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authorNicolai Hähnle <nicolai.haehnle@amd.com>2017-09-09 02:36:25 +0200
committerNicolai Hähnle <nicolai.haehnle@amd.com>2017-10-11 12:05:21 +0200
commitbbc27395cfc93d3f3e49f1e3107b19f9b0edc473 (patch)
treea3210d24a024c249b44b92b2bf63ff8bb5f854db
parentf15406c514edecca8c58b4423e051f4e16ee4e3b (diff)
arb_sample_shading: add more extensive gl_SampleMask(In) tests
Test the interaction of gl_SampleMask and gl_SampleMaskIn with different sample shading rates. It used to fail on radeonsi.
-rw-r--r--tests/all.py4
-rw-r--r--tests/spec/arb_sample_shading/execution/CMakeLists.gl.txt1
-rw-r--r--tests/spec/arb_sample_shading/execution/samplemask.cpp452
3 files changed, 457 insertions, 0 deletions
diff --git a/tests/all.py b/tests/all.py
index ff2ff1f23..286c01eee 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -2337,11 +2337,15 @@ with profile.test_list.group_manager(
g(['arb_sample_shading-ignore-centroid-qualifier', sample_count],
'ignore-centroid-qualifier {}'.format(sample_count),
run_concurrent=False)
+ g(['arb_sample_shading-samplemask', sample_count, 'all', 'all'],
+ 'samplemask {}'.format(sample_count))
for num_samples in ['0'] + MSAA_SAMPLE_COUNTS:
g(['arb_sample_shading-builtin-gl-sample-mask-simple',
num_samples],
'builtin-gl-sample-mask-simple {}'.format(num_samples))
+ g(['arb_sample_shading-samplemask', num_samples, 'all'],
+ 'samplemask {} all'.format(num_samples))
g(['arb_sample_shading-builtin-gl-sample-mask-mrt-alpha'])
diff --git a/tests/spec/arb_sample_shading/execution/CMakeLists.gl.txt b/tests/spec/arb_sample_shading/execution/CMakeLists.gl.txt
index 3752da78b..124c03022 100644
--- a/tests/spec/arb_sample_shading/execution/CMakeLists.gl.txt
+++ b/tests/spec/arb_sample_shading/execution/CMakeLists.gl.txt
@@ -18,4 +18,5 @@ piglit_add_executable (arb_sample_shading-builtin-gl-sample-mask-mrt-alpha built
piglit_add_executable (arb_sample_shading-builtin-gl-sample-position builtin-gl-sample-position.cpp)
piglit_add_executable (arb_sample_shading-interpolate-at-sample-position interpolate-at-sample-position.cpp)
piglit_add_executable (arb_sample_shading-ignore-centroid-qualifier ignore-centroid-qualifier.cpp)
+piglit_add_executable (arb_sample_shading-samplemask samplemask.cpp)
# vim: ft=cmake:
diff --git a/tests/spec/arb_sample_shading/execution/samplemask.cpp b/tests/spec/arb_sample_shading/execution/samplemask.cpp
new file mode 100644
index 000000000..ab593cf12
--- /dev/null
+++ b/tests/spec/arb_sample_shading/execution/samplemask.cpp
@@ -0,0 +1,452 @@
+/*
+ * Copyright 2017 Advanced Micro Devices, Inc.
+ *
+ * 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 samplemask.c
+ *
+ * Test two properties of gl_SampleMask and gl_SampleMaskIn for different
+ * sample rates, while rendering a slightly off-center triangle fan that
+ * covers the entire window, to thoroughly exercise cases where pixels are
+ * partially covered:
+ *
+ * 1. Setting all bits of gl_SampleMask in all fragment shader invocations will
+ * cause all samples to be written exactly once. I.e., setting
+ * bits outside the rasterization coverage has no effect.
+ * 2. The bits of gl_SampleMaskIn over all fragment shader invocations form a
+ * partition of the set of samples. This subtest requires
+ * ARB_shader_atomic_counters to disambiguate between fragment shader
+ * invocations.
+ *
+ * The sample rate is controlled in one of two ways: Either glMinSampleShading
+ * or a fragment shader variant that uses gl_SampleID is used.
+ */
+
+#include "piglit-fbo.h"
+
+using namespace piglit_util_fbo;
+
+/* Produce lots of very narrow triangles, but some fully covered pixels as well. */
+#define WINDOW_SIZE 256
+#define VERTICES_PER_EDGE 80
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+ config.supports_gl_core_version = 31;
+
+ config.window_width = WINDOW_SIZE;
+ config.window_height = WINDOW_SIZE;
+ config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA;
+ config.khr_no_error_support = PIGLIT_NO_ERRORS;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+#define STR(x) #x
+#define STRINGIFY(x) STR(x)
+
+enum rate_mode {
+ rate_mode_sampleshading,
+ rate_mode_sampleid,
+ rate_mode_sampleid_noms,
+};
+
+static int num_samples;
+static int actual_num_samples;
+static bool partition_check_supported;
+static const char *procname;
+static const char *testname;
+static const char *sample_rate;
+static unsigned prog_fix_sample_mask[2];
+static unsigned prog_fix_check;
+static unsigned prog_partition_write[2];
+static unsigned prog_partition_check;
+static unsigned prog_partition_check_have_sampleid;
+static Fbo ms_fbo;
+static Fbo ms_ifbo;
+
+static void
+print_usage_and_exit(const char *prog_name)
+{
+ printf("Usage: %s <num_samples> <rate> {fix|partition|all}\n"
+ "where <rate> is either a floating point MinSampleShading value\n"
+ " or 'sample', 'noms', or 'all'\n",
+ prog_name);
+ piglit_report_result(PIGLIT_FAIL);
+}
+
+static void
+build_program_variants(unsigned prog[2], const char *vert, const char *frag_template)
+{
+ char *frag;
+
+ if (asprintf(&frag, frag_template, "0") < 0)
+ piglit_report_result(PIGLIT_FAIL);
+ prog[0] = piglit_build_simple_program(vert, frag);
+ free(frag);
+
+ if (asprintf(&frag, frag_template, "gl_SampleID") < 0)
+ piglit_report_result(PIGLIT_FAIL);
+ prog[1] = piglit_build_simple_program(vert, frag);
+ free(frag);
+}
+
+static void
+compile_shaders(void)
+{
+ static const char vert_passthrough[] =
+ "#version 130\n"
+ "in vec4 piglit_vertex;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = piglit_vertex;\n"
+ "}\n";
+ static const char vert_fan[] =
+ "#version 130\n"
+ "void main()\n"
+ "{\n"
+ /* Calculate vertices of the triangle fan based on gl_VertexID */
+ " if (gl_VertexID == 0) {\n"
+ " gl_Position = vec4(0.01, 0.011, 0, 1);\n"
+ " } else {\n"
+ " int edge = ((gl_VertexID - 1) / " STRINGIFY(VERTICES_PER_EDGE) ") % 4;\n"
+ " int vertex = (gl_VertexID - 1) % " STRINGIFY(VERTICES_PER_EDGE) ";\n"
+ " float t = 2.0 / " STRINGIFY(VERTICES_PER_EDGE) " * vertex;\n"
+ " if (edge == 0)\n"
+ " gl_Position = vec4(-1 + t, -1, 0, 1);\n"
+ " else if (edge == 1)\n"
+ " gl_Position = vec4(1, -1 + t, 0, 1);\n"
+ " else if (edge == 2)\n"
+ " gl_Position = vec4(1 - t, 1, 0, 1);\n"
+ " else\n"
+ " gl_Position = vec4(-1, 1 - t, 0, 1);\n"
+ " }\n"
+ "}\n";
+
+ static const char frag_fix_sample_mask[] =
+ "#version 130\n"
+ "#extension GL_ARB_sample_shading : enable\n"
+ "out vec4 out_color;\n"
+ "void main()\n"
+ "{\n"
+ " gl_SampleMask[0] = ~0;\n"
+ " out_color = vec4(0.1, 0.0, %s, 0.0);\n"
+ "}\n";
+ static const char frag_fix_check[] =
+ "#version 130\n"
+ "#extension GL_ARB_texture_multisample : require\n"
+ "uniform sampler2DMS tex;\n"
+ "uniform int num_samples;\n"
+ "out vec4 out_color;\n"
+ "void main()\n"
+ "{\n"
+ " out_color = vec4(0.0, 1.0, 0.0, 1.0);\n"
+ " for (int i = 0; i < num_samples; ++i) {\n"
+ " float v = texelFetch(tex, ivec2(gl_FragCoord.xy), i).x;\n"
+ " if (abs(v - 0.1) > 0.01)\n"
+ " out_color = vec4(1.0, float(i) / 255, v, 0.0);\n"
+ " }\n"
+ "}\n";
+
+ static const char frag_partition_write[] =
+ "#version 140\n"
+ "#extension GL_ARB_gpu_shader5 : enable\n"
+ "#extension GL_ARB_sample_shading : enable\n"
+ "#extension GL_ARB_shader_atomic_counters : enable\n"
+ "layout(binding = 0, offset = 0) uniform atomic_uint counter;\n"
+ "out ivec4 out_color;\n"
+ "void main()\n"
+ "{\n"
+ " int invocation = int(atomicCounterIncrement(counter));\n"
+ " out_color = ivec4(gl_SampleMaskIn[0], invocation, %s, 0);\n"
+ "}\n";
+ static const char frag_partition_check[] =
+ "#version 130\n"
+ "#extension GL_ARB_texture_multisample : require\n"
+ "uniform isampler2DMS tex;\n"
+ "uniform int num_samples;\n"
+ "uniform bool have_sampleid;\n"
+ "out vec4 out_color;\n"
+ "void main()\n"
+ "{\n"
+ " out_color = vec4(0, 1, 0, 1);\n"
+ " for (int i = 0; i < num_samples; ++i) {\n"
+ " ivec4 di = texelFetch(tex, ivec2(gl_FragCoord.xy), i);\n"
+ " if ((di.x & (1 << i)) == 0)\n"
+ " out_color = vec4(0.1, float(i) / 255, 0, 0);\n"
+ " if (have_sampleid && di.z != i)\n"
+ " out_color = vec4(0.2, float(i) / 255, float(di.z) / 255, 0);\n"
+ " for (int j = i + 1; j < num_samples; ++j) {\n"
+ " ivec2 dj = texelFetch(tex, ivec2(gl_FragCoord.xy), j).xy;\n"
+ " bool overlap = (di.x & dj.x) != 0;\n"
+ " bool equal = di.x == dj.x;\n"
+ " bool same_invoc = di.y == dj.y;\n"
+ " if (same_invoc && !equal)\n"
+ " out_color = vec4(0.5, float(i) / 255, float(j) / 255, 0);\n"
+ " if (!same_invoc && overlap)\n"
+ " out_color = vec4(0.6, float(i) / 255, float(j) / 255, 0);\n"
+ " }\n"
+ " }\n"
+ "}\n";
+
+ build_program_variants(prog_fix_sample_mask, vert_fan, frag_fix_sample_mask);
+ prog_fix_check = piglit_build_simple_program(vert_passthrough, frag_fix_check);
+ glUseProgram(prog_fix_check);
+ glUniform1i(glGetUniformLocation(prog_fix_check, "tex"), 0);
+ glUniform1i(glGetUniformLocation(prog_fix_check, "num_samples"), actual_num_samples);
+
+ if (partition_check_supported) {
+ build_program_variants(prog_partition_write, vert_fan, frag_partition_write);
+ prog_partition_check = piglit_build_simple_program(vert_passthrough, frag_partition_check);
+ glUseProgram(prog_partition_check);
+ glUniform1i(glGetUniformLocation(prog_partition_check, "tex"), 0);
+ glUniform1i(glGetUniformLocation(prog_partition_check, "num_samples"),
+ actual_num_samples);
+ prog_partition_check_have_sampleid =
+ glGetUniformLocation(prog_partition_check, "have_sampleid");
+ }
+}
+
+static void
+draw_fan(enum rate_mode mode, float sample_rate)
+{
+ if (mode == rate_mode_sampleshading) {
+ glEnable(GL_SAMPLE_SHADING);
+ glMinSampleShading(sample_rate);
+ } else if (mode == rate_mode_sampleid_noms)
+ glDisable(GL_MULTISAMPLE);
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 2 + 4 * VERTICES_PER_EDGE);
+ glDisable(GL_SAMPLE_SHADING);
+ glEnable(GL_MULTISAMPLE);
+}
+
+static enum piglit_result
+test_fix(enum rate_mode mode, float sample_rate)
+{
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+
+ /* 1. Draw everything with gl_SampleMask = ~0; */
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, ms_fbo.handle);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ glUseProgram(prog_fix_sample_mask[mode != rate_mode_sampleshading]);
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ONE, GL_ONE);
+
+ draw_fan(mode, sample_rate);
+
+ glDisable(GL_BLEND);
+
+ /* 2. Use the check shader to check correctness. */
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, piglit_winsys_fbo);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ glUseProgram(prog_fix_check);
+ glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, ms_fbo.color_tex[0]);
+
+ piglit_draw_rect(-1, -1, 2, 2);
+
+ static const float expected[4] = { 0, 1, 0, 1 };
+ if (!piglit_probe_rect_rgba(0, 0, WINDOW_SIZE, WINDOW_SIZE, expected))
+ return PIGLIT_FAIL;
+
+ if (!piglit_check_gl_error(GL_NO_ERROR))
+ piglit_report_result(PIGLIT_FAIL);
+
+ return PIGLIT_PASS;
+}
+
+static enum piglit_result
+test_partition(enum rate_mode mode, float sample_rate)
+{
+ if (!partition_check_supported)
+ return PIGLIT_SKIP;
+
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, ms_ifbo.handle);
+
+ glUseProgram(prog_partition_write[mode != rate_mode_sampleshading]);
+
+ draw_fan(mode, sample_rate);
+
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, piglit_winsys_fbo);
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ glUseProgram(prog_partition_check);
+ glUniform1i(prog_partition_check_have_sampleid, mode == rate_mode_sampleid);
+ glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, ms_ifbo.color_tex[0]);
+
+ piglit_draw_rect(-1, -1, 2, 2);
+
+ static const float expected[4] = { 0, 1, 0, 1 };
+ if (!piglit_probe_rect_rgba(0, 0, WINDOW_SIZE, WINDOW_SIZE, expected))
+ return PIGLIT_FAIL;
+
+ if (!piglit_check_gl_error(GL_NO_ERROR))
+ piglit_report_result(PIGLIT_FAIL);
+
+ return PIGLIT_PASS;
+}
+
+static bool
+iterate_sample_rates(const char *testname, enum piglit_result (*test)(enum rate_mode, float))
+{
+ bool all = !strcmp(sample_rate, "all");
+ bool sample = all || !strcmp(sample_rate, "sample");
+ bool noms = all || !strcmp(sample_rate, "noms");
+ bool ok = true;
+ enum piglit_result result;
+
+ if (sample) {
+ result = test(rate_mode_sampleid, 0);
+ piglit_report_subtest_result(result, "sample %s", testname);
+ if (result == PIGLIT_FAIL)
+ ok = false;
+ }
+
+ if (noms) {
+ result = test(rate_mode_sampleid_noms, 0);
+ piglit_report_subtest_result(result, "noms %s", testname);
+ if (result == PIGLIT_FAIL)
+ ok = false;
+ }
+
+ if (all) {
+ float rate = 1.0;
+ for (;;) {
+ result = test(rate_mode_sampleshading, rate);
+ piglit_report_subtest_result(result, "%f %s", rate, testname);
+ if (result == PIGLIT_FAIL)
+ ok = false;
+
+ if (actual_num_samples * rate <= 1)
+ break;
+
+ rate *= 0.5;
+ }
+ }
+
+ if (!all && !sample && !noms) {
+ float rate = atof(sample_rate);
+ result = test(rate_mode_sampleshading, rate);
+ piglit_report_subtest_result(result, "%f %s", rate, testname);
+ if (result == PIGLIT_FAIL)
+ ok = false;
+ }
+
+ return ok;
+}
+
+enum piglit_result
+piglit_display()
+{
+ bool pass = true;
+ bool run = false;
+ bool all = !strcmp(testname, "all");
+
+ if (all || !strcmp(testname, "fix")) {
+ run = true;
+ pass = iterate_sample_rates(testname, test_fix) && pass;
+ }
+
+ if (all || !strcmp(testname, "partition")) {
+ run = true;
+ pass = iterate_sample_rates(testname, test_partition) && pass;
+ }
+
+ if (!run)
+ print_usage_and_exit(procname);
+
+ piglit_present_results();
+
+ return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+ if (argc != 4)
+ print_usage_and_exit(argv[0]);
+
+ procname = argv[0];
+
+ /* 1st arg: num_samples */
+ char *endptr = NULL;
+ num_samples = strtol(argv[1], &endptr, 0);
+ if (endptr != argv[1] + strlen(argv[1]))
+ print_usage_and_exit(argv[0]);
+
+ /* 2nd arg: sample rate */
+ sample_rate = argv[2];
+
+ /* 3rd arg: testname */
+ testname = argv[3];
+
+ piglit_require_extension("GL_ARB_texture_multisample");
+ piglit_require_extension("GL_ARB_sample_shading");
+ piglit_require_GLSL_version(130);
+
+ partition_check_supported =
+ piglit_is_extension_supported("GL_ARB_gpu_shader5") &&
+ piglit_is_extension_supported("GL_ARB_shader_atomic_counters");
+
+ /* Skip the test if num_samples > GL_MAX_SAMPLES */
+ GLint max_samples;
+ glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
+ if (num_samples > max_samples)
+ piglit_report_result(PIGLIT_SKIP);
+
+ /* Dummy vertex array */
+ uint empty_vao;
+ glGenVertexArrays(1, &empty_vao);
+ glBindVertexArray(empty_vao);
+
+ /* Multi-sample framebuffer setup */
+ FboConfig fbo_config(num_samples, WINDOW_SIZE, WINDOW_SIZE);
+ fbo_config.num_tex_attachments = 1;
+ fbo_config.num_rb_attachments = 0;
+ fbo_config.depth_internalformat = GL_NONE;
+ fbo_config.stencil_internalformat = GL_NONE;
+ ms_fbo.setup(fbo_config);
+
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, ms_fbo.handle);
+ glGetFramebufferParameteriv(GL_DRAW_FRAMEBUFFER, GL_SAMPLES, &actual_num_samples);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, piglit_winsys_fbo);
+
+ printf("Requested %d samples, got %d samples\n", num_samples, actual_num_samples);
+
+ /* Integer multi-sample framebuffer setup */
+ fbo_config.color_internalformat = GL_RGBA32I;
+ ms_ifbo.setup(fbo_config);
+
+ /* Shader setup */
+ compile_shaders();
+
+ if (partition_check_supported) {
+ GLuint atomic_bo;
+ glGenBuffers(1, &atomic_bo);
+ glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, atomic_bo);
+ glBufferData(GL_ATOMIC_COUNTER_BUFFER, 4, NULL, GL_STATIC_DRAW);
+ }
+
+ if (!piglit_check_gl_error(GL_NO_ERROR))
+ piglit_report_result(PIGLIT_FAIL);
+}