This test is failing on my Kabylake laptop. Please check the comments below.

Cheers,

-
Lionel

On 22/11/16 22:03, Plamena Manolova wrote:
A simple multisampling test to check whether the values written
to gl_SampleMaskIn are still correct after enabling the
ARB_post_depth_coverage extension.

Signed-off-by: Plamena Manolova <plamena.manol...@intel.com>
---
  tests/all.py                                       |   1 +
  .../spec/arb_post_depth_coverage/CMakeLists.gl.txt |   1 +
  tests/spec/arb_post_depth_coverage/multisampling.c | 316 +++++++++++++++++++++
  3 files changed, 318 insertions(+)
  create mode 100644 tests/spec/arb_post_depth_coverage/multisampling.c

diff --git a/tests/all.py b/tests/all.py
index 355edee..e9d786a 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -4759,6 +4759,7 @@ with profile.test_list.group_manager(
          PiglitGLTest,
          grouptools.join('spec', 'arb_post_depth_coverage')) as g:
      g(['arb_post_depth_coverage-basic'])
+    g(['arb_post_depth_coverage-multisampling'])
with profile.test_list.group_manager(
      PiglitGLTest,
diff --git a/tests/spec/arb_post_depth_coverage/CMakeLists.gl.txt 
b/tests/spec/arb_post_depth_coverage/CMakeLists.gl.txt
index 1a71774..9c1e826 100644
--- a/tests/spec/arb_post_depth_coverage/CMakeLists.gl.txt
+++ b/tests/spec/arb_post_depth_coverage/CMakeLists.gl.txt
@@ -9,3 +9,4 @@ link_libraries (
  )
piglit_add_executable (arb_post_depth_coverage-basic basic.c)
+piglit_add_executable (arb_post_depth_coverage-multisampling multisampling.c)
diff --git a/tests/spec/arb_post_depth_coverage/multisampling.c 
b/tests/spec/arb_post_depth_coverage/multisampling.c
new file mode 100644
index 0000000..cd0aac5
--- /dev/null
+++ b/tests/spec/arb_post_depth_coverage/multisampling.c
@@ -0,0 +1,316 @@
+/*
+ * Copyright (c) 2015 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.
+ */

A small description of what is being tested would be great.

+
+#include "piglit-util-gl.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+       config.supports_gl_compat_version = 45;
+       config.supports_gl_core_version = 45;

As mentioned, this can be lowered to 4.3

+       config.window_width = 160;
+       config.window_height = 160;
+       config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DEPTH |
+               PIGLIT_GL_VISUAL_DOUBLE;
+PIGLIT_GL_TEST_CONFIG_END
+
+static GLuint prog1, prog2, vao, ssbo, tex_color, tex_depth, fbo;
+static GLint *sample_mask;
+
+static const char *vs_text =
+       "#version 430\n"
+       "in vec4 pos_in;\n"
+       "void main()\n"
+       "{\n"
+       "  gl_Position = pos_in;\n"
+       "}\n";
+
+static const char *fs_text1 =
+       "#version 430\n"
+       "out vec4 color;\n"
+       "void main()\n"
+       "{\n"
+       "  gl_FragDepth = 0.5f;\n"
+       "  color = vec4(0.0, 1.0, 0.0, 1.0);\n"
+       "}\n";
+
+static const char *fs_text2 =
+       "#version 430\n"
+       "#extension GL_ARB_post_depth_coverage: enable\n"
+       "#ifdef GL_ARB_post_depth_coverage\n"
+       "out vec4 color;\n"
+       "layout(early_fragment_tests) in;\n"
+       "layout(post_depth_coverage) in;\n"
+       "layout(std430, binding = 0) buffer MaskOutput {\n"
+       "  int data[];\n"
+       "} mask_output;\n"
+       "layout(location = 1) uniform int width;\n"
+       "layout(location = 2) uniform int samples;\n"
+       "void main()\n"
+       "{\n"
+       "  int mask_value = 1;\n"
+       "  int index = int(gl_FragCoord.y) * width + int(gl_FragCoord.x);\n"
+       "  for (int i = 1; i <= samples - 1; i++)\n"
+       "          mask_value |= 1 << i;\n"
+       "  if (gl_SampleMaskIn[0] == mask_value) {\n"
I think you need to change the test above, gl_SampleMaskIn[0] != 0 would be right.
+       "          mask_output.data[index] = 1;\n"
+       "  } else {\n"
+       "          mask_output.data[index] = 0;\n"
+       "  }\n"
+       "  color = vec4(1.0, 0.0, 0.0, 1.0);\n"
+       "}\n"
+       "#endif\n";
+
+static GLuint
+make_shader_program1(void)
+{
+       GLuint prog;
+
+       prog = piglit_build_simple_program(vs_text, fs_text1);
+       glUseProgram(prog);
+
+       glBindAttribLocation(prog, 0, "pos_in");
+
+       glLinkProgram(prog);
+
+       if (!piglit_check_gl_error(GL_NO_ERROR)) {
+               piglit_report_result(PIGLIT_FAIL);
+       }
+
+       return prog;
+}
+
+static GLuint
+make_shader_program2(void)
+{
+       GLuint prog;
+
+       prog = piglit_build_simple_program(vs_text, fs_text2);
+       glUseProgram(prog);
+
+       glBindAttribLocation(prog, 0, "pos_in");
+
+       glLinkProgram(prog);
+
+       if (!piglit_check_gl_error(GL_NO_ERROR)) {
+               piglit_report_result(PIGLIT_FAIL);
+       }
+
+       return prog;
+}
+
+static GLuint
+make_ssbo(void)
+{
+       GLuint ssbo;
+       glGenBuffers(1, &ssbo);
+       glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
+
+       if (!piglit_check_gl_error(GL_NO_ERROR)) {
+               piglit_report_result(PIGLIT_FAIL);
+       }
+
+       return ssbo;
+}
+
+static GLuint
+make_fbo(void)
+{
+       GLuint fbo;
+       glGenFramebuffers(1, &fbo);
+       glBindFramebuffer(GL_FRAMEBUFFER, fbo );
+       glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex_color);
+       glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+               GL_TEXTURE_2D_MULTISAMPLE, tex_color, 0);
+       glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex_depth);
+       glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
+               GL_TEXTURE_2D_MULTISAMPLE, tex_depth, 0);
+       glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
+
+       return fbo;
+}
+
+static GLuint
+make_texture_color(void)
+{
+       GLuint tex;
+
+       glGenTextures(1, &tex);
+       glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex);
+       glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 2,
+               GL_RGBA32F, piglit_width, piglit_height, false);
+       glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
+
+       return tex;
+}
+
+static GLuint
+make_texture_depth(void)
+{
+       GLuint tex;
+
+       glGenTextures(1, &tex);
+       glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex);
+       glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 2,
+               GL_DEPTH24_STENCIL8, piglit_width, piglit_height, false);
+       glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
+
+       return tex;
+}
+
+static GLuint
+make_vao(void)
+{
+       static const float pos_tc[12][2] = {
+               { -1.0, -1.0 },
+               {  0.0, -1.0 },
+               {  0.0,  1.0 },
+               {  0.0,  1.0 },
+               { -1.0,  1.0 },
+               { -1.0, -1.0 },
+               { -1.0, -1.0 },
+               {  1.0, -1.0 },
+               {  1.0,  1.0 },
+               {  1.0,  1.0 },
+               { -1.0,  1.0 },
+               { -1.0, -1.0 }
+       };
+       const int stride = sizeof(pos_tc[0]);
+       GLuint vbo, vao;
+
+       glGenVertexArrays(1, &vao);
+       glBindVertexArray(vao);
+
+       glGenBuffers(1, &vbo);
+       glBindBuffer(GL_ARRAY_BUFFER, vbo);
+       glBufferData(GL_ARRAY_BUFFER, sizeof(pos_tc), pos_tc, GL_STATIC_DRAW);
+       piglit_check_gl_error(GL_NO_ERROR);
+
+       glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, stride, (void *) 0);
+
+       glEnableVertexAttribArray(0);
+
+       if (!piglit_check_gl_error(GL_NO_ERROR)) {
+               piglit_report_result(PIGLIT_FAIL);
+       }
+
+       return vbo;
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+       piglit_require_gl_version(45);

You can remove the above line.

+       piglit_require_extension("GL_ARB_post_depth_coverage");
+
+       glEnable(GL_DEPTH_TEST);
+       glEnable(GL_STENCIL_TEST);
+       glEnable(GL_MULTISAMPLE);
+       glClearColor(0.0, 0.0, 0.0, 1.0);
+
+       prog1 = make_shader_program1();
+       prog2 = make_shader_program2();
+       vao = make_vao();
+       ssbo = make_ssbo();
+       tex_color = make_texture_color();
+       tex_depth = make_texture_depth();
+       fbo = make_fbo();
+}
+
+
+enum piglit_result
+piglit_display(void)
+{
+       int samples[4] = { 2, 4, 8, 16 };
+       bool pass = true;
+       int i, j, k;
+
+       glViewport(0, 0, piglit_width, piglit_height);
+
+       for (j = 0; j < 4; j++) {
+               sample_mask = (GLint*) calloc (piglit_width * piglit_height,
+                       sizeof(GLint));
+               glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GLint) * 
piglit_width *
+                       piglit_height, &sample_mask[0], GL_DYNAMIC_DRAW);
+               glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, ssbo);
+
+               glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
+               glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex_color);
+               glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples[j],
+                       GL_RGBA8, piglit_width, piglit_height, false);
+               glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex_depth);
+               glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples[j],
+                       GL_DEPTH24_STENCIL8, piglit_width, piglit_height, 
false);
+
+               glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT |
+                       GL_STENCIL_BUFFER_BIT);
+
+               glUseProgram(prog1);
+               glStencilFunc(GL_ALWAYS, 1, 0xFF);
+               glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
+               glDrawArrays(GL_TRIANGLES, 0, 6);
+
+               glUseProgram(prog2);
+               glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
+               glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+               glUniform1i(1, piglit_width);
+               glUniform1i(2, samples[j]);
+               glDrawArrays(GL_TRIANGLES, 6, 6);
+
+               glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
+               glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, sizeof(GLint) *
+                       piglit_width * piglit_height, sample_mask);
+
+               for (i = 0; i < piglit_width; i++) {
+                       for (k = 0; k < piglit_height; k++) {
+                               if (i >= piglit_width / 2) {
+                                       if (sample_mask[piglit_width * k + i] 
!= 1) {
+                                               pass = false;
+                                               break;
+                                       }
+                               } else {
+                                       if (sample_mask[piglit_width * k + i] 
!= 0) {
+                                               pass = false;
+                                               break;
+                                       }
+                               }
+                       }
+
+                       if (!pass)
+                               break;
+               }
+
+               glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+               glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
+               glDrawBuffer(GL_BACK);
+               glBlitFramebuffer(0, 0, piglit_width, piglit_height, 0, 0, 
piglit_width,
+                       piglit_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+
+               piglit_present_results();
+               free(sample_mask);
+               if (!pass)
+                       break;
+       }
+
+       pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+
+       return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}


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