1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
|
/*
* 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. (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.
*/
#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 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|mask_in_one|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_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"
"#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"
"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 (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"
" 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 (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);
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");
prog_partition_check_msaa_disabled =
glGetUniformLocation(prog_partition_check, "msaa_disabled");
}
}
static void
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);
}
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, 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);
/* 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, false);
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);
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);
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("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("partition", 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");
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);
if (num_samples > max_samples)
piglit_report_result(PIGLIT_SKIP);
/* Dummy vertex array */
GLuint 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);
}
|