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This is a rather sizeable commit, I'm sorry for that. Basically there
was no clean way I could come up with to make the change from a single
python file to multiple xml files.
The reason we want this is to to avoid duplication amongst profiles (and
very long build times), by allowing a single profile to be included in
multiple other profiles. This means that the all profile is now composed
of the "glslparser", "shader", and "opengl" (everything in all that's
not glslparser, asmparser, or shader tests). Running `piglit run all
foo` still produces the same results. This also allows us to mix native
and non-native tests so that traditional targets like quick_cl still
work.
Tested-by: Rafael Antognolli <rafael.antognolli@intel.com>
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Tested-by: Rafael Antognolli <rafael.antognolli@intel.com>
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Tested-by: Rafael Antognolli <rafael.antognolli@intel.com>
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Tested-by: Rafael Antognolli <rafael.antognolli@intel.com>
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Because they need to be relative at build time for serialization.
Tested-by: Rafael Antognolli <rafael.antognolli@intel.com>
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Tested-by: Rafael Antognolli <rafael.antognolli@intel.com>
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Tested-by: Rafael Antognolli <rafael.antognolli@intel.com>
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Since the serialized tests wont need this path, build a generic
constructor that this special constructor can leverage.
Tested-by: Rafael Antognolli <rafael.antognolli@intel.com>
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Tested-by: Rafael Antognolli <rafael.antognolli@intel.com>
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This is going to make serialization easier, since asmparser tests take a
file argument, which must be relative at build time, but absolute at run
time.
Tested-by: Rafael Antognolli <rafael.antognolli@intel.com>
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Test includes:
- texture uploads
- mipmap generation
- framebuffer creation
- rendering to
- reading from
- interaction with GL_EXT_copy_image
- interaction with GL_OES_texture_buffer
v2: code cleanup
v3: add a subtest for TBOs
v4: more code cleanup!
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
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Fixes: c8d89e733c52a6 ("tests: add INTEL_blackhole_render")
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
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Test how blits behave when the source is cleared. This case is of
interest to Intel GPUs, which will fast-clear the source.
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This adds a specific test for the VC4 GPU. Right now, it only checks
that FEP-valid-quads and QPU-total-clk-cycles-waiting-TMU are
consistent after executing well known operations (draw a rectangle or
a texture).
More tests will be added over time.
v2: Add to all.py, actually skip when the counter isn't present (by
anholt)
Signed-off-by: Boris Brezillon <boris.brezillon@free-electrons.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
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v2: Drop OPENGL_gl_LIBRARY from linked libraries (Alejandro)
Add asserts to verify glIsEnabled() returns the right value (Lionel)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
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Some GCC compiler warnings led me to find some bugs in Mesa's
implementation of glGetTexParameterIuiv. I then discovered that piglit
had zero tests for any of these functions.
This test currently fails on Mesa.
v2: Replace piglit_require_gl_version(30) with
'config.supports_gl_compat_version = 10'. Suggested by Brian.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
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Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
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and glGetStringi(GL_SHADING_LANGUAGE_VERSION, i) queries in GL 4.3.
Until recently, these queries were not implemented in Mesa.
Tested-by: Andriy.Khulap <andriy.khulap@globallogic.com>
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Both with and without display lists.
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Both with and without display lists.
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Both with and without display lists.
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The test can now take an extra argument ‘indirect’ which will cause
it to emit the draw calls via an indirect buffer. This is useful to
test at least on i965 because emitting the gl_BaseVertex takes a
different path in that case.
Reviewed-by: Antia Puentes <apuentes@igalia.com>
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If wflinfo is not installed or fails, the wfl_info.gl_extensions value
will be the empty set. Similarly, the gl_version, glsl_version, etc.
will be None.
In those cases, return True from the gl_extension_supported() and
is_feature_directory_supported() functions so that we don't skip any
subdirs.
This is only relevant when PIGLIT_FILTER_DIRECTORIES is set.
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
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The spec doesn't define any errors for ext_memory_object_fd, but do at
least a basic sanity test.
Signed-off-by: Andres Rodriguez <andresx7@gmail.com>
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The spec doesn't define any errors for ext_semaphore_fd, but do at
least a basic sanity test.
Signed-off-by: Andres Rodriguez <andresx7@gmail.com>
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Signed-off-by: Andres Rodriguez <andresx7@gmail.com>
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This exercises two code paths in Mesa's display list VBO code.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
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From the GL_ARB_texture_barrier spec:
"Specifically, the values of rendered fragments are undefined if any
shader stage fetches texels and the same texels are written via fragment
shader outputs, even if the reads and writes are not in the same Draw
call, unless any of the following exceptions apply:
- The reads and writes are from/to disjoint sets of texels (after
accounting for texture filtering rules).
- There is only a single read and write of each texel, and the read is in
the fragment shader invocation that writes the same texel (e.g. using
"texelFetch2D(sampler, ivec2(gl_FragCoord.xy), 0);").
- If a texel has been written, then in order to safely read the result
a texel fetch must be in a subsequent Draw separated by the command
void TextureBarrier(void);
TextureBarrier() will guarantee that writes have completed and caches
have been invalidated before subsequent Draws are executed."
Previously the only Piglit test for ARB_texture_barrier tested point 2 of
that statement. This test aims to test point 1.
It uses an uint texture bound as the colorbuffer and texture sampler
source. It renders 6 passes.
Every pass one half of the texture is sampled from while the other is
written to. Which is which is swapped every pass.
The operations in the passes are chosen so that the end result will differ
if any pass is missing or the passes aren't executed in the correct order.
Reviewed-by: Brian Paul <brianp@vmware.com>
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Some tiling renderers reorder draw-calls for performance reasons.
This could interfere with the integrity of resources written to by draws
calls and read from by subsequent draw calls.
This test uses a buffer object, written by transform feedback and read as a
uniform buffer object.
With blending enabled, draw 3 identical passes:
Each pass consists of two sub-passes:
First sub-pass: Draw a grid of 8x8 transparent quads (each 32x32 pixels in
size). Write the index of the current pass with transform feedback in a
buffer object.
Second sub-pass: Draw another grid of 8x8 quads. If the buffer object
contains the index of the current pass output transparent, white otherwise.
Check that the framebuffer is unaltered.
Reviewed-by: Brian Paul <brianp@vmware.com>
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Draw circles with long line loops and check the result.
In particular, check that the last line segment is drawn and that no
additional segments in between arbitrary vertices are drawn.
V2: Increase vertex size and count to exhaust Mesa's vbo buffer and
Gallium's auxiliary draw buffer.
Add command line argument to set vertex count.
Reviewed-by: Brian Paul <brianp@vmware.com>
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Previously the only fixed function user defined clip plane test used
only one clip plane and no coordinate transformation.
This new test uses all clip planes and a non-identity coordinate
transformation matrix.
The test works as follows:
Arrange all clip planes perpendicular to the x-y-plane with equal angles
between them and a distance of 0.5 to the origin.
The user defined clip space should thus be a n-prism of infinite height
centered around the z-axis where n is GL_MAX_CLIP_PLANES.
Draw a quad filling the screen.
The resulting render should be an n-sided regular polygon.
Test color on either side of each edge of the polygon.
Reviewed-by: Brian Paul <brianp@vmware.com>
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Create the largest possible 2D GL_RGBA_32F multisampled texture, load it
with known values the read it back and see if the values match up.
The --array option runs the test with a 2D texture array instead of an
MSAA texture. There are other options to specify texture size, number of
samples, fp16 and a texel value scale.
Fails with NVIDIA's driver. See code comments.
Note: The entry in all.py limits the texture size to 512x512 so it runs
in a reasonable amount of time. Ideally, the texture size should be set
in quick.py instead but I've been unable to make that work.
v2:
* Fix a few code issues raised by Fabian Bieler, fix all.py, quick.py code.
* Update comments about NVIDIA driver, per Roland.
v3:
* remove config.khr_no_error_support line.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
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This just verifies that sampler arrays indexed with a uniform work with TBOs.
(Broken on r600 evergreen pending a fix.)
v2: fix compiler warnings, directly assign index uniform in shader
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
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This is a problem of all texturing tests, they cannot exercise the tesselation
stages. (But I'm too lazy to fix the others, and too lazy to hack something up
for tcs stage, I only need it to verify a bug/fix with r600 buffer textures.)
v2: add to all.py so it is actually run (all in all there's about 40
addtional tests run)
Reviewed-by: Fabian Bieler <fabianbieler@fastmail.fm>
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It's a subset of spec/ati_fragment_shader/api-gen
Signed-off-by: Miklós Máté <mtmkls@gmail.com>
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Eric Anholt <eric@anholt.net>
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v2: don't exit on first failure, add license headers, drop redundant
error checks, add build system integration, add tests to all.py
Signed-off-by: Miklós Máté <mtmkls@gmail.com>
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Eric Anholt <eric@anholt.net>
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These mainly check the state machine. Compiler checks will come later.
v2: don't exit on first failure, improve some tests, add
license headers, drop redundant error checks, add build
system integration, add tests to all.py
v3: enums instead of magic numbers, style cleanups (by anholt, acked
by Miklós).
Signed-off-by: Miklós Máté <mtmkls@gmail.com>
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Eric Anholt <eric@anholt.net>
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One for each paragraph in the Errors section of the spec.
v2: don't exit on first failure, improve some tests, move spec quotes
to top, add license headers, drop redundant error checks, add build
system integration, add tests to all.py
Signed-off-by: Miklós Máté <mtmkls@gmail.com>
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Eric Anholt <eric@anholt.net>
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Moved from opengl 1.1 to opengl 1.0 profile in all.py.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
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Moved from opengl 1.1 to opengl 1.0 profile in all.py.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
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Now it's called "map-empty".
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
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Now it's called "get-attachment-parameter-default-framebuffer".
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
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Now it's called "rgba-mipmap-texture-with-rgb-visual".
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
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Now it's called "get-limits-without-fp".
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
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Now it's called "drawpixels-stencil-test".
Moved from opengl 1.1 to opengl 1.0 profile in all.py.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
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Now it's called "drawpixels-depth-test".
Moved from opengl 1.1 to opengl 1.0 profile in all.py.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
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Now it's called "empty-begin-end-clause".
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
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Now it's called "map-after-draw".
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
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Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
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Now it's called "border-texture-finish".
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
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