From: Neil Roberts <nrobe...@igalia.com>

Tests whether setting OriginUpperLeft and OriginLowerLeft affects the
SamplePosition builtin. It draws a grid of rectangles into a
multi-sample framebuffer where each rectangle only covers the top half
of the pixel. The fragment shaders store the sample position in the
buffer. It then uses multisample texturing to read back the samples.
Any samples written by the fragment shader should have the y position
all greater than 0.5. It’s not clear whether changing the origin
should affect this and there is an open spec issue about it, but for
now this test assumes that it shouldn’t.
---
 tests/opengl.py                           |   9 +
 tests/spec/CMakeLists.txt                 |   1 +
 tests/spec/arb_gl_spirv/CMakeLists.gl.txt |  13 +
 tests/spec/arb_gl_spirv/CMakeLists.txt    |   1 +
 tests/spec/arb_gl_spirv/sample-position.c | 362 ++++++++++++++++++++++
 5 files changed, 386 insertions(+)
 create mode 100644 tests/spec/arb_gl_spirv/CMakeLists.gl.txt
 create mode 100644 tests/spec/arb_gl_spirv/CMakeLists.txt
 create mode 100644 tests/spec/arb_gl_spirv/sample-position.c

diff --git a/tests/opengl.py b/tests/opengl.py
index d6cfa0986..3870ada69 100644
--- a/tests/opengl.py
+++ b/tests/opengl.py
@@ -4974,5 +4974,14 @@ with profile.test_list.group_manager(
         grouptools.join('spec', 'EXT_color_buffer_float')) as g:
     g(['ext_color_buffer_float-draw_gles3'])
 
+# Group ARB_gl_spirv
+with profile.test_list.group_manager(
+    PiglitGLTest,
+    grouptools.join('spec', 'ARB_gl_spirv')) as g:
+    g(['arb_gl_spirv-sample-position', 'OriginUpperLeft'],
+      'sample-position-upper-left')
+    g(['arb_gl_spirv-sample-position', 'OriginLowerLeft'],
+      'sample-position-lower-left')
+
 if platform.system() is 'Windows':
     profile.filters.append(lambda p, _: not p.startswith('glx'))
diff --git a/tests/spec/CMakeLists.txt b/tests/spec/CMakeLists.txt
index faa3c2c7c..facdd4697 100644
--- a/tests/spec/CMakeLists.txt
+++ b/tests/spec/CMakeLists.txt
@@ -32,6 +32,7 @@ add_subdirectory (arb_framebuffer_srgb)
 add_subdirectory (arb_geometry_shader4)
 add_subdirectory (arb_get_program_binary)
 add_subdirectory (arb_get_texture_sub_image)
+add_subdirectory (arb_gl_spirv)
 add_subdirectory (arb_gpu_shader5)
 add_subdirectory (arb_gpu_shader_fp64)
 add_subdirectory (arb_instanced_arrays)
diff --git a/tests/spec/arb_gl_spirv/CMakeLists.gl.txt 
b/tests/spec/arb_gl_spirv/CMakeLists.gl.txt
new file mode 100644
index 000000000..1549115f7
--- /dev/null
+++ b/tests/spec/arb_gl_spirv/CMakeLists.gl.txt
@@ -0,0 +1,13 @@
+include_directories(
+       ${GLEXT_INCLUDE_DIR}
+       ${OPENGL_INCLUDE_PATH}
+)
+
+link_libraries (
+       piglitutil_${piglit_target_api}
+       ${OPENGL_gl_LIBRARY}
+)
+
+piglit_add_executable (arb_gl_spirv-sample-position sample-position.c)
+
+# vim: ft=cmake:
diff --git a/tests/spec/arb_gl_spirv/CMakeLists.txt 
b/tests/spec/arb_gl_spirv/CMakeLists.txt
new file mode 100644
index 000000000..144a306f4
--- /dev/null
+++ b/tests/spec/arb_gl_spirv/CMakeLists.txt
@@ -0,0 +1 @@
+piglit_include_target_api()
diff --git a/tests/spec/arb_gl_spirv/sample-position.c 
b/tests/spec/arb_gl_spirv/sample-position.c
new file mode 100644
index 000000000..f587b1f20
--- /dev/null
+++ b/tests/spec/arb_gl_spirv/sample-position.c
@@ -0,0 +1,362 @@
+/*
+ * Copyright © 2018 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.
+ */
+
+#include "piglit-util-gl.h"
+
+/**
+ * @file sample-position.c
+ *
+ * Tests whether setting OriginUpperLeft and OriginLowerLeft affects
+ * the SamplePosition builtin. It draws a grid of rectangles into a
+ * multi-sample framebuffer where each rectangle only covers the top
+ * half of the pixel. The fragment shaders store the sample position
+ * in the buffer. It then uses multisample texturing to read back the
+ * samples. Any samples written by the fragment shader should have the
+ * y position all greater than 0.5. It’s not clear whether changing
+ * the origin should affect this and there is an open spec issue about
+ * it, but for now this test assumes that it shouldn’t.
+ */
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+       config.supports_gl_core_version = 33;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+#define TEX_SAMPLES 4
+#define STR(x) #x
+#define STRINGIFY(x) STR(x)
+
+static GLuint tex;
+static GLuint fb;
+static GLuint spirv_prog;
+static GLuint combine_prog;
+static GLuint rectangles_vao;
+static GLuint rectangles_vbo;
+
+static const char
+spirv_vert_shader_source[] =
+       "               OpCapability Shader\n"
+       "               OpMemoryModel Logical GLSL450\n"
+       "               OpEntryPoint Vertex %main \"main\" %pos_in %pos_out\n"
+       "               OpDecorate %pos_in Location 0\n"
+       "               OpDecorate %pos_out BuiltIn Position\n"
+       "       %void = OpTypeVoid\n"
+       "  %func_type = OpTypeFunction %void\n"
+       "      %float = OpTypeFloat 32\n"
+       "    %v4float = OpTypeVector %float 4\n"
+       "%_ptr_Input_v4float = OpTypePointer Input %v4float\n"
+       "%_ptr_Output_v4float = OpTypePointer Output %v4float\n"
+       "     %pos_in = OpVariable %_ptr_Input_v4float Input\n"
+       "    %pos_out = OpVariable %_ptr_Output_v4float Output\n"
+       "       %main = OpFunction %void None %func_type\n"
+       " %main_label = OpLabel\n"
+       " %pos_in_val = OpLoad %v4float %pos_in\n"
+       "               OpStore %pos_out %pos_in_val\n"
+       "               OpReturn\n"
+       "               OpFunctionEnd\n";
+
+static const char
+spirv_frag_shader_source[] =
+       /* Copies gl_SamplePosition to output color 0 */
+       "               OpCapability Shader\n"
+       "               OpCapability SampleRateShading\n"
+       "               OpMemoryModel Logical GLSL450\n"
+       "               OpEntryPoint Fragment %main \"main\" "
+       "                            %color_out %gl_SamplePosition\n"
+       "               OpExecutionMode %main {}\n"
+       "               OpDecorate %color_out Location 0\n"
+       "               OpDecorate %gl_SamplePosition BuiltIn SamplePosition\n"
+       "       %void = OpTypeVoid\n"
+       "          %3 = OpTypeFunction %void\n"
+       "      %float = OpTypeFloat 32\n"
+       "    %v4float = OpTypeVector %float 4\n"
+       "%_ptr_Output_v4float = OpTypePointer Output %v4float\n"
+       "  %color_out = OpVariable %_ptr_Output_v4float Output\n"
+       "    %v2float = OpTypeVector %float 2\n"
+       "%_ptr_Input_v2float = OpTypePointer Input %v2float\n"
+       "%gl_SamplePosition = OpVariable %_ptr_Input_v2float Input\n"
+       "    %float_0 = OpConstant %float 0\n"
+       "    %float_1 = OpConstant %float 1\n"
+       "       %main = OpFunction %void None %3\n"
+       "          %5 = OpLabel\n"
+       "         %13 = OpLoad %v2float %gl_SamplePosition\n"
+       "         %16 = OpCompositeExtract %float %13 0\n"
+       "         %17 = OpCompositeExtract %float %13 1\n"
+       "         %18 = OpCompositeConstruct %v4float %16 %17 "
+       "                                    %float_0 %float_1\n"
+       "               OpStore %color_out %18\n"
+       "               OpReturn\n"
+       "               OpFunctionEnd\n";
+
+static const char
+combine_vert_shader_source[] =
+       "#version 330\n"
+       "\n"
+       "uniform vec2 fb_size;\n"
+       "layout(location = 0) in vec2 piglit_vertex;\n"
+       "out vec2 tex_coord;\n"
+       "\n"
+       "void\n"
+       "main()\n"
+       "{\n"
+       "        gl_Position = vec4(piglit_vertex, 0.0, 1.0);\n"
+       "        tex_coord = (piglit_vertex + 1.0) / 2.0 * fb_size;\n"
+       "}\n";
+
+static const char
+combine_frag_shader_source[] =
+       "#version 330\n"
+       "#extension GL_ARB_texture_multisample: require\n"
+       "\n"
+       "uniform sampler2DMS tex;\n"
+       "in vec2 tex_coord;\n"
+       "layout(location = 0) out vec4 color_out;\n"
+       "\n"
+       "void\n"
+       "main()\n"
+       "{\n"
+       "        int count = 0;\n"
+       "        bool pass = true;\n"
+       "        ivec2 itex_coord = ivec2(floor(tex_coord));\n"
+       "\n"
+       "        for (int i = 0; i < " STRINGIFY(TEX_SAMPLES) "; i++) {\n"
+       "                vec4 v = texelFetch(tex, itex_coord, i);\n"
+       "                if (v.z < 0.5) {\n"
+       "                        count++;\n"
+       "                        if (v.y <= 0.5)\n"
+       "                                pass = false;\n"
+       "                }\n"
+       "        }\n"
+       "        if (pass && count > 0)\n"
+       "                color_out = vec4(0.0, 1.0, 0.0, 1.0);\n"
+       "        else\n"
+       "                color_out = vec4(1.0, count / 255.0, 0.0, 1.0);\n"
+       "}\n";
+
+static GLuint
+compile_spirv_shader(GLenum target,
+                    const char *source)
+{
+       GLuint shader = piglit_assemble_spirv(target,
+                                             strlen(source),
+                                             source);
+       glSpecializeShaderARB(shader,
+                             "main",
+                             0, /* num specializations */
+                             NULL, /* constant index */
+                             NULL /* constant value */);
+
+       return shader;
+}
+
+static GLuint
+compile_spirv_program(const char *vert_source,
+                     const char *frag_source)
+{
+       GLuint vert_shader =
+               compile_spirv_shader(GL_VERTEX_SHADER, vert_source);
+       GLuint frag_shader =
+               compile_spirv_shader(GL_FRAGMENT_SHADER, frag_source);
+       GLuint prog = piglit_link_simple_program(vert_shader, frag_shader);
+
+       glDeleteShader(vert_shader);
+       glDeleteShader(frag_shader);
+
+       if (prog == 0)
+               piglit_report_result(PIGLIT_FAIL);
+
+       return prog;
+}
+
+static void
+create_rectangles_vao(void)
+{
+       struct vertex { float x, y; };
+       struct vertex *buffer, *p;
+       size_t buffer_size = piglit_width * piglit_height * 6 * sizeof *buffer;
+
+       /* Create a buffer with 2 triangles to form a quad for each
+        * pixel. Each quad only covers the top half of the pixel
+        * without touching the center
+        */
+       buffer = malloc(buffer_size);
+
+       p = buffer;
+       for (int y = 0; y < piglit_height; y++) {
+               float y1 = (y + 0.501f) * 2.0f / piglit_height - 1.0f;
+               float y2 = y1 + 0.499f * 2.0f / piglit_height;
+
+               for (int x = 0; x < piglit_width; x++) {
+                       float x1 = x * 2.0f / piglit_width - 1.0f;
+                       float x2 = x1 + 2.0f / piglit_width;
+
+                       p[0].x = x1; p[0].y = y1;
+                       p[1].x = x2; p[1].y = y1;
+                       p[2].x = x1; p[2].y = y2;
+
+                       p[3] = p[2];
+                       p[4] = p[1];
+                       p[5].x = x2; p[5].y = y2;
+
+                       p += 6;
+               }
+       }
+
+       assert((uint8_t *) p - (uint8_t *) buffer == buffer_size);
+
+       glGenBuffers(1, &rectangles_vbo);
+       glBindBuffer(GL_ARRAY_BUFFER, rectangles_vbo);
+       glBufferData(GL_ARRAY_BUFFER,
+                    buffer_size,
+                    buffer,
+                    GL_STATIC_DRAW);
+
+       free(buffer);
+
+       glGenVertexArrays(1, &rectangles_vao);
+       glBindVertexArray(rectangles_vao);
+       glVertexAttribPointer(0, /* index */
+                             2, /* size */
+                             GL_FLOAT,
+                             GL_FALSE, /* normalized */
+                             sizeof buffer[0],
+                             NULL /* pointer */);
+       glEnableVertexAttribArray(0);
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+       piglit_require_extension("GL_ARB_texture_multisample");
+       piglit_require_extension("GL_ARB_gl_spirv");
+       piglit_require_extension("GL_ARB_sample_shading");
+
+       if (argc <= 1) {
+               fprintf(stderr,
+                       "usage: %s OriginUpperLeft|OriginLowerLeft\n",
+                       argv[0]);
+               piglit_report_result(PIGLIT_FAIL);
+       }
+       const char *origin = argv[1];
+
+       /* We need to support multisample textures with at least 4
+        * samples
+        */
+       int samples;
+       glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &samples);
+       if (samples < TEX_SAMPLES) {
+               printf("At least %i texture samples are required but only %i "
+                      "are allowed\n",
+                      TEX_SAMPLES,
+                      samples);
+               piglit_report_result(PIGLIT_SKIP);
+       }
+
+       /* Create a multisample texture */
+       glGenTextures(1, &tex);
+       glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex);
+       glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE,
+                               TEX_SAMPLES,
+                               GL_RGBA8,
+                               piglit_width,
+                               piglit_height,
+                               GL_FALSE /* fixedsamplelocations */);
+       if (!piglit_check_gl_error(GL_NO_ERROR))
+               piglit_report_result(PIGLIT_FAIL);
+
+       glGenFramebuffers(1, &fb);
+       glBindFramebuffer(GL_FRAMEBUFFER, fb);
+       glFramebufferTexture2D(GL_FRAMEBUFFER,
+                              GL_COLOR_ATTACHMENT0,
+                              GL_TEXTURE_2D_MULTISAMPLE,
+                              tex,
+                              0 /* level */);
+
+       GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+       if (result != GL_FRAMEBUFFER_COMPLETE) {
+               printf("multisample framebuffer is incomplete\n");
+               piglit_report_result(PIGLIT_SKIP);
+       }
+
+       const char *stub_pos = strstr(spirv_frag_shader_source, "{}");
+       char *frag_source = malloc(sizeof spirv_frag_shader_source +
+                                  strlen(origin));
+       memcpy(frag_source,
+              spirv_frag_shader_source,
+              stub_pos - spirv_frag_shader_source);
+       strcpy(frag_source + (stub_pos - spirv_frag_shader_source), origin);
+       strcpy(frag_source +
+              (stub_pos - spirv_frag_shader_source) +
+              strlen(origin),
+              stub_pos + 2);
+       spirv_prog = compile_spirv_program(spirv_vert_shader_source,
+                                          frag_source);
+       free(frag_source);
+
+       create_rectangles_vao();
+
+       combine_prog = piglit_build_simple_program(combine_vert_shader_source,
+                                                  combine_frag_shader_source);
+       glUseProgram(combine_prog);
+       GLuint fb_size_loc = glGetUniformLocation(combine_prog, "fb_size");
+       glUniform2f(fb_size_loc, piglit_width, piglit_height);
+       GLuint tex_loc = glGetUniformLocation(combine_prog, "tex");
+       glUniform1i(tex_loc, 0);
+}
+
+enum piglit_result
+piglit_display(void)
+{
+       bool pass = true;
+
+       glClearColor(0.0, 0.0, 1.0, 1.0);
+
+       glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
+       glBindFramebuffer(GL_FRAMEBUFFER, fb);
+
+       glClear(GL_COLOR_BUFFER_BIT);
+
+       glUseProgram(spirv_prog);
+
+       glBindVertexArray(rectangles_vao);
+       glDrawArrays(GL_TRIANGLES,
+                    0, /* first */
+                    piglit_width * piglit_height * 6);
+
+       glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+       glClear(GL_COLOR_BUFFER_BIT);
+
+       glBindVertexArray(0);
+       glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex);
+       glUseProgram(combine_prog);
+       piglit_draw_rect(-1, -1, 2, 2);
+
+       pass = piglit_probe_rect_rgba(0, 0, piglit_width, piglit_height,
+                                     (float[]) { 0.0f, 1.0f, 0.0f, 1.0f });
+
+       piglit_present_results();
+
+       return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
-- 
2.19.1

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