl_error(GL_NO_ERROR)) + piglit_report_result(PIGLIT_FAIL); +} + +static void +init_program(void) +{ + GLuint prog; + GLuint uniform; + + static const char vs_source[] = + "#version 130\n" + "in vec2 piglit_vertex;\n" + "uniform vec2 fb_size;\n" + "out vec2 sample_coord;\n" + "\n" + "void main()\n" + "{\n" + " gl_Position = vec4(piglit_vertex * 2.0 /\n" + " fb_size - 1.0,\n" + " 0.0, 1.0);\n" + " sample_coord = piglit_vertex;\n" + "}\n"; + static const char fs_source[] = + "#version 130\n" + "#extension GL_ARB_texture_multisample : enable\n" + "uniform sampler2DMS tex;\n" + "in vec2 sample_coord;\n" + "\n" + "void main()\n" + "{\n" + " ivec2 isample_coord = ivec2(sample_coord);\n" + " ivec2 tex_coord = isample_coord / 2;\n" + " int sample = ((isample_coord.x & 1) * 2 +\n" + " (isample_coord.y & 1));\n" + " gl_FragColor = texelFetch(tex, tex_coord, sample);\n" + "}\n"; + + prog = piglit_build_simple_program(vs_source, fs_source); + + glUseProgram(prog); + + uniform = glGetUniformLocation(prog, "tex"); + glUniform1i(uniform, 0); + + uniform = glGetUniformLocation(prog, "fb_size"); + glUniform2f(uniform, piglit_width, piglit_height); +} + +void +piglit_init(int argc, char **argv) +{ + GLint maxColorTextureSamples; + + piglit_require_extension("GL_ARB_texture_multisample"); + piglit_require_extension("GL_ARB_framebuffer_object"); + piglit_require_GLSL_version(130); + + /* We need to support multisample textures with at least 4 + * samples */ + glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &maxColorTextureSamples); + if (maxColorTextureSamples < TEX_SAMPLES) { + printf("At least %i texture samples are required\n", + TEX_SAMPLES); + piglit_report_result(PIGLIT_SKIP); + } + + init_program(); +} + +static void +draw_tex(GLuint tex) +{ + static const struct { + float x, y; + } attribs[] = { + { 0.0f, 0.0f }, + { TEX_WIDTH * 2.0f, 0.0f }, + { 0.0f, TEX_HEIGHT * 2.0f }, + { TEX_WIDTH * 2, TEX_HEIGHT * 2.0f }, + }; + + glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex); + + glEnableVertexAttribArray(PIGLIT_ATTRIB_POS); + glVertexAttribPointer(PIGLIT_ATTRIB_POS, + 2, /* size */ + GL_FLOAT, + GL_FALSE, /* normalized */ + sizeof attribs[0], + &attribs[0].x); + + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + glDisableVertexAttribArray(PIGLIT_ATTRIB_POS); +} + +enum piglit_result +piglit_display(void) +{ + bool pass = true; + GLuint tex; + + tex = create_texture(); + + clear_texture(tex); + + draw_tex(tex); + + glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0); + + glDeleteTextures(1, &tex); + + /* Left half is red */ + pass &= piglit_probe_rect_rgb(0, 0, TEX_WIDTH, TEX_HEIGHT * 2, red); + /* Right half is green */ + pass &= piglit_probe_rect_rgb(TEX_WIDTH, 0, + TEX_WIDTH, TEX_HEIGHT * 2, + green); + + piglit_present_results(); + + return pass ? PIGLIT_PASS : PIGLIT_FAIL; +} |