diff options
author | Jordan Justen <jordan.l.justen@intel.com> | 2013-04-05 11:21:10 -0700 |
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committer | Jordan Justen <jordan.l.justen@intel.com> | 2013-07-29 10:32:39 -0700 |
commit | e85449f99368f2681df6f07614da97597f06052f (patch) | |
tree | ad0f55dd6bb251bbe4141042a3ec68a9fd6b916e /tests/spec/amd_vertex_shader_layer/layered-2d-texture-render.c | |
parent | bde4ae8f69e78960c81e160981b79d8b85ed246d (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.c | 338 |
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 --- /dev/null +++ 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); +} |