This test is meant to check whether ARB_fragment_shader_interlock functions as expected by simulating blending behaviour via image load/stores. The formula used is meant to be used per-pixel not per-sample. With multisampling disabled the tests works as expected.
Signed-off-by: Plamena Manolova <plamena.manol...@intel.com> --- .../image-load-store.c | 207 ++++++++++----------- 1 file changed, 94 insertions(+), 113 deletions(-) diff --git a/tests/spec/arb_fragment_shader_interlock/image-load-store.c b/tests/spec/arb_fragment_shader_interlock/image-load-store.c index 597bcf7d5..b9054abfa 100644 --- a/tests/spec/arb_fragment_shader_interlock/image-load-store.c +++ b/tests/spec/arb_fragment_shader_interlock/image-load-store.c @@ -48,9 +48,9 @@ make_fbo(void) GLuint fbo; glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo ); - glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex_frame); + glBindTexture(GL_TEXTURE_2D, tex_frame); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, - GL_TEXTURE_2D_MULTISAMPLE, tex_frame, 0); + GL_TEXTURE_2D, tex_frame, 0); return fbo; } @@ -73,29 +73,17 @@ make_shader_program(void) "#version 430\n" "#extension GL_ARB_fragment_shader_interlock: require\n" "layout(pixel_interlock_ordered) in;\n" - "layout(rgba32f, binding = 0) uniform image3D img_output;\n" + "layout(rgba32f, binding = 0) uniform image2D img_output;\n" "layout(location = 1) uniform int sample_rate;\n" "smooth in vec4 col_vary;\n" "out vec4 col_out;\n" "void main()\n" "{\n" " vec4 result = vec4(0.0, 0.0, 0.0, 1.0);\n" - " ivec3 current_sample_coord = ivec3(gl_FragCoord.x, gl_FragCoord.y, gl_SampleID);\n" - " ivec3 result_coord = ivec3(gl_FragCoord.x, gl_FragCoord.y, sample_rate);\n" - " int i;\n" + " ivec2 result_coord = ivec2(gl_FragCoord.x, gl_FragCoord.y);\n" " beginInvocationInterlockARB();\n" - " vec4 current_sample_color = imageLoad(img_output, current_sample_coord);\n" - " result.rgb += col_vary.a * col_vary.rgb + (1 - col_vary.a) * current_sample_color.rgb;\n" - " imageStore(img_output, current_sample_coord, result);\n" - "\n" - " for (i = 0; i < sample_rate; i++) {\n" - " if (i != gl_SampleID) {\n" - " ivec3 sample_coord = ivec3(gl_FragCoord.x, gl_FragCoord.y, i);\n" - " vec4 sample_color = imageLoad(img_output, sample_coord);\n" - " result.rgb += sample_color.rgb;\n" - " }\n" - " }\n" - " result.rgb /= sample_rate;\n" + " vec4 prev_frag_color = imageLoad(img_output, result_coord);\n" + " result.rgb += col_vary.a * col_vary.rgb + (1 - col_vary.a) * prev_frag_color.rgb;\n" " imageStore(img_output, result_coord, result);\n" " endInvocationInterlockARB();\n" " col_out = result;\n" @@ -124,10 +112,10 @@ make_texture_buffer(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, tex); + glBindTexture(GL_TEXTURE_2D, tex); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, piglit_width, piglit_height, 0, + GL_RGBA, GL_FLOAT, NULL); + glBindTexture(GL_TEXTURE_2D, tex); return tex; } @@ -139,11 +127,11 @@ make_texture_blend(void) glGenTextures(1, &tex); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_3D, tex); - glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glBindTexture(GL_TEXTURE_2D, tex); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glBindImageTexture(0, tex, 0, GL_TRUE, 0, GL_READ_WRITE, GL_RGBA32F); return tex; @@ -152,25 +140,25 @@ make_texture_blend(void) static GLuint make_vao(void) { - static const float pos_col[18][6] = { - { -1.0, -1.0, 0.0, 1.0, 0.0, 0.25 }, - { 0.0, -1.0, 0.0, 1.0, 0.0, 0.25 }, - { 0.0, 1.0, 0.0, 1.0, 0.0, 0.25 }, - { 0.0, 1.0, 0.0, 1.0, 0.0, 0.25 }, - { -1.0, 1.0, 0.0, 1.0, 0.0, 0.25 }, - { -1.0, -1.0, 0.0, 1.0, 0.0, 0.25 }, - { -1.0, -1.0, 1.0, 0.0, 0.0, 0.25 }, - { 1.0, -1.0, 1.0, 0.0, 0.0, 0.25 }, - { 1.0, 1.0, 1.0, 0.0, 0.0, 0.25 }, - { 1.0, 1.0, 1.0, 0.0, 0.0, 0.25 }, - { -1.0, 1.0, 1.0, 0.0, 0.0, 0.25 }, - { -1.0, -1.0, 1.0, 0.0, 0.0, 0.25 }, - { -1.0, -1.0, 0.0, 0.0, 1.0, 0.25 }, - { 1.0, -1.0, 0.0, 0.0, 1.0, 0.25 }, - { 1.0, 1.0, 0.0, 0.0, 1.0, 0.25 }, - { 1.0, 1.0, 0.0, 0.0, 1.0, 0.25 }, - { -1.0, 1.0, 0.0, 0.0, 1.0, 0.25 }, - { -1.0, -1.0, 0.0, 0.0, 1.0, 0.25 } + static const float pos_col[18][7] = { + { -1.0, -1.0, -0.2, 0.0, 1.0, 0.0, 0.25 }, + { 0.0, -1.0, -0.2, 0.0, 1.0, 0.0, 0.25 }, + { 0.0, 1.0, -0.2, 0.0, 1.0, 0.0, 0.25 }, + { 0.0, 1.0, -0.2, 0.0, 1.0, 0.0, 0.25 }, + { -1.0, 1.0, -0.2, 0.0, 1.0, 0.0, 0.25 }, + { -1.0, -1.0, -0.2, 0.0, 1.0, 0.0, 0.25 }, + { -1.0, -1.0, -0.1, 1.0, 0.0, 0.0, 0.25 }, + { 1.0, -1.0, -0.1, 1.0, 0.0, 0.0, 0.25 }, + { 1.0, 1.0, -0.1, 1.0, 0.0, 0.0, 0.25 }, + { 1.0, 1.0, -0.1, 1.0, 0.0, 0.0, 0.25 }, + { -1.0, 1.0, -0.1, 1.0, 0.0, 0.0, 0.25 }, + { -1.0, -1.0, -0.1, 1.0, 0.0, 0.0, 0.25 }, + { -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.25 }, + { 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.25 }, + { 1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.25 }, + { 1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.25 }, + { -1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.25 }, + { -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.25 } }; const int stride = sizeof(pos_col[0]); @@ -183,9 +171,9 @@ make_vao(void) glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(pos_col), pos_col, GL_STATIC_DRAW); - glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, stride, (void *) 0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (void *) 0); glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, stride, - (void *)(sizeof(float) * 2)); + (void *)(sizeof(float) * 3)); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); @@ -202,9 +190,9 @@ piglit_init(int argc, char **argv) { piglit_require_extension("GL_ARB_fragment_shader_interlock"); - glEnable(GL_MULTISAMPLE); + glEnable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); - glClearColor(0.0, 0.0, 0.0, 1.0); + glClearColor(0.0, 0.0, 0.0, 0.0); prog = make_shader_program(); vao = make_vao(); @@ -216,82 +204,75 @@ piglit_init(int argc, char **argv) enum piglit_result piglit_display(void) { - int samples[4] = { 2, 4, 8, 16 }; bool pass = true; - unsigned i, j, k; + unsigned i, j; const unsigned result1[4] = { 47, 35, 63, 255 }; const unsigned result2[4] = { 47, 0, 63, 255 }; - int max_samples; + GLfloat *tex_data = calloc(piglit_width * piglit_height * 16, + sizeof(GLfloat)); glViewport(0, 0, piglit_width, piglit_height); - glGetIntegerv(GL_MAX_SAMPLES, &max_samples); - - for (i = 0; i < 4 && samples[i] <= max_samples; i++) { - GLfloat *tex_data = calloc(piglit_width * piglit_height * - (samples[i] + 1) * 4, sizeof(GLfloat)); - - glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA32F, piglit_width, piglit_height, - samples[i] + 1, 0, GL_RGBA, GL_FLOAT, tex_data); - - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); - glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex_frame); - glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples[i], - GL_RGBA8, piglit_width, piglit_height, false); - glUniform1i(1, samples[i]); - - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | - GL_STENCIL_BUFFER_BIT); - - glUseProgram(prog); - glDrawArrays(GL_TRIANGLES, 0, 18); - - 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); - pass = piglit_check_gl_error(GL_NO_ERROR) && pass; - piglit_present_results(); - - glGetTexImage(GL_TEXTURE_3D, 0, GL_RGBA, GL_FLOAT, tex_data); - for (j = 0; j < piglit_height; j++) { - for (k = 0; k < piglit_width; k++) { - unsigned l = ((piglit_width * piglit_height * samples[i]) + - (j * piglit_width) + k) * 4; - unsigned r = fabs(tex_data[l]) * 255; - unsigned g = fabs(tex_data[l + 1]) * 255; - unsigned b = fabs(tex_data[l + 2]) * 255; - unsigned a = fabs(tex_data[l + 3]) * 255; - - if ((k < piglit_width / 2) && (r != result1[0] || - g != result1[1] || b != result1[2] || a != result1[3])) { - printf("observed %u %u %u %u %u %u\n", j, k, r, - g, b, a); - printf("expected %u %u %u %u %u %u\n", j, k, - result1[0], result1[1], result1[2], result1[3]); - pass = false; - break; - } - - if ((k > piglit_width / 2) && (r != result2[0] || - g != result2[1] || b != result2[2] || a != result2[3])) { - printf("observed %u %u %u %u %u %u\n", j, k, r, - g, b, a); - printf("expected %u %u %u %u %u %u\n", j, k, - result1[0], result1[1], result1[2], result1[3]); - pass = false; - break; - } + + glBindTexture(GL_TEXTURE_2D, tex_blend); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, piglit_width, piglit_height, 0, + GL_RGBA, GL_FLOAT, tex_data); + + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); + glBindTexture(GL_TEXTURE_2D, tex_frame); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, piglit_width, piglit_height, 0, + GL_RGBA, GL_FLOAT, NULL); + + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | + GL_STENCIL_BUFFER_BIT); + + glUseProgram(prog); + glDrawArrays(GL_TRIANGLES, 0, 18); + + 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(); + + glBindTexture(GL_TEXTURE_2D, tex_blend); + glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_FLOAT, tex_data); + + for (i = 0; i < piglit_height; i++) { + for (j = 0; j < piglit_width; j++) { + unsigned k = (piglit_width * i + j) * 4; + unsigned r = fabs(tex_data[k]) * 255; + unsigned g = fabs(tex_data[k + 1]) * 255; + unsigned b = fabs(tex_data[k + 2]) * 255; + unsigned a = fabs(tex_data[k + 3]) * 255; + + if ((j < piglit_width / 2) && (r != result1[0] || + g != result1[1] || b != result1[2] || a != result1[3])) { + printf("observed %u %u %u %u %u %u\n", i, j, r, g, b, a); + printf("expected %u %u %u %u %u %u\n", i, j, result1[0], + result1[1], result1[2], result1[3]); + pass = false; } + + if ((j > piglit_width / 2) && (r != result2[0] || + g != result2[1] || b != result2[2] || a != result2[3])) { + printf("observed %u %u %u %u %u %u\n", i, j, + r, g, b, a); + printf("expected %u %u %u %u %u %u\n", i, j, result1[0], + result1[1], result1[2], result1[3]); + pass = false; + } + if (!pass) break; } - free(tex_data); - pass = piglit_check_gl_error(GL_NO_ERROR) && pass; if (!pass) break; } + free(tex_data); + pass = piglit_check_gl_error(GL_NO_ERROR) && pass; + return pass ? PIGLIT_PASS : PIGLIT_FAIL; } -- 2.11.0 _______________________________________________ Piglit mailing list Piglit@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/piglit