This points out a bug in the mesa/st ARB_texture_view patch which leaks out to all layered rendering onto immutable 3d textures.
Signed-off-by: Ilia Mirkin <imir...@alum.mit.edu> --- This is a copy of the gl-layer-render test with glTexStorage patched in instead of glTexImage. .../gl-3.2/layered-rendering/CMakeLists.gl.txt | 1 + .../layered-rendering/gl-layer-render-storage.c | 303 +++++++++++++++++++++ 2 files changed, 304 insertions(+) create mode 100644 tests/spec/gl-3.2/layered-rendering/gl-layer-render-storage.c diff --git a/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt b/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt index a5628dc..adc99ae 100644 --- a/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt +++ b/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt @@ -26,4 +26,5 @@ piglit_add_executable (gl-3.2-layered-rendering-gl-layer gl-layer.c) piglit_add_executable (gl-3.2-layered-rendering-gl-layer-cube-map gl-layer-cube-map.c) piglit_add_executable (gl-3.2-layered-rendering-gl-layer-not-layered gl-layer-not-layered.c) piglit_add_executable (gl-3.2-layered-rendering-gl-layer-render gl-layer-render.c) +piglit_add_executable (gl-3.2-layered-rendering-gl-layer-render-storage gl-layer-render-storage.c) # vim: ft=cmake: diff --git a/tests/spec/gl-3.2/layered-rendering/gl-layer-render-storage.c b/tests/spec/gl-3.2/layered-rendering/gl-layer-render-storage.c new file mode 100644 index 0000000..01f8a7b --- /dev/null +++ b/tests/spec/gl-3.2/layered-rendering/gl-layer-render-storage.c @@ -0,0 +1,303 @@ +/* + * Copyright © 2013 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 gl-layer-render.c + * Section 4.12.4(Geometry Shaders) From GL spec 3.2 core: + * "Geometry shaders can be used to render to one of several different layers + * of cube map textures, three-dimensional textures, or one-or two-dimensional + * texture arrays. + * + * The layer to render to is specified by writing to the built-in output + * variable gl_Layer." + */ + +#include "piglit-util-gl.h" + +PIGLIT_GL_TEST_CONFIG_BEGIN + + config.supports_gl_compat_version = 32; + config.supports_gl_core_version = 32; + + config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE; + +PIGLIT_GL_TEST_CONFIG_END + +GLenum textureType[] = { + GL_TEXTURE_3D, + GL_TEXTURE_CUBE_MAP, + GL_TEXTURE_1D_ARRAY, + GL_TEXTURE_2D_ARRAY, + GL_TEXTURE_2D_MULTISAMPLE_ARRAY +}; + +const char *vs_source = { + "#version 150\n" + "in vec4 piglit_vertex;\n" + "out vec4 vert;\n" + "void main() {\n" + " gl_Position = piglit_vertex;\n" + " vert = piglit_vertex;\n" + "}\n" +}; + +const char *gs_source = { + "#version 150\n" + "layout(triangles) in;\n" + "layout(triangle_strip, max_vertices = 3) out;\n" + "in vec4 vert[3];\n" + "uniform int layer;\n" + "\n" + "void main()\n" + "{\n" + " for(int i = 0; i < 3; i++) {\n" + " gl_Position = vert[i];\n" + " gl_Layer = layer;\n" + " EmitVertex();\n" + " }\n" + "}\n" +}; + +const char *fs_source = { + "#version 150\n" + "uniform vec3 color;\n" + "void main() {\n" + " gl_FragColor = vec4(color.xyz, 1.);\n" + "}\n" +}; + +static GLuint layer_uniform; +static GLuint color_uniform; + +GLuint +create_bind_texture(GLenum textureType) { + int i; + GLuint texture; + glGenTextures(1, &texture); + glBindTexture(textureType, texture); + + switch(textureType) { + case GL_TEXTURE_1D_ARRAY: + case GL_TEXTURE_2D: + glTexParameteri(textureType, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(textureType, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(textureType, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(textureType, GL_TEXTURE_WRAP_T, GL_REPEAT); + glTexStorage2D(textureType, 1, GL_RGB8, 6, 6); + break; + case GL_TEXTURE_3D: + case GL_TEXTURE_2D_ARRAY: + glTexParameteri(textureType, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(textureType, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(textureType, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(textureType, GL_TEXTURE_WRAP_T, GL_REPEAT); + glTexParameteri(textureType, GL_TEXTURE_WRAP_R, GL_REPEAT); + glTexStorage3D(textureType, 1, GL_RGB8, 6, 6, 6); + break; + case GL_TEXTURE_CUBE_MAP: + glTexStorage2D(textureType, 1, GL_RGB8, 6, 6); + break; + case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: + glTexStorage3DMultisample(textureType, 4, GL_RGB8, + 6, 6, 6, GL_FALSE); + break; + } + + return texture; +} + +bool check_framebuffer_status(GLenum target, GLenum expected) { + GLenum observed = glCheckFramebufferStatus(target); + if(expected != observed) { + printf("Unexpected framebuffer status!\n" + " Observed: %s\n Expected: %s\n", + piglit_get_gl_enum_name(observed), + piglit_get_gl_enum_name(expected)); + return false; + } + return true; +} + +/* Take a framebuffer object, that has a GL_TEXTURE_2D_MULTISAMPLE + * or a layer of a GL_TEXTURE_2D_MULTISAMPLE_ARRAY attached to + * color attachment 0. Then blit that framebuffer object to + * a new fbo that has a GL_TEXTURE_2D attached. Finally + * attach the new GL_TEXTURE_2D to the original fbo. + */ +void +ConvertMultiSample2DToTexture2D(GLuint fboRead) { + GLuint fboDraw, texture; + + glGenFramebuffers(1, &fboDraw); + glGenTextures(1, &texture); + + glBindFramebuffer(GL_READ_FRAMEBUFFER, fboRead); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fboDraw); + + texture = create_bind_texture(GL_TEXTURE_2D); + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, + GL_TEXTURE_2D, texture, 0); + + if(!check_framebuffer_status(GL_DRAW_FRAMEBUFFER, + GL_FRAMEBUFFER_COMPLETE) || + !check_framebuffer_status(GL_READ_FRAMEBUFFER, + GL_FRAMEBUFFER_COMPLETE)) { + + piglit_report_result(PIGLIT_FAIL); + } + + glBlitFramebuffer(0, 0, 6, 6, 0, 0, 6, 6, + GL_COLOR_BUFFER_BIT, GL_NEAREST); + + if(!piglit_check_gl_error(GL_NO_ERROR)) { + glDeleteTextures(1, &texture); + piglit_report_result(PIGLIT_FAIL); + } + + glBindFramebuffer(GL_FRAMEBUFFER, fboRead); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, + GL_TEXTURE_2D, texture, 0); + + glDeleteFramebuffers(1, &fboDraw); + + if(!piglit_check_gl_error(GL_NO_ERROR)) { + glDeleteTextures(1, &texture); + piglit_report_result(PIGLIT_FAIL); + } +} + + +bool +probe_texture_layered_rbg(GLenum textureType, GLuint texture, int x, int y, + int z, int w, int h, int d, float *expected) +{ + int k; + GLuint fbo; + + glGenFramebuffers(1, &fbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + + for(k = 0; k < d; k++ ) { + if(textureType == GL_TEXTURE_CUBE_MAP) { + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, + GL_TEXTURE_CUBE_MAP_POSITIVE_X+k+z, texture, 0); + } else { + glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, + texture, 0, k+z); + } + + if(textureType == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) { + ConvertMultiSample2DToTexture2D(fbo); + } + + if(!piglit_probe_rect_rgb(0, 0, w, h, &expected[k*3])) { + printf("Layer: %i\n", k); + return false; + } + } + return true; +} + + + +void +piglit_init(int argc, char **argv) +{ + int i, j; + bool pass = true; + GLuint fbo, texture, program; + + float colors[6*3] = { + 0, 0, 1, + 0, 1, 0, + 0, 1, 1, + 1, 0, 0, + 1, 0, 1, + 1, 1, 0 + }; + + program = piglit_build_simple_program_multiple_shaders( + GL_VERTEX_SHADER, vs_source, + GL_GEOMETRY_SHADER, gs_source, + GL_FRAGMENT_SHADER, fs_source, + 0); + glUseProgram(program); + + /* Retrieve index from vs */ + color_uniform = glGetUniformLocation(program, "color"); + layer_uniform = glGetUniformLocation(program, "layer"); + + /* Gen textures */ + for(i = 0; i < ARRAY_SIZE(textureType); i++) { + printf("Texture Type: %s\n", + piglit_get_gl_enum_name(textureType[i])); + glGenFramebuffers(1, &fbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + + texture = create_bind_texture(textureType[i]); + glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, + texture, 0); + + if(!check_framebuffer_status(GL_FRAMEBUFFER, + GL_FRAMEBUFFER_COMPLETE) || + !piglit_check_gl_error(GL_NO_ERROR)) { + printf("Texture Type: %s. Error with setup\n", + piglit_get_gl_enum_name(textureType[i])); + piglit_report_result(PIGLIT_FAIL); + } + + /* draw quad on each layer with set color*/ + for(j = 0; j < 6; j++) { + glUniform1i(layer_uniform, j); + glUniform3fv(color_uniform, 1, &colors[j*3]); + + piglit_draw_rect(-1, -1, 2, 2); + } + + if(textureType[i] == GL_TEXTURE_1D_ARRAY) { + pass = probe_texture_layered_rbg(textureType[i], texture, + 0, 0, 0, 6, 1, 6, colors) + && pass; + } else { + pass = probe_texture_layered_rbg(textureType[i], texture, + 0, 0, 0, 6, 6, 6, colors) + && pass; + } + + pass = piglit_check_gl_error(GL_NO_ERROR) && pass; + + /* Clean up */ + glDeleteTextures(1, &texture); + glDeleteFramebuffers(1, &fbo); + } + + pass = piglit_check_gl_error(GL_NO_ERROR) && pass; + + piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL); +} + +enum piglit_result +piglit_display(void) +{ + /* UNREACHABLE */ + return PIGLIT_FAIL; +} -- 1.8.5.5 _______________________________________________ Piglit mailing list Piglit@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/piglit