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/*
* Copyright © 2012 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.
*/
/**
* \file common.cpp
*
* This file defines the functions which can be utilized to develop new
* multisample test cases. Functions can be utilized to:
*
* - Draw a test image to default framebuffer.
* - Initialize test_fbo with specified sample count.
* - Draw a test image to test_fbo.
* - Draw a reference image.
* - Verify the accuracy of multisample antialiasing in FBO.
*
* Accuracy verification is done by rendering a scene consisting of
* triangles that aren't perfectly aligned to pixel coordinates. Every
* triangle in the scene is rendered using a solid color whose color
* components are all 0.0 or 1.0. The scene is renederd in two ways:
*
* - At normal resoluation, using MSAA.
*
* - At very high resolution ("supersampled" by a factor of 16 in both
* X and Y dimensions), without MSAA.
*
* Then, the supersampled image is scaled down to match the resolution
* of the MSAA image, using a fragment shader to manually blend each
* block of 16x16 pixels down to 1 pixel. This produces a reference
* image, which is then compared to the MSAA image to measure the
* error introduced by MSAA.
*
* (Note: the supersampled image is actually larger than the maximum
* texture size that GL 3.0 requires all implementations to support
* (1024x1024), so it is actually done in 1024x1024 tiles that are
* then stitched together to form the reference image).
*
* In the piglit window, the MSAA image appears on the left; the
* reference image is on the right.
*
* For each color component of each pixel, if the reference image has
* a value of exactly 0.0 or 1.0, that pixel is presumed to be
* completely covered by a triangle, so the test verifies that the
* corresponding pixel in the MSAA image is exactly 0.0 or 1.0. Where
* the reference image has a value between 0.0 and 1.0, we know there
* is a triangle boundary that MSAA should smooth out, so the test
* estimates the accuracy of MSAA rendering by computing the RMS error
* between the reference image and the MSAA image for these pixels.
*
* In addition to the above test (the "color" test), there are functions
* which can also verify the proper behavior of the stencil MSAA buffer.
* This can be done in two ways:
*
* - "stencil_draw" test: after drawing the scene, we clear the MSAA
* color buffer and run a "manifest" pass which uses stencil
* operations to make a visual representation of the contents of the
* stencil buffer show up in the color buffer. The rest of the test
* operates as usual. This allows us to verify that drawing
* operations that use the stencil buffer operate correctly in MSAA
* mode.
*
* - "stencil_resolve" test: same as above, except that we blit the
* MSAA stencil buffer to a single-sampled FBO before running the
* "manifest" pass. This allows us to verify that the
* implementation properly downsamples the MSAA stencil buffer.
*
* There are similar variants "depth_draw" and "depth_resolve" for
* testing the MSAA depth buffer.
*
* Note that when downsampling the MSAA color buffer, implementations
* are expected to blend the values of each of the color samples;
* but when downsampling the stencil and depth buffers, they are
* expected to just choose one representative sample (this is because
* an intermediate stencil or depth value would not be meaningful).
* Therefore, the pass threshold is relaxed for the "stencil_resolve"
* and "depth_resolve" tests.
*
* Functions also accepts the following flags:
*
* - "small": Causes the MSAA image to be renedered in extremely tiny
* (16x16) tiles that are then stitched together. This verifies
* that MSAA works properly on very small buffers (a critical corner
* case on i965).
*
* - "depthstencil": Causes the framebuffers to use a combined
* depth/stencil buffer (as opposed to separate depth and stencil
* buffers). On some implementations (e.g. the nVidia proprietary
* driver for Linux) this is necessary for framebuffer completeness.
* On others (e.g. i965), this is an important corner case to test.
*/
#include "common.h"
using namespace piglit_util_fbo;
using namespace piglit_util_test_pattern;
void
DownsampleProg::compile(int supersample_factor)
{
static const char *vert =
"#version 120\n"
"attribute vec2 pos;\n"
"attribute vec2 texCoord;\n"
"varying vec2 texCoordVarying;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(pos, 0.0, 1.0);\n"
" texCoordVarying = texCoord;\n"
"}\n";
static const char *frag_template =
"#version 120\n"
"uniform sampler2DRect samp;\n"
"varying vec2 texCoordVarying;\n"
"void main()\n"
"{\n"
" int supersample_factor = %d;\n"
" vec4 sum = vec4(0.0);\n"
" vec2 pixel = floor(texCoordVarying);\n"
" for (int i = 0; i < supersample_factor; ++i) {\n"
" for (int j = 0; j < supersample_factor; ++j) {\n"
" sum += texture2DRect(\n"
" samp, pixel * float(supersample_factor) + vec2(i, j));\n"
" }\n"
" }\n"
" gl_FragColor = sum / (supersample_factor * supersample_factor);\n"
"}\n";
char *frag;
if (asprintf(&frag, frag_template, supersample_factor) == -1)
piglit_report_result(PIGLIT_FAIL);
/* Compile program */
prog = piglit_build_simple_program_unlinked(vert, frag);
free(frag);
glBindAttribLocation(prog, 0, "pos");
glBindAttribLocation(prog, 1, "texCoord");
glLinkProgram(prog);
if (!piglit_link_check_status(prog)) {
piglit_report_result(PIGLIT_FAIL);
}
/* Set up uniforms */
glUseProgram(prog);
glUniform1i(glGetUniformLocation(prog, "samp"), 0);
/* Set up vertex array object */
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
/* Set up vertex input buffer */
glGenBuffers(1, &vertex_buf);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buf);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float),
(void *) 0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float),
(void *) (2*sizeof(float)));
/* Set up element input buffer to tessellate a quad into
* triangles
*/
unsigned int indices[6] = { 0, 1, 2, 0, 2, 3 };
GLuint element_buf;
glGenBuffers(1, &element_buf);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, element_buf);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
GL_STATIC_DRAW);
}
void
DownsampleProg::run(const Fbo *src_fbo, int dest_width, int dest_height,
bool srgb)
{
float w = dest_width;
float h = dest_height;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE, src_fbo->color_tex[0]);
glUseProgram(prog);
glBindVertexArray(vao);
float vertex_data[4][4] = {
{ -1, -1, 0, 0 },
{ -1, 1, 0, h },
{ 1, 1, w, h },
{ 1, -1, w, 0 }
};
glBindBuffer(GL_ARRAY_BUFFER, vertex_buf);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_data), vertex_data,
GL_STREAM_DRAW);
if (srgb) {
/* If we're testing sRGB color, instruct OpenGL to
* convert the output of the fragment shader from
* linear color space to sRGB color space.
*/
glEnable(GL_FRAMEBUFFER_SRGB);
}
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, (void *) 0);
glDisable(GL_FRAMEBUFFER_SRGB);
}
Stats::Stats()
: count(0), sum_squared_error(0.0)
{
}
void
Stats::summarize()
{
printf(" count = %d\n", count);
if (count != 0) {
if (sum_squared_error != 0.0) {
printf(" RMS error = %f\n",
sqrt(sum_squared_error / count));
} else {
printf(" Perfect output\n");
}
}
}
bool
Stats::is_perfect()
{
return sum_squared_error == 0.0;
}
bool
Stats::is_better_than(double rms_error_threshold)
{
return sqrt(sum_squared_error / count) < rms_error_threshold;
}
Test::Test(TestPattern *pattern, ManifestProgram *manifest_program,
bool test_resolve, GLbitfield blit_type, bool srgb)
: pattern(pattern),
manifest_program(manifest_program),
test_resolve(test_resolve),
blit_type(blit_type),
num_samples(0),
pattern_width(0),
pattern_height(0),
supersample_factor(0),
srgb(srgb),
downsample_prog(),
filter_mode(GL_NONE)
{
}
void
Test::init(int num_samples, bool small, bool combine_depth_stencil,
int pattern_width, int pattern_height, int supersample_factor,
GLenum filter_mode)
{
this->num_samples = num_samples;
this->pattern_width = pattern_width;
this->pattern_height = pattern_height;
this->supersample_factor = supersample_factor;
this->filter_mode = filter_mode;
FboConfig test_fbo_config(0,
small ? 16 : pattern_width,
small ? 16 : pattern_height);
if (srgb)
test_fbo_config.color_internalformat = GL_SRGB8_ALPHA8;
test_fbo_config.combine_depth_stencil = combine_depth_stencil;
test_fbo.setup(test_fbo_config);
FboConfig multisample_fbo_config = test_fbo_config;
multisample_fbo_config.num_samples = num_samples;
multisample_fbo.setup(multisample_fbo_config);
resolve_fbo.setup(test_fbo_config);
FboConfig supersample_fbo_config = test_fbo_config;
supersample_fbo_config.width = 1024;
supersample_fbo_config.height = 1024;
supersample_fbo_config.num_tex_attachments = 1;
supersample_fbo_config.num_rb_attachments = 0;
supersample_fbo.setup(supersample_fbo_config);
FboConfig downsample_fbo_config = test_fbo_config;
downsample_fbo_config.width = 1024 / supersample_factor;
downsample_fbo_config.height = 1024 / supersample_factor;
downsample_fbo.setup(downsample_fbo_config);
pattern->compile();
downsample_prog.compile(supersample_factor);
if (manifest_program)
manifest_program->compile();
/* Only do depth testing in those parts of the test where we
* explicitly want it
*/
glDisable(GL_DEPTH_TEST);
}
/**
* Blit the data from multisample_fbo to resolve_fbo, forcing the
* implementation to do an MSAA resolve.
*/
void
Test::resolve(Fbo *fbo, GLbitfield which_buffers)
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo->handle);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolve_fbo.handle);
resolve_fbo.set_viewport();
if (srgb)
glEnable(GL_FRAMEBUFFER_SRGB);
glBlitFramebuffer(0, 0, fbo->config.width, fbo->config.height,
0, 0, resolve_fbo.config.width,
resolve_fbo.config.height,
which_buffers, filter_mode);
glDisable(GL_FRAMEBUFFER_SRGB);
}
/**
* Use downsample_prog to blend 16x16 blocks of samples in
* supersample_fbo, to produce a reference image in downsample_fbo.
*/
void
Test::downsample_color(int downsampled_width, int downsampled_height)
{
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, downsample_fbo.handle);
downsample_fbo.set_viewport();
downsample_prog.run(&supersample_fbo,
downsample_fbo.config.width,
downsample_fbo.config.height, srgb);
}
/**
* Blit the color data from src_fbo to the given location in the
* windowsystem buffer, so that the user can see it and we can read it
* using glReadPixels.
*/
void
Test::show(Fbo *src_fbo, int x_offset, int y_offset)
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, src_fbo->handle);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, piglit_winsys_fbo);
glViewport(0, 0, piglit_width, piglit_height);
glBlitFramebuffer(0, 0, src_fbo->config.width, src_fbo->config.height,
x_offset, y_offset,
x_offset + src_fbo->config.width,
y_offset + src_fbo->config.height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
/**
* Draw a portion of the test pattern by setting up an appropriate
* projection matrix to map that portion of the test pattern to the
* full FBO.
*/
void
Test::draw_pattern(int x_offset, int y_offset, int width, int height)
{
/* Need a projection matrix such that:
* xc = ((xe + 1) * pattern_width/2 - x_offset) * 2/width - 1
* yc = ((ye + 1) * pattern_height/2 - y_offset) * 2/height - 1
* zc = ze
* wc = we = 1.0
*
* Therefore
* xc = pattern_width / width * xe
* + pattern_width / width - x_offset * 2 / width - 1
* yc = pattern_height / height * ye
* + pattern_height / height - y_offset * 2 / height - 1
* zc = ze
* wc = we = 1.0
*/
float x_scale = float(pattern_width) / width;
float x_delta = x_scale - x_offset * 2.0 / width - 1.0;
float y_scale = float(pattern_height) / height;
float y_delta = y_scale - y_offset * 2.0 / height - 1.0;
float proj[4][4] = {
{ x_scale, 0, 0, x_delta },
{ 0, y_scale, 0, y_delta },
{ 0, 0, 1, 0 },
{ 0, 0, 0, 1 }
};
pattern->draw(proj);
}
/**
* Draw the entire test image, rendering it a piece at a time if
* multisample_fbo is very small.
*/
void
Test::draw_test_image(Fbo *fbo)
{
int num_h_tiles = pattern_width / fbo->config.width;
int num_v_tiles = pattern_height / fbo->config.height;
for (int h = 0; h < num_h_tiles; ++h) {
for (int v = 0; v < num_v_tiles; ++v) {
glBindFramebuffer(GL_DRAW_FRAMEBUFFER,
fbo->handle);
fbo->set_viewport();
int x_offset = h * fbo->config.width;
int y_offset = v * fbo->config.height;
draw_pattern(x_offset, y_offset,
fbo->config.width,
fbo->config.height);
if (test_resolve) {
resolve(fbo, blit_type);
if (manifest_program)
manifest_program->run();
} else {
if (manifest_program)
manifest_program->run();
resolve(fbo,
GL_COLOR_BUFFER_BIT);
}
show(&resolve_fbo, x_offset, y_offset);
}
}
}
/**
* Draw the test image to the default framebuffer
*/
void
Test::draw_to_default_framebuffer()
{
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, piglit_winsys_fbo);
glViewport(0, 0, pattern_width, pattern_height);
draw_pattern(0, 0, pattern_width, pattern_height);
}
/**
* Draw the entire test image, rendering it a piece at a time.
*/
void
Test::draw_reference_image()
{
int downsampled_width =
supersample_fbo.config.width / supersample_factor;
int downsampled_height =
supersample_fbo.config.height / supersample_factor;
int num_h_tiles = pattern_width / downsampled_width;
int num_v_tiles = pattern_height / downsampled_height;
for (int h = 0; h < num_h_tiles; ++h) {
for (int v = 0; v < num_v_tiles; ++v) {
glBindFramebuffer(GL_DRAW_FRAMEBUFFER,
supersample_fbo.handle);
supersample_fbo.set_viewport();
int x_offset = h * downsampled_width;
int y_offset = v * downsampled_height;
draw_pattern(x_offset, y_offset,
downsampled_width, downsampled_height);
if (manifest_program)
manifest_program->run();
downsample_color(downsampled_width, downsampled_height);
show(&downsample_fbo,
pattern_width + x_offset, y_offset);
}
}
}
/**
* Measure the accuracy of MSAA downsampling. Pixels that are fully
* on or off in the reference image are required to be fully on or off
* in the test image. Pixels that are not fully on or off in the
* reference image may be at any grayscale level; we mesaure the RMS
* error between the reference image and the test image.
*/
bool
Test::measure_accuracy()
{
bool pass = true;
glBindFramebuffer(GL_READ_FRAMEBUFFER, piglit_winsys_fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, piglit_winsys_fbo);
glViewport(0, 0, piglit_width, piglit_height);
float *reference_data = new float[pattern_width * pattern_height * 4];
glReadPixels(pattern_width, 0, pattern_width, pattern_height, GL_RGBA,
GL_FLOAT, reference_data);
float *test_data = new float[pattern_width * pattern_height * 4];
glReadPixels(0, 0, pattern_width, pattern_height, GL_RGBA,
GL_FLOAT, test_data);
Stats unlit_stats;
Stats partially_lit_stats;
Stats totally_lit_stats;
for (int y = 0; y < pattern_height; ++y) {
for (int x = 0; x < pattern_width; ++x) {
for (int c = 0; c < 4; ++c) {
int pixel_pos = 4*(y*pattern_width + x) + c;
float ref = reference_data[pixel_pos];
float test = test_data[pixel_pos];
/* When testing sRGB, compare pixels
* linearly so that the measured error
* is comparable to the non-sRGB case.
*/
if (srgb && c < 3) {
ref = piglit_srgb_to_linear(ref);
test = piglit_srgb_to_linear(test);
}
if (ref <= 0.0)
unlit_stats.record(test - ref);
else if (ref >= 1.0)
totally_lit_stats.record(test - ref);
else
partially_lit_stats.record(test - ref);
}
}
}
double error_threshold;
if (test_resolve) {
/* For depth and stencil resolves, the implementation
* typically just picks one of the N multisamples, so
* we have to allow for a generous amount of error.
*/
error_threshold = 0.4;
} else {
/* Empirically, the RMS error for no oversampling is
* about 0.25, and each additional factor of 2
* overampling reduces the error by a factor of about
* 0.6. Leaving some room for variation, we'll set
* the error threshold to 0.333 * 0.62 ^
* log2(num_samples).
*/
int effective_num_samples = num_samples == 0 ? 1 : num_samples;
error_threshold = 0.333 *
pow(0.62, ffs(effective_num_samples) - 1);
}
/* The unlit and totally_lit stats are supposed to count the
* pixels where either a primitive completely covers the pixel
* or no primitive touches it at all. However this is
* effectively only determined by checking whether any
* primitive has intersected one of the supersample positions
* of the reference image. It's completely possible for a
* primitive to intersect the pixel boundary but completely
* miss any of the supersample positions. The GL
* implementation is free to pick whatever multisample
* positions it wants within the pixel boundary so it's also
* possible for a primitive to intersect a multisample
* position but miss all of the supersample positions of the
* reference image. To cope with this we allow a small margin
* of error for the pixels that are either fully lit or fully
* unlit.
*/
double full_pixel_threshold = error_threshold * 0.05f;
printf("Pixels that should be unlit\n");
unlit_stats.summarize();
pass = unlit_stats.is_better_than(full_pixel_threshold) && pass;
printf("Pixels that should be totally lit\n");
totally_lit_stats.summarize();
pass = totally_lit_stats.is_better_than(full_pixel_threshold) && pass;
printf("The error threshold for unlit and totally lit "
"pixels test is %f\n",
full_pixel_threshold);
printf("Pixels that should be partially lit\n");
partially_lit_stats.summarize();
printf("The error threshold for partially lit pixels is %f\n",
error_threshold);
pass = partially_lit_stats.is_better_than(error_threshold) && pass;
// TODO: deal with sRGB.
return pass;
}
bool
Test::run()
{
draw_test_image(&multisample_fbo);
draw_reference_image();
return measure_accuracy();
}
Test *
create_test(test_type_enum test_type, int n_samples, bool small,
bool combine_depth_stencil, int pattern_width, int pattern_height,
int supersample_factor, GLenum filter_mode)
{
Test *test = NULL;
switch (test_type) {
case TEST_TYPE_COLOR:
test = new Test(new Triangles(), NULL, false, 0, false);
break;
case TEST_TYPE_SRGB:
test = new Test(new Triangles(), NULL, false, 0, true);
break;
case TEST_TYPE_STENCIL_DRAW:
test = new Test(new StencilSunburst(),
new ManifestStencil(),
false, 0, false);
break;
case TEST_TYPE_STENCIL_RESOLVE:
test = new Test(new StencilSunburst(),
new ManifestStencil(),
true,
GL_STENCIL_BUFFER_BIT, false);
break;
case TEST_TYPE_DEPTH_DRAW:
test = new Test(new DepthSunburst(),
new ManifestDepth(),
false, 0, false);
break;
case TEST_TYPE_DEPTH_RESOLVE:
test = new Test(new DepthSunburst(),
new ManifestDepth(),
true,
GL_DEPTH_BUFFER_BIT, false);
break;
default:
printf("Unrecognized test type\n");
piglit_report_result(PIGLIT_FAIL);
break;
}
test->init(n_samples, small, combine_depth_stencil, pattern_width,
pattern_height, supersample_factor, filter_mode);
return test;
}
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