diff options
-rw-r--r-- | tests/spec/arb_post_depth_coverage/multisampling.c | 349 |
1 files changed, 133 insertions, 216 deletions
diff --git a/tests/spec/arb_post_depth_coverage/multisampling.c b/tests/spec/arb_post_depth_coverage/multisampling.c index f90208d74..af23b3e93 100644 --- a/tests/spec/arb_post_depth_coverage/multisampling.c +++ b/tests/spec/arb_post_depth_coverage/multisampling.c @@ -1,5 +1,5 @@ /* - * Copyright (c) 2015 Intel Corporation. + * Copyright (c) 2017 Red Hat Inc. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), @@ -24,9 +24,15 @@ #include "piglit-util-gl.h" /* - * A test to check whether the right values are written to gl_SampleMaskIn - * when ARB_post_depth_coverage and multisampling are enabled. Tests at - * 2, 4, 8, 16 sample rates. + * A test to check that when ARB_post_depth_coverage is enabled, the values in + * gl_SampleMaskIn accurately reflect the results of the depth test being run + * before the respective fragment shader invocation. As well, we also check to + * make sure that when the extension is disabled, the values in + * gl_SampleMaskIn do not reflect the results of the depth test in each + * respective fragment shader invocation. + * For good measure, we test this behavior at sample rates of 2, 4, 8, and 16 + * (if the GPU does not support a high enough sample rate to test all of these + * rates, we skip the ones we can't test). */ PIGLIT_GL_TEST_CONFIG_BEGIN @@ -38,24 +44,21 @@ PIGLIT_GL_TEST_CONFIG_BEGIN PIGLIT_GL_VISUAL_DOUBLE; PIGLIT_GL_TEST_CONFIG_END -static GLuint prog1, prog2, vao, ssbo, tex_color, tex_depth, fbo; -static GLint *sample_mask; +GLint prog1, prog2, prog3; static const char *vs_text = "#version 430\n" - "in vec4 pos_in;\n" - "void main()\n" - "{\n" - " gl_Position = pos_in;\n" + "in vec4 piglit_vertex;\n" + "void main() {\n" + " gl_Position = piglit_vertex;\n" "}\n"; static const char *fs_text1 = "#version 430\n" "out vec4 color;\n" - "void main()\n" - "{\n" - " gl_FragDepth = 0.5f;\n" - " color = vec4(0.0, 1.0, 0.0, 1.0);\n" + "void main() {\n" + " color = vec4(1.0, 0.0, 0.0, 1.0);\n" + " gl_SampleMask[0] = 1;\n" "}\n"; static const char *fs_text2 = @@ -67,149 +70,111 @@ static const char *fs_text2 = "layout(std430, binding = 0) buffer MaskOutput {\n" " int data[];\n" "} mask_output;\n" - "layout(location = 1) uniform int width;\n" - "layout(location = 2) uniform int samples;\n" - "void main()\n" - "{\n" - " int index = int(gl_FragCoord.y) * width + int(gl_FragCoord.x);\n" - " atomicAdd(mask_output.data[index], bitCount(gl_SampleMaskIn[0]));\n" - " color = vec4(1.0, 0.0, 0.0, 1.0);\n" + "void main() {\n" + " int index = int(gl_FragCoord.y) * 160 + int(gl_FragCoord.x);\n" + " atomicOr(mask_output.data[index], gl_SampleMaskIn[0]);\n" + " color = vec4(0.0, 1.0, 0.0, 1.0);\n" "}\n"; -static GLuint -make_shader_program1(void) -{ - GLuint prog; - - prog = piglit_build_simple_program(vs_text, fs_text1); - glUseProgram(prog); - - glBindAttribLocation(prog, 0, "pos_in"); - - glLinkProgram(prog); - - if (!piglit_check_gl_error(GL_NO_ERROR)) { - piglit_report_result(PIGLIT_FAIL); - } - - return prog; -} +static const char *fs_text3 = + "#version 430\n" + "out vec4 color;\n" + "layout(early_fragment_tests) in;\n" + "layout(std430, binding = 0) buffer MaskOutput {\n" + " int data[];\n" + "} mask_output;\n" + "void main() {\n" + " int index = int(gl_FragCoord.y) * 160 + int(gl_FragCoord.x);\n" + " atomicOr(mask_output.data[index], gl_SampleMaskIn[0]);\n" + " color = vec4(0.0, 1.0, 0.0, 1.0);\n" + "}\n"; -static GLuint -make_shader_program2(void) +static inline bool +draw_and_check_sample_mask(GLint prog, int sample_count, int ssbo_value) { - GLuint prog; - - prog = piglit_build_simple_program(vs_text, fs_text2); - glUseProgram(prog); + const size_t sample_mask_size = piglit_width * piglit_height; + GLint *sample_mask = calloc(sizeof(GLint), sample_mask_size); + GLuint fbo, tex_color, tex_depth, ssbo; + int i; + bool ret = true; - glBindAttribLocation(prog, 0, "pos_in"); - - glLinkProgram(prog); + glGenFramebuffers(1, &fbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); - if (!piglit_check_gl_error(GL_NO_ERROR)) { - piglit_report_result(PIGLIT_FAIL); - } + /* Create new textures */ + glGenTextures(1, &tex_color); + glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex_color); + glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, sample_count, + GL_RGBA32F, piglit_width, piglit_height, + false); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, + GL_TEXTURE_2D_MULTISAMPLE, tex_color, 0); - return prog; -} + glGenTextures(1, &tex_depth); + glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex_depth); + glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, sample_count, + GL_DEPTH_COMPONENT24, + piglit_width, piglit_height, false); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, + GL_TEXTURE_2D_MULTISAMPLE, tex_depth, 0); -static GLuint -make_ssbo(void) -{ - GLuint ssbo; + /* Setup the ssbo */ glGenBuffers(1, &ssbo); glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo); + glBufferData(GL_SHADER_STORAGE_BUFFER, + sample_mask_size * sizeof(GLint), + sample_mask, GL_DYNAMIC_DRAW); + glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, ssbo); + + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if (!piglit_check_gl_error(GL_NO_ERROR)) { - piglit_report_result(PIGLIT_FAIL); + ret = false; + goto finish; } - return ssbo; -} + /* Draw a rectangle that covers the entire depth texture, but only in + * the first sample. + */ + glUseProgram(prog1); + piglit_draw_rect_z(0.25, -1.0, -1.0, 4.0, 4.0); -static GLuint -make_fbo(void) -{ - GLuint fbo; - glGenFramebuffers(1, &fbo); - glBindFramebuffer(GL_FRAMEBUFFER, fbo ); - glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex_color); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, - GL_TEXTURE_2D_MULTISAMPLE, tex_color, 0); - glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex_depth); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, - GL_TEXTURE_2D_MULTISAMPLE, tex_depth, 0); - glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0); - - return fbo; -} - -static GLuint -make_texture_color(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, 0); - - return tex; -} - -static GLuint -make_texture_depth(void) -{ - GLuint tex; - - glGenTextures(1, &tex); - glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex); - glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 2, - GL_DEPTH24_STENCIL8, piglit_width, piglit_height, false); - glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0); - - return tex; -} - -static GLuint -make_vao(void) -{ - static const float pos_tc[12][2] = { - { -1.0, -1.0 }, - { 0.0, -1.0 }, - { 0.0, 1.0 }, - { 0.0, 1.0 }, - { -1.0, 1.0 }, - { -1.0, -1.0 }, - { -1.0, -1.0 }, - { 1.0, -1.0 }, - { 1.0, 1.0 }, - { 1.0, 1.0 }, - { -1.0, 1.0 }, - { -1.0, -1.0 } - }; - const int stride = sizeof(pos_tc[0]); - GLuint vbo, vao; - - glGenVertexArrays(1, &vao); - glBindVertexArray(vao); - - glGenBuffers(1, &vbo); - glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBufferData(GL_ARRAY_BUFFER, sizeof(pos_tc), pos_tc, GL_STATIC_DRAW); - piglit_check_gl_error(GL_NO_ERROR); + /* Now draw another rectangle that inhabits all of the samples, and + * see which ones are covered in gl_SampleMaskIn when the fragment + * shader is executed. + */ + glUseProgram(prog); + piglit_draw_rect_z(0.5, -1.0, -1.0, 4.0, 4.0); + + glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, + sample_mask_size * sizeof(GLint), sample_mask); + for (i = 0; i < sample_mask_size; i++) { + if (sample_mask[i] != ssbo_value) { + fprintf(stderr, + "(%d, %d) expected 0x%x in ssbo, got 0x%x\n", + i % 160, i / 160, ssbo_value, sample_mask[i]); + ret = false; + break; + } + } - glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, stride, (void *) 0); + glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, piglit_winsys_fbo); + glBlitFramebuffer(0, 0, piglit_width, piglit_height, + 0, 0, piglit_width, piglit_height, + GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, + GL_NEAREST); + glBindFramebuffer(GL_FRAMEBUFFER, piglit_winsys_fbo); - glEnableVertexAttribArray(0); + piglit_present_results(); - if (!piglit_check_gl_error(GL_NO_ERROR)) { - piglit_report_result(PIGLIT_FAIL); - } +finish: + glDeleteTextures(2, (GLuint[2]) { tex_color, tex_depth }); + glDeleteBuffers(1, &ssbo); + glDeleteFramebuffers(1, &fbo); + free(sample_mask); - return vbo; + return ret; } void @@ -218,96 +183,48 @@ piglit_init(int argc, char **argv) piglit_require_extension("GL_ARB_post_depth_coverage"); glEnable(GL_DEPTH_TEST); - glEnable(GL_STENCIL_TEST); glEnable(GL_MULTISAMPLE); - glClearColor(0.0, 0.0, 0.0, 1.0); + glClearColor(0.2, 0.2, 0.2, 0.2); - prog1 = make_shader_program1(); - prog2 = make_shader_program2(); - vao = make_vao(); - ssbo = make_ssbo(); - tex_color = make_texture_color(); - tex_depth = make_texture_depth(); - fbo = make_fbo(); + prog1 = piglit_build_simple_program(vs_text, fs_text1); + prog2 = piglit_build_simple_program(vs_text, fs_text2); + prog3 = piglit_build_simple_program(vs_text, fs_text3); } - enum piglit_result piglit_display(void) { - int samples[4] = { 2, 4, 8, 16 }; - int max_samples; + const int samples[] = {2, 4, 8, 16}; + int max_sample_count, mask, i, j; bool pass = true; - int i, j, k; + glGetIntegerv(GL_MAX_SAMPLES, &max_sample_count); glViewport(0, 0, piglit_width, piglit_height); - glGetIntegerv(GL_MAX_SAMPLES, &max_samples); - - for (j = 0; j < 4 && samples[j] <= max_samples; j++) { - sample_mask = (GLint*) calloc (piglit_width * piglit_height, - sizeof(GLint)); - glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GLint) * piglit_width * - piglit_height, &sample_mask[0], GL_DYNAMIC_DRAW); - glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, ssbo); - - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); - glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex_color); - glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples[j], - GL_RGBA8, piglit_width, piglit_height, false); - glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex_depth); - glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples[j], - GL_DEPTH24_STENCIL8, piglit_width, piglit_height, false); - - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | - GL_STENCIL_BUFFER_BIT); - glUseProgram(prog1); - glStencilFunc(GL_ALWAYS, 1, 0xFF); - glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); - glDrawArrays(GL_TRIANGLES, 0, 6); - - glUseProgram(prog2); - glStencilFunc(GL_NOTEQUAL, 1, 0xFF); - glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); - glUniform1i(1, piglit_width); - glUniform1i(2, samples[j]); - glDrawArrays(GL_TRIANGLES, 6, 6); - - glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, sizeof(GLint) * - piglit_width * piglit_height, sample_mask); - - for (i = 0; i < piglit_width; i++) { - for (k = 0; k < piglit_height; k++) { - if (i >= piglit_width / 2) { - if (sample_mask[piglit_width * k + i] != samples[j]) { - pass = false; - break; - } - } else { - if (sample_mask[piglit_width * k + i] != 0) { - pass = false; - break; - } - } - } - - if (!pass) - break; - } - - 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); - - piglit_present_results(); - free(sample_mask); - if (!pass) - break; + for (i = 0; + i < ARRAY_SIZE(samples) && samples[i] <= max_sample_count; + i++) + { + for (j = 0, mask = 0; j < samples[i]; j++) + mask |= (1 << j); + + /* With post depth coverage, the depth test will be run on + * each sample before the fragment shader's invocation. As a + * result, sample 0 should fail the depth test and + * gl_SampleMaskIn[0] should indicate that all samples but 0 + * are covered by the fragment shader. + */ + if (!draw_and_check_sample_mask(prog2, samples[i], mask & ~1)) + pass = false; + + /* Without post depth coverage, the depth test will not have + * been run by the time that the fragment shader is invoked, + * and thus gl_SampleMaskIn[0] will indicate that all samples + * are covered by the fragment shader. + */ + if (!draw_and_check_sample_mask(prog3, samples[i], mask)) + pass = false; } - pass = piglit_check_gl_error(GL_NO_ERROR) && pass; - return pass ? PIGLIT_PASS : PIGLIT_FAIL; } |