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Diffstat (limited to 'tests/spec/arb_sample_shading/execution/samplemask.cpp')
-rw-r--r--tests/spec/arb_sample_shading/execution/samplemask.cpp109
1 files changed, 96 insertions, 13 deletions
diff --git a/tests/spec/arb_sample_shading/execution/samplemask.cpp b/tests/spec/arb_sample_shading/execution/samplemask.cpp
index 74baddc11..8ed65ff42 100644
--- a/tests/spec/arb_sample_shading/execution/samplemask.cpp
+++ b/tests/spec/arb_sample_shading/execution/samplemask.cpp
@@ -34,7 +34,11 @@
* 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.
+ * invocations. (Also verifies sampleID is 0 when msaa is disabled.)
+ * Additionally, there's a test to just verify gl_SampleMaskIn is 1 when
+ * msaa is disabled (regardless of per-sample frequency shader or sample
+ * shading). (Omitted from test 2 because it's difficult to track down
+ * what's going wrong if drivers fail too many parts of the test.)
*
* The sample rate is controlled in one of two ways: Either glMinSampleShading
* or a fragment shader variant that uses gl_SampleID is used.
@@ -71,21 +75,24 @@ enum rate_mode {
static int num_samples;
static int actual_num_samples;
static bool partition_check_supported;
+static bool mask_in_one_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_mask_in_one[2];
static unsigned prog_partition_write[2];
static unsigned prog_partition_check;
static unsigned prog_partition_check_have_sampleid;
+static unsigned prog_partition_check_msaa_disabled;
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"
+ printf("Usage: %s <num_samples> <rate> {fix|partition|mask_in_one|all}\n"
"where <rate> is either a floating point MinSampleShading value\n"
" or 'sample', 'noms', or 'all'\n",
prog_name);
@@ -165,6 +172,16 @@ compile_shaders(void)
" }\n"
"}\n";
+ static const char frag_mask_in_one[] =
+ "#version 130\n"
+ "#extension GL_ARB_gpu_shader5 : enable\n"
+ "#extension GL_ARB_sample_shading : enable\n"
+ "out vec4 out_color;\n"
+ "void main()\n"
+ "{\n"
+ " out_color = vec4(float(gl_SampleMaskIn[0]) / 10.0, 0.0, %s, 0.0);\n"
+ "}\n";
+
static const char frag_partition_write[] =
"#version 140\n"
"#extension GL_ARB_gpu_shader5 : enable\n"
@@ -183,16 +200,23 @@ compile_shaders(void)
"uniform isampler2DMS tex;\n"
"uniform int num_samples;\n"
"uniform bool have_sampleid;\n"
+ "uniform bool msaa_disabled;\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"
+ " if (msaa_disabled) {\n"
+ " /* omit di.x == 1 test here, drivers fail multiple parts already... */\n"
+ " if (di.z != 0)\n"
+ " out_color = vec4(0.2, float(i) / 255, float(di.z) / 255, 0);\n"
+ " } else {\n"
+ " if ((di.x & (1 << i)) == 0)\n"
+ " out_color = vec4(0.1, float(i) / 255, float(di.x) / 255, 0);\n"
+ " if (have_sampleid && di.z != i)\n"
+ " out_color = vec4(0.2, float(i) / 255, float(di.z) / 255, 0);\n"
+ " };\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"
@@ -212,6 +236,10 @@ compile_shaders(void)
glUniform1i(glGetUniformLocation(prog_fix_check, "tex"), 0);
glUniform1i(glGetUniformLocation(prog_fix_check, "num_samples"), actual_num_samples);
+ if (mask_in_one_supported) {
+ build_program_variants(prog_mask_in_one, vert_fan, frag_mask_in_one);
+ }
+
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);
@@ -221,17 +249,21 @@ compile_shaders(void)
actual_num_samples);
prog_partition_check_have_sampleid =
glGetUniformLocation(prog_partition_check, "have_sampleid");
+ prog_partition_check_msaa_disabled =
+ glGetUniformLocation(prog_partition_check, "msaa_disabled");
}
}
static void
-draw_fan(enum rate_mode mode, float sample_rate)
+draw_fan(enum rate_mode mode, float sample_rate, bool msaa_force_disable)
{
+ if (mode == rate_mode_sampleid_noms || msaa_force_disable) {
+ glDisable(GL_MULTISAMPLE);
+ }
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);
@@ -251,7 +283,49 @@ test_fix(enum rate_mode mode, float sample_rate)
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
- draw_fan(mode, sample_rate);
+ draw_fan(mode, sample_rate, false);
+
+ 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_mask_in_one(enum rate_mode mode, float sample_rate)
+{
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+
+ /* 1. Draw everything outputting gl_SampleMaskIn, with msaa disabled; */
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, ms_fbo.handle);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ /*
+ * We'll abuse the sampleid_noms mode here and use the prog without
+ * sample id to so we still have 3 somewhat meaningful modes - of
+ * course with msaa always disabled it should always be the same.
+ */
+ glUseProgram(prog_mask_in_one[mode == rate_mode_sampleid]);
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ONE, GL_ONE);
+
+ draw_fan(mode, sample_rate, true);
glDisable(GL_BLEND);
@@ -284,7 +358,7 @@ test_partition(enum rate_mode mode, float sample_rate)
glUseProgram(prog_partition_write[mode != rate_mode_sampleshading]);
- draw_fan(mode, sample_rate);
+ draw_fan(mode, sample_rate, false);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, piglit_winsys_fbo);
glClearColor(0.0, 0.0, 0.0, 0.0);
@@ -292,6 +366,7 @@ test_partition(enum rate_mode mode, float sample_rate)
glUseProgram(prog_partition_check);
glUniform1i(prog_partition_check_have_sampleid, mode == rate_mode_sampleid);
+ glUniform1i(prog_partition_check_msaa_disabled, mode == rate_mode_sampleid_noms);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, ms_ifbo.color_tex[0]);
piglit_draw_rect(-1, -1, 2, 2);
@@ -364,12 +439,17 @@ piglit_display()
if (all || !strcmp(testname, "fix")) {
run = true;
- pass = iterate_sample_rates(testname, test_fix) && pass;
+ pass = iterate_sample_rates("fix", test_fix) && pass;
+ }
+
+ if (all || !strcmp(testname, "mask_in_one")) {
+ run = true;
+ pass = iterate_sample_rates("mask_in_one", test_mask_in_one) && pass;
}
if (all || !strcmp(testname, "partition")) {
run = true;
- pass = iterate_sample_rates(testname, test_partition) && pass;
+ pass = iterate_sample_rates("partition", test_partition) && pass;
}
if (!run)
@@ -408,6 +488,9 @@ piglit_init(int argc, char **argv)
piglit_is_extension_supported("GL_ARB_gpu_shader5") &&
piglit_is_extension_supported("GL_ARB_shader_atomic_counters");
+ mask_in_one_supported =
+ piglit_is_extension_supported("GL_ARB_gpu_shader5");
+
/* Skip the test if num_samples > GL_MAX_SAMPLES */
GLint max_samples;
glGetIntegerv(GL_MAX_SAMPLES, &max_samples);