This test provokes a bug in Mesa as of 8/23/12 (commit 1cb07bd): when
fast depth clears are performed on multiple layers of a multilayer
depth texture (such as a 2D array or a cubemap texture), the
implementation doesn't properly track the need for depth resolves,
resulting in incorrect data when the texture is later used for
texturing.  See https://bugs.freedesktop.org/show_bug.cgi?id=50270.

Although the bug was initially discovered using cubemap textures, this
test provokes it using a 2D array texture, so that we don't have to
reason about the coordinate transformations involved in cube map
texture lookup.
---
 tests/all.tests                         |    1 +
 tests/texturing/CMakeLists.gl.txt       |    1 +
 tests/texturing/array-depth-roundtrip.c |  203 +++++++++++++++++++++++++++++++
 3 files changed, 205 insertions(+), 0 deletions(-)
 create mode 100644 tests/texturing/array-depth-roundtrip.c

diff --git a/tests/all.tests b/tests/all.tests
index eb32225..c6c12ae 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -700,6 +700,7 @@ create_context_es2_profile['invalid OpenGL ES version'] = 
PlainExecTest(['glx-cr
 
 texturing = Group()
 add_concurrent_test(texturing, '1-1-linear-texture')
+add_plain_test(texturing, 'array-depth-roundtrip')
 add_plain_test(texturing, 'array-texture')
 add_plain_test(texturing, 'copytexsubimage')
 add_plain_test(texturing, 'copyteximage-border')
diff --git a/tests/texturing/CMakeLists.gl.txt 
b/tests/texturing/CMakeLists.gl.txt
index e161ece..ca30e4e 100644
--- a/tests/texturing/CMakeLists.gl.txt
+++ b/tests/texturing/CMakeLists.gl.txt
@@ -18,6 +18,7 @@ if(NOT USE_WAFFLE)
 endif(NOT USE_WAFFLE)
 
 piglit_add_executable (1-1-linear-texture 1-1-linear-texture.c)
+piglit_add_executable (array-depth-roundtrip array-depth-roundtrip.c)
 piglit_add_executable (array-texture array-texture.c)
 piglit_add_executable (compressedteximage compressedteximage.c)
 piglit_add_executable (copytexsubimage copytexsubimage.c)
diff --git a/tests/texturing/array-depth-roundtrip.c 
b/tests/texturing/array-depth-roundtrip.c
new file mode 100644
index 0000000..3eb71f3
--- /dev/null
+++ b/tests/texturing/array-depth-roundtrip.c
@@ -0,0 +1,203 @@
+/*
+ * 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 array-depth-roundtrip.c
+ *
+ * Test that an array texture containing depth data works properly
+ * when making a full "roundtrip" through both the GPU's rendering
+ * pipeline and texturing operations.
+ *
+ * The test performs the following steps:
+ *
+ * - Create an array texture containing depth data.
+ *
+ * - Bind each slice of the array texture to a framebuffer, clear it,
+ *   and render a quad to it.  A different depth value is used for
+ *   each slice of the array.
+ *
+ * - Use a shader to read from each slice of the array texture and
+ *   render to the window system framebuffer.
+ *
+ * - Verify that correct data was rendered to the window system
+ *   framebuffer.
+ */
+
+#include "piglit-util-gl-common.h"
+
+
+#define TEX_WIDTH 56
+#define TEX_HEIGHT 56
+#define NUM_TILES_ACROSS 4
+#define NUM_TILES_DOWN 4
+#define TEX_DEPTH (NUM_TILES_ACROSS * NUM_TILES_DOWN)
+
+
+PIGLIT_GL_TEST_MAIN(
+    TEX_WIDTH * NUM_TILES_ACROSS,
+    TEX_HEIGHT * NUM_TILES_DOWN,
+    GLUT_DOUBLE | GLUT_RGB)
+
+
+GLuint tex;
+GLuint fb;
+GLuint prog;
+GLint samp_loc;
+GLint proj_loc;
+GLint tex_depth_loc;
+
+
+const char *vs_text = \
+       "#version 130\n"
+       "uniform mat4 proj;\n"
+       "uniform float tex_depth;\n"
+       "out vec3 tex_coord;\n"
+       "void main()\n"
+       "{\n"
+       "  gl_Position = proj * gl_Vertex;\n"
+       "  tex_coord = vec3(gl_Vertex.xy, tex_depth);\n"
+       "}\n";
+
+
+const char *fs_text = \
+       "#version 130\n"
+       "uniform sampler2DArray samp;\n"
+       "in vec3 tex_coord;\n"
+       "void main()\n"
+       "{\n"
+       "  gl_FragColor = texture(samp, tex_coord);\n"
+       "}\n";
+
+
+void
+piglit_init(int argc, char **argv)
+{
+       GLuint vs, fs;
+
+       piglit_require_gl_version(30);
+
+       vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_text);
+       fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_text);
+       prog = piglit_link_simple_program(vs, fs);
+       samp_loc = glGetUniformLocation(prog, "samp");
+       proj_loc = glGetUniformLocation(prog, "proj");
+       tex_depth_loc = glGetUniformLocation(prog, "tex_depth");
+
+       /* Create the array texture */
+       glGenTextures(1, &tex);
+       glActiveTexture(GL_TEXTURE0);
+       glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
+       glTexImage3D(GL_TEXTURE_2D_ARRAY, 0 /* level */,
+                    GL_DEPTH_COMPONENT, TEX_WIDTH, TEX_HEIGHT, TEX_DEPTH,
+                    0 /* border */, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
+       glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER,
+                       GL_NEAREST);
+       glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER,
+                       GL_NEAREST);
+       glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE,
+                       GL_NONE);
+
+       glGenFramebuffers(1, &fb);
+
+       if (!piglit_check_gl_error(GL_NO_ERROR))
+               piglit_report_result(PIGLIT_FAIL);
+}
+
+
+enum piglit_result
+piglit_display()
+{
+       int zoffset, x_tile, y_tile, i;
+       float depth_value;
+       float expected[3];
+       bool pass = true;
+
+       /* Bind each level of the array texture to the framebuffer,
+        * clear it, and render a quad to it, using a depth value that
+        * is different in each array slice.
+        */
+       glBindFramebuffer(GL_FRAMEBUFFER, fb);
+       glViewport(0, 0, TEX_WIDTH, TEX_HEIGHT);
+       glUseProgram(0);
+       glEnable(GL_DEPTH_TEST);
+       glDepthFunc(GL_ALWAYS);
+       for (zoffset = 0; zoffset < TEX_DEPTH; ++zoffset) {
+               glFramebufferTextureLayer(GL_FRAMEBUFFER,
+                                         GL_DEPTH_ATTACHMENT,
+                                         tex, 0 /* level */, zoffset);
+               glClear(GL_DEPTH_BUFFER_BIT);
+               depth_value = zoffset / (float) (TEX_DEPTH - 1);
+               /* Adjust depth_value to [-1, 1] range to account for
+                * the fact that the pipeline translates from [-1, 1]
+                * to [0, 1].
+                */
+               depth_value = depth_value * 2.0 - 1.0;
+               piglit_draw_rect_z(depth_value,
+                                  -1, -1, 2, 2);
+       }
+
+       /* Use a shader to read from each slice of the array texture
+        * and render to the window system framebuffer.
+        */
+       glBindFramebuffer(GL_FRAMEBUFFER, piglit_winsys_fbo);
+       glViewport(0, 0, piglit_width, piglit_height);
+       glClear(GL_COLOR_BUFFER_BIT);
+       glUseProgram(prog);
+       glUniform1i(samp_loc, 0);
+       for (y_tile = 0; y_tile < NUM_TILES_DOWN; ++y_tile) {
+               for (x_tile = 0; x_tile < NUM_TILES_ACROSS; ++x_tile) {
+                       float xscale = 2.0 / NUM_TILES_ACROSS;
+                       float yscale = 2.0 / NUM_TILES_DOWN;
+                       float proj[4][4] = {
+                               { xscale, 0, 0, xscale * x_tile - 1 },
+                               { 0, yscale, 0, yscale * y_tile - 1 },
+                               { 0, 0, 0, 0 },
+                               { 0, 0, 0, 1 }
+                       };
+                       zoffset = NUM_TILES_ACROSS * y_tile + x_tile;
+                       glUniformMatrix4fv(proj_loc, 1, GL_TRUE, &proj[0][0]);
+                       glUniform1f(tex_depth_loc, zoffset);
+                       piglit_draw_rect(0, 0, 1, 1);
+               }
+       }
+
+       /* Verify that correct data was rendered. */
+       for (y_tile = 0; y_tile < NUM_TILES_DOWN; ++y_tile) {
+               for (x_tile = 0; x_tile < NUM_TILES_ACROSS; ++x_tile) {
+                       zoffset = NUM_TILES_ACROSS * y_tile + x_tile;
+                       printf("Probing array slice %d\n", zoffset);
+                       depth_value = zoffset / (float) (TEX_DEPTH - 1);
+                       for (i = 0; i < 3; ++i)
+                               expected[i] = depth_value;
+                       pass = piglit_probe_rect_rgb(x_tile * TEX_WIDTH,
+                                                    y_tile * TEX_HEIGHT,
+                                                    TEX_WIDTH, TEX_HEIGHT,
+                                                    expected) && pass;
+               }
+       }
+
+       pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+
+       piglit_present_results();
+
+       return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
-- 
1.7.7.6

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