diff options
author | Jordan Justen <jordan.l.justen@intel.com> | 2013-07-17 22:58:13 -0700 |
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committer | Jordan Justen <jordan.l.justen@intel.com> | 2013-07-29 10:41:39 -0700 |
commit | 118ebd283655604bd45ea6002032cce08034ca35 (patch) | |
tree | 86fed3bf88548559d3b3cc6c912571dfa8b7e59d /tests/spec | |
parent | e85449f99368f2681df6f07614da97597f06052f (diff) |
AMD_vertex_shader_layer: Add depth render test
This tests layered depth rendering in the vertex shader.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Diffstat (limited to 'tests/spec')
-rw-r--r-- | tests/spec/amd_vertex_shader_layer/CMakeLists.gl.txt | 1 | ||||
-rw-r--r-- | tests/spec/amd_vertex_shader_layer/layered-depth-texture-render.c | 238 |
2 files changed, 239 insertions, 0 deletions
diff --git a/tests/spec/amd_vertex_shader_layer/CMakeLists.gl.txt b/tests/spec/amd_vertex_shader_layer/CMakeLists.gl.txt index f069be14d..6f64d9432 100644 --- a/tests/spec/amd_vertex_shader_layer/CMakeLists.gl.txt +++ b/tests/spec/amd_vertex_shader_layer/CMakeLists.gl.txt @@ -10,3 +10,4 @@ link_libraries ( ) piglit_add_executable (amd_vertex_shader_layer-layered-2d-texture-render layered-2d-texture-render.c) +piglit_add_executable (amd_vertex_shader_layer-layered-depth-texture-render layered-depth-texture-render.c) diff --git a/tests/spec/amd_vertex_shader_layer/layered-depth-texture-render.c b/tests/spec/amd_vertex_shader_layer/layered-depth-texture-render.c new file mode 100644 index 000000000..8e13d6add --- /dev/null +++ b/tests/spec/amd_vertex_shader_layer/layered-depth-texture-render.c @@ -0,0 +1,238 @@ +/* + * Copyright (c) 2013 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. + * + */ + +/* + * Test 2D depth array texture rendering with gl_Layer (AMD_vertex_shader_layer) + * + * This test uses layered rendering (gl_Layer) within the vertex shader. + * Support for gl_Layer in VS is added by the AMD_vertex_shader_layer + * extension. + * + * This test first renders to a depth array texture which is attached to + * a framebuffer. The texture has 5 layers and 7 LODs. + * + * Once depths have been rendered to each array slice & LOD, the test + * then verifies the depth value in each array slice & LOD. + */ + +#include "piglit-util-gl-common.h" + +#define PAD 5 +#define SIZE 64 +#define LAYERS 5 +#define LOD 7 +#define DRAW_COUNT LAYERS * LOD +#define STRINGIFY(x) #x +#define EXP_STRINGIFY(x) STRINGIFY(x) + +PIGLIT_GL_TEST_CONFIG_BEGIN + + config.supports_gl_core_version = 31; + config.supports_gl_compat_version = 31; + + config.window_width = (((SIZE+PAD)*LAYERS)+PAD); + config.window_height = (((SIZE+PAD)*2)+PAD); + config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGB; + +PIGLIT_GL_TEST_CONFIG_END + +static GLuint rectangle_vertices_bo; + +/* VS and FS to fill the 2D array texture */ +static const char *fill_tex_vs = + "#version 140\n" + "#extension GL_AMD_vertex_shader_layer: enable\n" + "uniform int drawing_level;\n" + "in vec2 vertex;\n" + "out vec3 color;\n" + "int num_layers = " EXP_STRINGIFY(LAYERS) ";\n" + "int draw_count = " EXP_STRINGIFY(DRAW_COUNT) ";\n" + "float get_z()\n" + "{\n" + " return float((drawing_level * num_layers) + gl_InstanceID) / draw_count;\n" + "}\n" + "void main()\n" + "{\n" + " gl_Position = vec4(vertex, get_z(), 1.0);\n" + " gl_Layer = gl_InstanceID;\n" + "}\n"; + +static GLuint fill_tex_program; + +static bool +render_tex_layers(GLuint tex) +{ + int lod; + GLint drawing_level_loc, vertex_loc; + GLenum status; + int color_index = 0; + int size; + + glUseProgram(fill_tex_program); + + drawing_level_loc = glGetUniformLocation(fill_tex_program, "drawing_level"); + + glBindBuffer(GL_ARRAY_BUFFER, rectangle_vertices_bo); + vertex_loc = glGetAttribLocation(fill_tex_program, "vertex"); + glVertexAttribPointer(vertex_loc, 2, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(vertex_loc); + for (lod = 0; lod < LOD; lod++) { + size = SIZE >> lod; + glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, tex, lod); + status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + if (status != GL_FRAMEBUFFER_COMPLETE) { + fprintf(stderr, "fbo incomplete (status = %s)\n", + piglit_get_gl_enum_name(status)); + return false; + } + + /* Clear background to gray */ + glClearDepth(1.0); + glClear(GL_DEPTH_BUFFER_BIT); + + glViewport(0, 0, size, size); + glUniform1i(drawing_level_loc, lod); + glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, LAYERS); + color_index += LAYERS; + } + glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, 0, 0); + glDisableVertexAttribArray(vertex_loc); + + return true; +} + +static GLuint +build_texture(void) +{ + GLuint tex; + int lod; + int size; + + glGenTextures(1, &tex); + glBindTexture(GL_TEXTURE_2D_ARRAY, tex); + for (lod = 0; lod < LOD; lod++) { + size = SIZE >> lod; + glTexImage3D(GL_TEXTURE_2D_ARRAY, lod, GL_DEPTH_COMPONENT, + size, size, LAYERS, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); + } + + render_tex_layers(tex); + + return tex; +} + +/* Attach the texture layer/lod to the read framebuffer + */ +static void +set_up_read_framebuffer(GLuint tex, int level, int layer) +{ + GLenum status; + + glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, + GL_DEPTH_ATTACHMENT, + tex, level, layer); + + status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + if (status == GL_FRAMEBUFFER_UNSUPPORTED && level == 0) { + printf("This buffer combination is unsupported\n"); + piglit_report_result(PIGLIT_SKIP); + } else if (status != GL_FRAMEBUFFER_COMPLETE) { + printf("FBO incomplete at miplevel %d\n", level); + piglit_report_result(PIGLIT_FAIL); + } +} + +static GLboolean +test_texture(GLuint tex) +{ + int layer, lod; + GLboolean retval = GL_TRUE; + float expected; + float draw_count = LAYERS * LOD; + int dim = SIZE; + + for (lod = 0; lod < LOD; lod++) { + for (layer = 0; layer < LAYERS; layer++) { + GLboolean pass; + set_up_read_framebuffer(tex, lod, layer); + expected = ((float)(lod * LAYERS) + layer) / draw_count; + expected = (expected / 2.0) + 0.5; + pass = piglit_probe_rect_depth(0, 0, dim, dim, expected); + retval = retval && pass; + } + dim >>= 1; + } + + return retval; +} + +enum piglit_result +piglit_display(void) +{ + GLboolean pass; + GLuint vao, fbo; + GLuint tex; + static const GLfloat verts[4][2] = { + { 1.0, -1.0}, + {-1.0, -1.0}, + { 1.0, 1.0}, + {-1.0, 1.0}, + }; + + glEnable(GL_DEPTH_TEST); + + glGenFramebuffers(1, &fbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glGenVertexArrays(1, &vao); + glBindVertexArray(vao); + glGenBuffers(1, &rectangle_vertices_bo); + glBindBuffer(GL_ARRAY_BUFFER, rectangle_vertices_bo); + glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW); + + tex = build_texture(); + pass = test_texture(tex); + glDeleteTextures(1, &tex); + + glDeleteBuffers(1, &rectangle_vertices_bo); + glDeleteFramebuffers(1, &fbo); + glDeleteVertexArrays(1, &vao); + + return pass ? PIGLIT_PASS : PIGLIT_FAIL; +} + +void +piglit_init(int argc, char **argv) +{ + /* For glFramebufferTexture we need either GL 3.2 or + * GL_ARB_geometry_shader4. + */ + if (piglit_get_gl_version() < 32) { + piglit_require_extension("GL_ARB_geometry_shader4"); + } + + piglit_require_extension("GL_AMD_vertex_shader_layer"); + + fill_tex_program = piglit_build_simple_program(fill_tex_vs, NULL); + piglit_check_gl_error(GL_NO_ERROR); +} |