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 _______________________________________________ Piglit mailing list Piglit@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/piglit