Just a few minor nits below.

Reviewed-by: Brian Paul <bri...@vmware.com>

On 12/22/2014 03:53 PM, Mike Stroyan wrote:
New test fbo-mrt-new-bind asserts correct behavior for changing framebuffer 
binding
without changing the shaders.  That can cause trouble if the new binding
selects a different shader kernel without updating all resources.
---
  tests/fbo/CMakeLists.gl.txt  |   1 +
  tests/fbo/fbo-mrt-new-bind.c | 244 +++++++++++++++++++++++++++++++++++++++++++
  2 files changed, 245 insertions(+)
  create mode 100644 tests/fbo/fbo-mrt-new-bind.c

diff --git a/tests/fbo/CMakeLists.gl.txt b/tests/fbo/CMakeLists.gl.txt
index 248519a..d5c8778 100644
--- a/tests/fbo/CMakeLists.gl.txt
+++ b/tests/fbo/CMakeLists.gl.txt
@@ -74,6 +74,7 @@ piglit_add_executable (fbo-integer fbo-integer.c)
  piglit_add_executable (fbo-maxsize fbo-maxsize.c)
  piglit_add_executable (fbo-mipmap-copypix fbo-mipmap-copypix.c)
  piglit_add_executable (fbo-mrt-alphatest fbo-mrt-alphatest.c)
+piglit_add_executable (fbo-mrt-new-bind fbo-mrt-new-bind.c)
  piglit_add_executable (fbo-nodepth-test fbo-nodepth-test.c)
  piglit_add_executable (fbo-nostencil-test fbo-nostencil-test.c)
  piglit_add_executable (fbo-readpixels fbo-readpixels.c)
diff --git a/tests/fbo/fbo-mrt-new-bind.c b/tests/fbo/fbo-mrt-new-bind.c
new file mode 100644
index 0000000..8e006b5
--- /dev/null
+++ b/tests/fbo/fbo-mrt-new-bind.c
@@ -0,0 +1,244 @@
+/*
+ * Copyright © 2013 Intel Corporation
+ * Copyright © 2014 LunarG, Inc.
+ *
+ * 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.
+ *
+ * Authors:
+ *    Chris Forbes <chr...@ijw.co.nz>
+ *    Mike Stroyan <m...@lunarg.com>
+ *
+ */
+
+/*
+ * fbo-mrt-new-bind asserts correct behavior for changing framebuffer binding
+ * without changing the shaders.  That can cause trouble if the new binding
+ * selects a different shader kernel without updating all resources.
+ */
+
+#include "piglit-util-gl.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+       config.supports_gl_compat_version = 21;
+
+       config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };

const?


+GLuint fbos[3];
+GLint prog0, prog1;
+GLuint textures[4];
+
+void
+piglit_init(int argc, char **argv)
+{
+       int i;
+
+       piglit_require_GLSL_version(130);
+
+       glGenTextures(5, textures);
+       for (i=0; i<4; i++) {
+           glBindTexture(GL_TEXTURE_2D, textures[i]);
+           glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, 
GL_UNSIGNED_BYTE, NULL);
+           glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+           glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+       }
+
+       glBindTexture(GL_TEXTURE_2D, textures[4]);
+       glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, 640, 360, 0, 
GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);

We generally wrap lines at 78 chars or less.


+
+       glGenFramebuffers(3, fbos);
+
+       glBindFramebuffer(GL_FRAMEBUFFER, fbos[0]);
+       glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 
GL_TEXTURE_2D, textures[0], 0);
+
+       if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != 
GL_FRAMEBUFFER_COMPLETE) {
+               printf("Framebuffer not complete.\n");
+               piglit_report_result(PIGLIT_SKIP);
+       }
+
+       glBindFramebuffer(GL_FRAMEBUFFER, fbos[1]);
+       glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 
GL_TEXTURE_2D, textures[1], 0);
+       glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, 
GL_TEXTURE_2D, textures[4], 0);
+       glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, 
GL_TEXTURE_2D, textures[4], 0);
+
+       if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != 
GL_FRAMEBUFFER_COMPLETE) {
+               printf("Framebuffer not complete.\n");
+               piglit_report_result(PIGLIT_SKIP);
+       }
+
+       glBindFramebuffer(GL_FRAMEBUFFER, fbos[2]);
+       glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 
GL_TEXTURE_2D, textures[2], 0);
+       glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, 
GL_TEXTURE_2D, textures[3], 0);
+       glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, 
GL_TEXTURE_2D, textures[4], 0);
+       glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, 
GL_TEXTURE_2D, textures[4], 0);
+
+       if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != 
GL_FRAMEBUFFER_COMPLETE) {
+               printf("Framebuffer not complete.\n");
+               piglit_report_result(PIGLIT_SKIP);
+       }
+
+       glDrawBuffers(2, buffers);
+
+       prog0 = piglit_build_simple_program(
+               "#version 130\n"
+               "in vec4 pos;\n"
+               "in vec2 tex_coord;\n"
+               "void main() {\n"
+               "  gl_Position = pos;\n"
+               "}\n",
+
+               "#version 130\n"
+               "void main() {\n"
+               "  float blue = float(int(gl_FragCoord.x / 16 + gl_FragCoord.y / 16 
+ 1) % 2);\n"
+               "  gl_FragData[0] = vec4(0.0, 0.0, blue, 1.0);\n"
+               "}\n"
+               );
+
+       prog1 = piglit_build_simple_program(
+               "#version 130\n"
+               "attribute vec4 position;\n"
+               "attribute vec2 texture_coord;\n"
+               "varying vec2 tex_coord;\n"
+               "void main() {\n"
+               "  gl_Position = position;\n"
+               "  tex_coord = texture_coord;\n"
+               "}\n",
+
+               "#version 130\n"
+               "uniform sampler2D S0;\n"
+               "varying vec2 tex_coord;\n"
+               "void main() {\n"
+               "  gl_FragData[0] = texture2D(S0, tex_coord );\n"
+               "  gl_FragDepth = texture2D(S0, tex_coord ).b;\n"
+               "  gl_FragData[1] = texture2D(S0, tex_coord );\n"
+               "}\n"
+               );
+
+       glBindAttribLocation(prog1, 0, "position");
+       glBindAttribLocation(prog1, 1, "texture_coord");
+
+       if (!piglit_check_gl_error(GL_NO_ERROR)) {
+               printf("Setup for test failed.\n");
+               piglit_report_result(PIGLIT_SKIP);

I'd probably report PIGLIT_FAIL here. If initialization failed, it seems to me that something is broken somewhere. PIGLIT_SKIP is usually used to indicate that the text isn't applicable to the device/context.


+       }
+}
+
+static const float positions[] = {
+       -1.0, -1.0,
+        1.0, -1.0,
+        1.0,  1.0,
+       -1.0,  1.0,
+};
+
+static const float texture_coords[] = {
+        0.0,  0.0,
+        1.0,  0.0,
+        1.0,  1.0,
+        0.0,  1.0,
+};
+
+enum piglit_result
+piglit_display(void)
+{
+       GLint S0_location;
+
+       /* prepare a source texture */
+       glBindFramebuffer(GL_FRAMEBUFFER, fbos[0]);
+       glDrawBuffers(1, buffers);
+       glClearColor(0,0,1,0);
+       glClear(GL_COLOR_BUFFER_BIT);
+
+       glUseProgram(prog0);
+       glViewport(0, 0, 64, 64);
+       piglit_draw_rect(-1, -1, 2, 2);
+
+       glEnable(GL_TEXTURE_2D);
+       glActiveTexture(GL_TEXTURE1);
+       glBindTexture(GL_TEXTURE_2D, textures[0]);
+
+       glEnable(GL_DEPTH_TEST);
+       glDepthFunc(GL_ALWAYS);
+       glDepthMask(GL_TRUE);
+
+       glUseProgram(prog1);
+       S0_location = glGetUniformLocation(prog1, "S0");
+       glUniform1i(S0_location, 1);
+
+       /* render to 1 buffer */
+       glBindFramebuffer(GL_FRAMEBUFFER, fbos[1]);
+       glDrawBuffers(1, buffers);
+
+       glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE,
+                             2 * sizeof(GLfloat), positions);
+       glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
+                             2 * sizeof(GLfloat), texture_coords);
+
+       glEnableVertexAttribArray(0);
+       glEnableVertexAttribArray(1);
+
+       glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+       /* render to 2 buffers */
+       glBindFramebuffer(GL_FRAMEBUFFER, fbos[2]);
+       glDrawBuffers(2, buffers);
+       glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+       glDisableVertexAttribArray(0);
+       glDisableVertexAttribArray(1);
+
+       /* visualize it */
+       glUseProgram(0);
+       glBindFramebuffer(GL_FRAMEBUFFER, piglit_winsys_fbo);
+       glViewport(0, 0, 128, 128);
+       glClearColor(0,0,0.5,0);
+       glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | 
GL_STENCIL_BUFFER_BIT);
+
+       glActiveTexture(GL_TEXTURE0);
+       glBindTexture(GL_TEXTURE_2D, textures[1]);
+       piglit_draw_rect_tex(-1, -1, 1, 1,
+                       0, 0, 1, 1);
+       glBindTexture(GL_TEXTURE_2D, textures[2]);
+       piglit_draw_rect_tex(-1, 0.0, 1, 1,
+                       0, 0, 1, 1);
+       glBindTexture(GL_TEXTURE_2D, textures[3]);
+       piglit_draw_rect_tex(0.0, 0.0, 1, 1,
+                       0, 0, 1, 1);
+
+       glDisable(GL_TEXTURE_2D);
+
+       {
+               bool pass = true;
+               float black[] = {0,0,0};
+               float blue[] = {0,0,1};
+               pass = piglit_probe_pixel_rgb(4, 4, blue) && pass;
+               pass = piglit_probe_pixel_rgb(12, 4, black) && pass;
+               pass = piglit_probe_pixel_rgb(4, 64+4, blue) && pass;
+               pass = piglit_probe_pixel_rgb(12, 64+4, black) && pass;
+               pass = piglit_probe_pixel_rgb(64+4, 64+4, blue) && pass;
+               pass = piglit_probe_pixel_rgb(64+12, 64+4, black) && pass;
+
+               piglit_present_results();
+
+               return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+       }
+}


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