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authorJordan Justen <jordan.l.justen@intel.com>2013-04-05 11:21:10 -0700
committerJordan Justen <jordan.l.justen@intel.com>2013-07-29 10:32:39 -0700
commite85449f99368f2681df6f07614da97597f06052f (patch)
treead0f55dd6bb251bbe4141042a3ec68a9fd6b916e /tests/spec/amd_vertex_shader_layer/layered-2d-texture-render.c
parentbde4ae8f69e78960c81e160981b79d8b85ed246d (diff)
AMD_vertex_shader_layer: add layered-2d-texture-render test
This tests the AMD_vertex_shader_layer extension using a color 2D array texture. Signed-off-by: Jordan Justen <jordan.l.justen@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com>
Diffstat (limited to 'tests/spec/amd_vertex_shader_layer/layered-2d-texture-render.c')
-rw-r--r--tests/spec/amd_vertex_shader_layer/layered-2d-texture-render.c338
1 files changed, 338 insertions, 0 deletions
diff --git a/tests/spec/amd_vertex_shader_layer/layered-2d-texture-render.c b/tests/spec/amd_vertex_shader_layer/layered-2d-texture-render.c
new file mode 100644
index 000000000..88a2bfa45
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+++ b/tests/spec/amd_vertex_shader_layer/layered-2d-texture-render.c
@@ -0,0 +1,338 @@
+/*
+ * Copyright (c) 2013 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.
+ *
+ */
+
+/*
+ * Test 2D array texture rendering with gl_Layer (AMD_vertex_shader_layer)
+ *
+ * This test uses layered rendering (gl_Layer) within the vertex shader.
+ * Support for gl_Layer in VS is added by the AMD_vertex_shader_layer
+ * extension.
+ *
+ * This test first draws to a color array texture which is attached to
+ * a framebuffer. The texture has 5 layers and 7 LODs.
+ *
+ * Once colors have been rendered to each array slice & LOD, the test
+ * then uses the texture to draw on the system framebuffer and verifies
+ * that the expected colors appear.
+ */
+
+#include "piglit-util-gl-common.h"
+
+#define PAD 5
+#define SIZE 64
+#define LAYERS 5
+#define LOD 7
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+ config.supports_gl_core_version = 31;
+ config.supports_gl_compat_version = 31;
+
+ config.window_width = (((SIZE+PAD)*LAYERS)+PAD);
+ config.window_height = (((SIZE+PAD)*2)+PAD);
+ config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGB;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+static GLuint rectangle_vertices_bo;
+
+/* VS and FS to fill the 2D array texture */
+static const char *fill_tex_vs =
+ "#version 140\n"
+ "#extension GL_AMD_vertex_shader_layer: enable\n"
+ "uniform int color_bias;\n"
+ "in vec2 vertex;\n"
+ "out vec3 color;\n"
+ "vec3 get_color(int num)\n"
+ "{\n"
+ " vec3 result = vec3(0.0);\n"
+ " if ((num & 4) != 0) result.r = 1.0;"
+ " if ((num & 2) != 0) result.g = 1.0;"
+ " if ((num & 1) != 0) result.b = 1.0;"
+ " return result;\n"
+ "}\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = vec4(vertex, vec2(0.0, 1.0));\n"
+ " gl_Layer = gl_InstanceID;\n"
+ " color = get_color(color_bias + gl_InstanceID);\n"
+ "}\n";
+
+static const char *fill_tex_fs =
+ "#version 140\n"
+ "in vec3 color;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = vec4(color, 1.0);\n"
+ "}\n";
+
+/* VS and FS to use and test the 2D array texture */
+static const char *use_tex_vs =
+ "#version 130\n"
+ "in vec2 vertex;\n"
+ "out vec2 coord;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = vec4(vertex, vec2(0.0, 1.0));\n"
+ " coord = (vertex * 0.5) + 0.5;\n"
+ "}\n";
+
+static const char *use_tex_fs =
+ "#version 130\n"
+ "uniform sampler2DArray tex; \n"
+ "uniform int layer;\n"
+ "uniform int lod;\n"
+ "in vec2 coord;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = textureLod(tex, vec3(coord, float(layer)), lod);\n"
+ "}\n";
+
+static GLuint fill_tex_program;
+static GLuint use_tex_program;
+
+static int get_x(int layer)
+{
+ return ((SIZE + PAD) * layer) + PAD;
+}
+
+static int get_y(int layer, int lod)
+{
+ int size = SIZE >> lod;
+ return PAD + (((1 << lod) - 1) * 2 * size);
+}
+
+static GLfloat *get_color(int num)
+{
+ int color_index;
+
+ static const GLfloat colors[][3] = {
+ {0.0, 0.0, 0.0},
+ {0.0, 0.0, 1.0},
+ {0.0, 1.0, 0.0},
+ {0.0, 1.0, 1.0},
+ {1.0, 0.0, 0.0},
+ {1.0, 0.0, 1.0},
+ {1.0, 1.0, 0.0},
+ {1.0, 1.0, 1.0},
+ };
+
+ color_index = num % ARRAY_SIZE(colors);
+ return colors[color_index];
+}
+
+static bool
+render_tex_layers(GLuint tex)
+{
+ int lod;
+ GLint color_bias_loc;
+ GLint vertex_loc;
+ GLenum status;
+ int color_index = 0;
+ int size;
+
+ glUseProgram(fill_tex_program);
+
+ color_bias_loc = glGetUniformLocation(fill_tex_program, "color_bias");
+
+ glBindBuffer(GL_ARRAY_BUFFER, rectangle_vertices_bo);
+ vertex_loc = glGetAttribLocation(fill_tex_program, "vertex");
+ glVertexAttribPointer(vertex_loc, 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(vertex_loc);
+ for (lod = 0; lod < LOD; lod++) {
+ size = SIZE >> lod;
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, lod);
+ status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ fprintf(stderr, "fbo incomplete (status = %s)\n",
+ piglit_get_gl_enum_name(status));
+ return false;
+ }
+ glDrawBuffer(GL_COLOR_ATTACHMENT0);
+ glViewport(0, 0, size, size);
+ glUniform1i(color_bias_loc, color_index);
+ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, LAYERS);
+ color_index += LAYERS;
+ }
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 0, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glDisableVertexAttribArray(vertex_loc);
+
+ return true;
+}
+
+static GLuint
+build_texture(void)
+{
+ GLuint tex;
+ int lod;
+ int size;
+
+ glGenTextures(1, &tex);
+ glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
+ for (lod = 0; lod < LOD; lod++) {
+ size = SIZE >> lod;
+ glTexImage3D(GL_TEXTURE_2D_ARRAY, lod, GL_RGBA,
+ size, size, LAYERS, 0, GL_RGBA, GL_FLOAT, NULL);
+ }
+
+ render_tex_layers(tex);
+
+ return tex;
+}
+
+static void
+draw_box(GLuint tex, int layer, int lod)
+{
+ GLint layer_loc, lod_loc, vertex_loc;
+ int x = get_x(layer);
+ int y = get_y(layer, lod);
+ int size = SIZE >> lod;
+
+ layer_loc = glGetUniformLocation(use_tex_program, "layer");
+ lod_loc = glGetUniformLocation(use_tex_program, "lod");
+
+ glBindBuffer(GL_ARRAY_BUFFER, rectangle_vertices_bo);
+
+ vertex_loc = glGetAttribLocation(use_tex_program, "vertex");
+ glVertexAttribPointer(vertex_loc, 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(vertex_loc);
+
+ glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
+
+ glViewport(x, y, size, size);
+ glUniform1i(layer_loc, layer);
+ glUniform1i(lod_loc, lod);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ glDisableVertexAttribArray(vertex_loc);
+}
+
+static GLboolean
+test_results(int layer, int lod)
+{
+ int x = get_x(layer);
+ int y = get_y(layer, lod);
+ GLfloat *expected_color3f = get_color((lod * LAYERS) + layer);
+ GLboolean pass;
+ int size = SIZE >> lod;
+
+ pass = piglit_probe_rect_rgb(x, y, size, size, expected_color3f);
+
+ if (!pass) {
+ printf("2D array failed at size %d, layer %d\n",
+ size, layer);
+ }
+
+ return pass;
+}
+
+static GLboolean
+test_texture(GLuint tex)
+{
+ int layer, lod;
+ GLint tex_loc;
+ GLboolean pass = GL_TRUE;
+ glUseProgram(use_tex_program);
+ glActiveTexture(GL_TEXTURE0);
+ tex_loc = glGetUniformLocation(use_tex_program, "tex");
+ glUniform1i(tex_loc, 0);
+
+ glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER,
+ GL_NEAREST_MIPMAP_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER,
+ GL_NEAREST);
+
+ for (lod = 0; lod < LOD; lod++) {
+ for (layer = 0; layer < LAYERS; layer++) {
+ draw_box(tex, layer, lod);
+ }
+ }
+
+ for (lod = 0; lod < LOD; lod++) {
+ for (layer = 0; layer < LAYERS; layer++) {
+ pass = test_results(layer, lod) && pass;
+ }
+ }
+
+ glUseProgram(0);
+ return pass;
+}
+
+enum piglit_result
+piglit_display(void)
+{
+ GLboolean pass;
+ GLuint vao, fbo;
+ GLuint tex;
+ static const GLfloat verts[4][2] = {
+ { 1.0, -1.0},
+ {-1.0, -1.0},
+ { 1.0, 1.0},
+ {-1.0, 1.0},
+ };
+
+ /* Clear background to gray */
+ glClearColor(0.5, 0.5, 0.5, 1.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ glGenFramebuffers(1, &fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glGenVertexArrays(1, &vao);
+ glBindVertexArray(vao);
+ glGenBuffers(1, &rectangle_vertices_bo);
+ glBindBuffer(GL_ARRAY_BUFFER, rectangle_vertices_bo);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
+
+ tex = build_texture();
+ pass = test_texture(tex);
+ glDeleteTextures(1, &tex);
+
+ piglit_present_results();
+
+ glDeleteBuffers(1, &rectangle_vertices_bo);
+ glDeleteFramebuffers(1, &fbo);
+ glDeleteVertexArrays(1, &vao);
+
+ return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+ /* For glFramebufferTexture we need either GL 3.2 or
+ * GL_ARB_geometry_shader4.
+ */
+ if (piglit_get_gl_version() < 32) {
+ piglit_require_extension("GL_ARB_geometry_shader4");
+ }
+
+ piglit_require_extension("GL_AMD_vertex_shader_layer");
+
+ fill_tex_program = piglit_build_simple_program(fill_tex_vs, fill_tex_fs);
+ piglit_check_gl_error(GL_NO_ERROR);
+
+ use_tex_program = piglit_build_simple_program(use_tex_vs, use_tex_fs);
+ piglit_check_gl_error(GL_NO_ERROR);
+}