Re: [Piglit] [PATCH] texturing: add full "round trip" test of array depth textures.
On 08/23/2012 05:00 PM, Paul Berry wrote: This test provokes a bug in Mesa as of 8/23/12 (commit 1cb07bd): when fast depth clears are performed on multiple layers of a multilayer depth texture (such as a 2D array or a cubemap texture), the implementation doesn't properly track the need for depth resolves, resulting in incorrect data when the texture is later used for texturing. See https://bugs.freedesktop.org/show_bug.cgi?id=50270. Although the bug was initially discovered using cubemap textures, this test provokes it using a 2D array texture, so that we don't have to reason about the coordinate transformations involved in cube map texture lookup. Sorry for the lag... Reviewed-by: Ian Romanick --- tests/all.tests |1 + tests/texturing/CMakeLists.gl.txt |1 + tests/texturing/array-depth-roundtrip.c | 203 +++ 3 files changed, 205 insertions(+), 0 deletions(-) create mode 100644 tests/texturing/array-depth-roundtrip.c diff --git a/tests/all.tests b/tests/all.tests index eb32225..c6c12ae 100644 --- a/tests/all.tests +++ b/tests/all.tests @@ -700,6 +700,7 @@ create_context_es2_profile['invalid OpenGL ES version'] = PlainExecTest(['glx-cr texturing = Group() add_concurrent_test(texturing, '1-1-linear-texture') +add_plain_test(texturing, 'array-depth-roundtrip') add_plain_test(texturing, 'array-texture') add_plain_test(texturing, 'copytexsubimage') add_plain_test(texturing, 'copyteximage-border') diff --git a/tests/texturing/CMakeLists.gl.txt b/tests/texturing/CMakeLists.gl.txt index e161ece..ca30e4e 100644 --- a/tests/texturing/CMakeLists.gl.txt +++ b/tests/texturing/CMakeLists.gl.txt @@ -18,6 +18,7 @@ if(NOT USE_WAFFLE) endif(NOT USE_WAFFLE) piglit_add_executable (1-1-linear-texture 1-1-linear-texture.c) +piglit_add_executable (array-depth-roundtrip array-depth-roundtrip.c) piglit_add_executable (array-texture array-texture.c) piglit_add_executable (compressedteximage compressedteximage.c) piglit_add_executable (copytexsubimage copytexsubimage.c) diff --git a/tests/texturing/array-depth-roundtrip.c b/tests/texturing/array-depth-roundtrip.c new file mode 100644 index 000..3eb71f3 --- /dev/null +++ b/tests/texturing/array-depth-roundtrip.c @@ -0,0 +1,203 @@ +/* + * Copyright © 2012 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 array-depth-roundtrip.c + * + * Test that an array texture containing depth data works properly + * when making a full "roundtrip" through both the GPU's rendering + * pipeline and texturing operations. + * + * The test performs the following steps: + * + * - Create an array texture containing depth data. + * + * - Bind each slice of the array texture to a framebuffer, clear it, + * and render a quad to it. A different depth value is used for + * each slice of the array. + * + * - Use a shader to read from each slice of the array texture and + * render to the window system framebuffer. + * + * - Verify that correct data was rendered to the window system + * framebuffer. + */ + +#include "piglit-util-gl-common.h" + + +#define TEX_WIDTH 56 +#define TEX_HEIGHT 56 +#define NUM_TILES_ACROSS 4 +#define NUM_TILES_DOWN 4 +#define TEX_DEPTH (NUM_TILES_ACROSS * NUM_TILES_DOWN) + + +PIGLIT_GL_TEST_MAIN( +TEX_WIDTH * NUM_TILES_ACROSS, +TEX_HEIGHT * NUM_TILES_DOWN, +GLUT_DOUBLE | GLUT_RGB) + + +GLuint tex; +GLuint fb; +GLuint prog; +GLint samp_loc; +GLint proj_loc; +GLint tex_depth_loc; + + +const char *vs_text = \ + "#version 130\n" + "uniform mat4 proj;\n" + "uniform float tex_depth;\n" + "out vec3 tex_coord;\n" + "void main()\n" + "{\n" + " gl_Position = proj * gl_Vertex;\n" + " tex_coord = vec3(gl_Vertex.xy, tex_depth);\n" + "}\n"; + + +const char *fs_text = \ + "#version 130\n" + "uniform sampler2DAr
Re: [Piglit] [PATCH] texturing: add full "round trip" test of array depth textures.
On 08/23/2012 05:00 PM, Paul Berry wrote: > This test provokes a bug in Mesa as of 8/23/12 (commit 1cb07bd): when > fast depth clears are performed on multiple layers of a multilayer > depth texture (such as a 2D array or a cubemap texture), the > implementation doesn't properly track the need for depth resolves, > resulting in incorrect data when the texture is later used for > texturing. See https://bugs.freedesktop.org/show_bug.cgi?id=50270. > > Although the bug was initially discovered using cubemap textures, this > test provokes it using a 2D array texture, so that we don't have to > reason about the coordinate transformations involved in cube map > texture lookup. > --- > tests/all.tests |1 + > tests/texturing/CMakeLists.gl.txt |1 + > tests/texturing/array-depth-roundtrip.c | 203 > +++ > 3 files changed, 205 insertions(+), 0 deletions(-) > create mode 100644 tests/texturing/array-depth-roundtrip.c Reviewed-by: Chad Versace ___ Piglit mailing list Piglit@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/piglit
[Piglit] [PATCH] texturing: add full "round trip" test of array depth textures.
This test provokes a bug in Mesa as of 8/23/12 (commit 1cb07bd): when fast depth clears are performed on multiple layers of a multilayer depth texture (such as a 2D array or a cubemap texture), the implementation doesn't properly track the need for depth resolves, resulting in incorrect data when the texture is later used for texturing. See https://bugs.freedesktop.org/show_bug.cgi?id=50270. Although the bug was initially discovered using cubemap textures, this test provokes it using a 2D array texture, so that we don't have to reason about the coordinate transformations involved in cube map texture lookup. --- tests/all.tests |1 + tests/texturing/CMakeLists.gl.txt |1 + tests/texturing/array-depth-roundtrip.c | 203 +++ 3 files changed, 205 insertions(+), 0 deletions(-) create mode 100644 tests/texturing/array-depth-roundtrip.c diff --git a/tests/all.tests b/tests/all.tests index eb32225..c6c12ae 100644 --- a/tests/all.tests +++ b/tests/all.tests @@ -700,6 +700,7 @@ create_context_es2_profile['invalid OpenGL ES version'] = PlainExecTest(['glx-cr texturing = Group() add_concurrent_test(texturing, '1-1-linear-texture') +add_plain_test(texturing, 'array-depth-roundtrip') add_plain_test(texturing, 'array-texture') add_plain_test(texturing, 'copytexsubimage') add_plain_test(texturing, 'copyteximage-border') diff --git a/tests/texturing/CMakeLists.gl.txt b/tests/texturing/CMakeLists.gl.txt index e161ece..ca30e4e 100644 --- a/tests/texturing/CMakeLists.gl.txt +++ b/tests/texturing/CMakeLists.gl.txt @@ -18,6 +18,7 @@ if(NOT USE_WAFFLE) endif(NOT USE_WAFFLE) piglit_add_executable (1-1-linear-texture 1-1-linear-texture.c) +piglit_add_executable (array-depth-roundtrip array-depth-roundtrip.c) piglit_add_executable (array-texture array-texture.c) piglit_add_executable (compressedteximage compressedteximage.c) piglit_add_executable (copytexsubimage copytexsubimage.c) diff --git a/tests/texturing/array-depth-roundtrip.c b/tests/texturing/array-depth-roundtrip.c new file mode 100644 index 000..3eb71f3 --- /dev/null +++ b/tests/texturing/array-depth-roundtrip.c @@ -0,0 +1,203 @@ +/* + * Copyright © 2012 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 array-depth-roundtrip.c + * + * Test that an array texture containing depth data works properly + * when making a full "roundtrip" through both the GPU's rendering + * pipeline and texturing operations. + * + * The test performs the following steps: + * + * - Create an array texture containing depth data. + * + * - Bind each slice of the array texture to a framebuffer, clear it, + * and render a quad to it. A different depth value is used for + * each slice of the array. + * + * - Use a shader to read from each slice of the array texture and + * render to the window system framebuffer. + * + * - Verify that correct data was rendered to the window system + * framebuffer. + */ + +#include "piglit-util-gl-common.h" + + +#define TEX_WIDTH 56 +#define TEX_HEIGHT 56 +#define NUM_TILES_ACROSS 4 +#define NUM_TILES_DOWN 4 +#define TEX_DEPTH (NUM_TILES_ACROSS * NUM_TILES_DOWN) + + +PIGLIT_GL_TEST_MAIN( +TEX_WIDTH * NUM_TILES_ACROSS, +TEX_HEIGHT * NUM_TILES_DOWN, +GLUT_DOUBLE | GLUT_RGB) + + +GLuint tex; +GLuint fb; +GLuint prog; +GLint samp_loc; +GLint proj_loc; +GLint tex_depth_loc; + + +const char *vs_text = \ + "#version 130\n" + "uniform mat4 proj;\n" + "uniform float tex_depth;\n" + "out vec3 tex_coord;\n" + "void main()\n" + "{\n" + " gl_Position = proj * gl_Vertex;\n" + " tex_coord = vec3(gl_Vertex.xy, tex_depth);\n" + "}\n"; + + +const char *fs_text = \ + "#version 130\n" + "uniform sampler2DArray samp;\n" + "in vec3 tex_coord;\n" + "void main()\n" + "{\n" + " gl_FragColor = te