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authorRhys Perry <pendingchaos02@gmail.com>2018-05-07 10:19:00 -0600
committerBrian Paul <brianp@vmware.com>2018-06-20 20:38:59 -0600
commit5e9ede3e89baac1df149aba8fd3efd3f0ff1099c (patch)
tree8fc40c317d167bc359ecdd1f34b5d51a98b4054a /tests/spec/arb_sample_locations/test.c
parent0df7db09b623e448dde33ba7b1384845210cebe8 (diff)
add GL_ARB_sample_locations
Changelog: v2: - Rebase to handle meta profiles. Reviewed-by: Brian Paul <brianp@vmware.com>
Diffstat (limited to 'tests/spec/arb_sample_locations/test.c')
-rw-r--r--tests/spec/arb_sample_locations/test.c290
1 files changed, 290 insertions, 0 deletions
diff --git a/tests/spec/arb_sample_locations/test.c b/tests/spec/arb_sample_locations/test.c
new file mode 100644
index 000000000..77bc0cc60
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+++ b/tests/spec/arb_sample_locations/test.c
@@ -0,0 +1,290 @@
+#include "piglit-util-gl.h"
+
+/**
+ * @file test.c
+ *
+ * This test verifies that GL_ARB_sample_locations is implemented correctly.
+ * It does so by retrieving the sample positions using gl_SamplePosition,
+ * interpolateAtSample() and a method described in
+ * https://urldefense.proofpoint.com/v2/url?u=https-3A__mynameismjp.wordpress.com_2010_07_07_msaa-2Dsample-2Dpattern-2Ddetector_&d=DwIBAg&c=uilaK90D4TOVoH58JNXRgQ&r=Ie7_encNUsqxbSRbqbNgofw0ITcfE8JKfaUjIQhncGA&m=_I4YfQ6nzOyQ71BgwYmlUsP4O5-Pi2DfoZIGctuFnLs&s=RhpkXqf6twp4gawhoCbMx1cmqWZv4eRpX4d6JJ6_tmE&e=
+ * which draws a rectangle covering each possible sample location within a pixel.
+ * Each rectangle writes it's position within the pixel, which is then read
+ * through a shader.
+ *
+ * The retrieved sample locations are then tested against expectations. This is
+ * done with various MSAA levels and sample locations.
+ *
+ * The test can be rather slow by default, but it can be made less exhaustive by
+ * passing the argument --quick.
+ *
+ * Sample locations are typically represented in this test as 0.4 fixed point
+ * integers where 0 is the top.
+ */
+
+/* new_locations in do_test_set() needs to be expanded when this is */
+#define LOG2_MAX_SAMPLES 5
+#define MAX_SAMPLES (1<<LOG2_MAX_SAMPLES)
+
+#define WIDTH 4
+/* the height is 7 pixels to test pixel grid flipping */
+#define HEIGHT 7
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+ config.supports_gl_core_version = 32;
+
+ config.window_width = 200;
+ config.window_height = 200;
+ config.window_visual = PIGLIT_GL_VISUAL_RGB;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+static bool quick;
+
+static GLuint draw_program;
+static GLuint read_program;
+static GLuint fb_textures[LOG2_MAX_SAMPLES+1];
+static GLuint fbs[LOG2_MAX_SAMPLES+1];
+
+static unsigned cur_fb;
+static GLint grid_width, grid_height, samples;
+
+static void
+get_sample_locations(GLubyte *locations, unsigned count,
+ unsigned pixel_x, unsigned pixel_y)
+{
+ glViewport(pixel_x, pixel_y, 1, 1);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbs[cur_fb]);
+ glClearColor(1.0, 1.0, 1.0, 1.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glUseProgram(draw_program);
+ for (int x = 0; x < 16; x++) {
+ for (int y = 0; y < 16; y++) {
+ float left = x/16.0 - (1.0/32.0);
+ float bottom = (16-y)/16.0 - (1.0/32.0);
+ float width = 1.0 / 16.0;
+ float height = 1.0 / 16.0;
+ glUniform2f(glGetUniformLocation(draw_program, "loc"), x/16.0, y/16.0);
+ piglit_draw_rect(left, bottom, width, height);
+ }
+ }
+
+ glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, fb_textures[cur_fb]);
+ glViewport(0, 0, count, 1);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glClearColor(0.5, 0.5, 0.5, 1.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glUseProgram(read_program);
+ glUniform1i(glGetUniformLocation(read_program, "input"), 0);
+ glUniform2i(glGetUniformLocation(read_program, "offset"), pixel_x, pixel_y);
+ piglit_draw_rect(0.0, 0.0, 1.0, 1.0);
+
+ glReadPixels(0, 0, count, 1, GL_RGBA, GL_UNSIGNED_BYTE, locations);
+}
+
+static enum piglit_result
+test_pixel(const unsigned *expected, unsigned pixel_x, unsigned pixel_y)
+{
+ GLubyte actual_locations[32*4];
+ get_sample_locations(actual_locations, samples, pixel_x, pixel_y);
+
+ unsigned grid_x = pixel_x % grid_width;
+ unsigned grid_y = pixel_y % grid_height;
+
+ for (unsigned i = 0; i < samples; i++) {
+ for (unsigned j = 0; j < 3; j++) {
+ const char* src =
+ (const char*[]){"Uniform", "gl_SamplePosition", "interpolateAtSample"}[j];
+ unsigned x = actual_locations[i*4+j] & 0xf;
+ unsigned y = actual_locations[i*4+j] >> 4;
+ unsigned expected_x = expected ? expected[i*2] : 8;
+ unsigned expected_y = expected ? expected[i*2+1] : 8;
+
+ if (x != expected_x) {
+ printf("Expected X coordinate of sample %u to be %u, got %u from %s (at pixel %u, %u and grid %u, %u)\n",
+ i, expected_x, x, src, pixel_x, pixel_y, grid_x, grid_y);
+ return PIGLIT_FAIL;
+ }
+
+ if (y != expected_y) {
+ printf("Expected Y coordinate of sample %u to be %u, got %u from %s (at pixel %u, %u and grid %u, %u)\n",
+ i, expected_y, y, src, pixel_x, pixel_y, grid_x, grid_y);
+ return PIGLIT_FAIL;
+ }
+ }
+ }
+
+ return PIGLIT_PASS;
+}
+
+static enum piglit_result
+do_test(const unsigned *locations, unsigned pixel_x, unsigned pixel_y, bool grid)
+{
+ if (!fbs[cur_fb]) return PIGLIT_SKIP;
+
+ glBindFramebuffer(GL_FRAMEBUFFER, fbs[cur_fb]);
+
+ GLint table_size;
+ glGetIntegerv(GL_SAMPLES, &samples);
+ glGetIntegerv(GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_ARB, &grid_width);
+ glGetIntegerv(GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_ARB, &grid_height);
+ glGetIntegerv(GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_ARB, &table_size);
+
+ unsigned grid_x = pixel_x % grid_width;
+ unsigned grid_y = pixel_y % grid_height;
+
+ glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_ARB, grid);
+ glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_ARB, 1);
+
+ for (GLint i = 0; i < table_size; i++) {
+ GLfloat loc[2] = {0.5f, 0.5f};
+ glFramebufferSampleLocationsfvARB(GL_FRAMEBUFFER, i, 1, loc);
+ }
+
+ for (GLint i = 0; i < samples; i++) {
+ GLfloat loc[2] = {locations[i*2] / 16.0f, 1.0f - locations[i*2+1] / 16.0f};
+ unsigned index = i;
+ if (grid)
+ index += (grid_y*grid_width+grid_x) * samples;
+ glFramebufferSampleLocationsfvARB(GL_FRAMEBUFFER, index, 1, loc);
+ }
+
+ enum piglit_result result = PIGLIT_PASS;
+ if (quick) {
+ piglit_merge_result(&result, test_pixel(locations, grid_x, grid_y));
+ } else {
+ for (unsigned x = 0; x < WIDTH; x++) {
+ for (unsigned y = 0; y < HEIGHT; y++) {
+ const unsigned *expected = locations;
+ unsigned grid_x_2 = x % grid_width;
+ unsigned grid_y_2 = y % grid_height;
+ if ((grid_x_2 != grid_x || grid_y_2 != grid_y) && grid)
+ expected = NULL;
+ piglit_merge_result(&result, test_pixel(expected, x, y));
+ }
+ }
+ }
+
+ return result;
+}
+
+static enum piglit_result
+do_test_set(unsigned x, unsigned y, bool grid)
+{
+ static const unsigned new_locations[32][2] = {
+ {1, 3}, {4, 1}, {2, 5}, {5, 5}, {3, 5}, {5, 2}, {1, 6}, {2, 6},
+ {7, 2}, {5, 7}, {4, 8}, {2, 8}, {8, 1}, {8, 6}, {8, 3}, {9, 8},
+ {2, 9}, {9, 3}, {1, 10}, {9, 10}, {10, 1}, {1, 11}, {6, 11}, {11, 6},
+ {12, 5}, {10, 12}, {8, 13}, {13, 8}, {13, 12}, {6, 13}, {4, 14}, {14, 8}};
+ enum piglit_result result = do_test(&new_locations[0][0], x, y, grid);
+
+ piglit_report_subtest_result(result, "MSAA: %u, X: %u, Y: %u, Grid: %s",
+ 1<<cur_fb, x, y, grid?"true":"false");
+
+ return result;
+}
+
+static void
+create_shader_sources(char *vertex, char *fragment)
+{
+ static const char *fragment_exts =
+ "#extension GL_ARB_gpu_shader5 : enable\n"
+ "#extension GL_ARB_sample_shading : enable\n";
+ static const char *fragment_main =
+ "uniform vec2 loc;\n"
+ "in vec2 pos;\n"
+ "out vec4 color;\n"
+ "float encode_location(in vec2 loc) { return (loc.x*16.0 + loc.y*256.0) / 255.0; }\n"
+ "void main() {\n"
+ " color.xyz = vec3(encode_location(loc));\n";
+ static const char *fragment_gl_sample_position =
+ "color.y = encode_location(vec2(gl_SamplePosition.x, 1.0-gl_SamplePosition.y));\n";
+ static const char *fragment_interpolate_at_sample =
+ "color.z = encode_location(vec2(interpolateAtSample(pos, gl_SampleID).x, 1.0-interpolateAtSample(pos, gl_SampleID).y));\n";
+ static const char *vertex_main =
+ "in vec2 piglit_vertex;\n"
+ "out vec2 pos;\n"
+ "void main() { gl_Position = vec4(piglit_vertex*2.0-1.0, 0.0, 1.0); pos = piglit_vertex; }\n";
+
+ int glsl_major, glsl_minor, glsl_ver;
+ bool use_gl_sample_position, use_interpolate_at_sample;
+
+ piglit_get_glsl_version(NULL, &glsl_major, &glsl_minor);
+ glsl_ver = glsl_major*100 + glsl_minor;
+
+ if (glsl_ver>=400)
+ use_gl_sample_position = use_interpolate_at_sample = true;
+ if (piglit_is_extension_supported("GL_ARB_gpu_shader5"))
+ use_interpolate_at_sample = true;
+ if (piglit_is_extension_supported("GL_ARB_sample_shading"))
+ use_gl_sample_position = true;
+
+ sprintf(fragment, "#version %u\n%s", glsl_ver, fragment_exts);
+ strcat(fragment, fragment_main);
+ if (use_gl_sample_position)
+ strcat(fragment, fragment_gl_sample_position);
+ if (use_interpolate_at_sample)
+ strcat(fragment, fragment_interpolate_at_sample);
+ strcat(fragment, "}");
+
+ sprintf(vertex, "#version %u\n%s", glsl_ver, fragment_exts);
+ strcat(vertex, vertex_main);
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+ char vertex_source[1024];
+ char fragment_source[1024];
+ piglit_require_extension("GL_ARB_sample_locations");
+
+ if (argc > 1 && strcmp(argv[1], "--quick") == 0)
+ quick = true;
+
+ create_shader_sources(vertex_source, fragment_source);
+
+ draw_program = piglit_build_simple_program(vertex_source, fragment_source);
+
+ read_program = piglit_build_simple_program(
+ "#version 150\n"
+ "in vec2 piglit_vertex;\n"
+ "void main() { gl_Position = vec4(piglit_vertex*2.0-1.0, 0.0, 1.0); }\n",
+ "#version 150\n"
+ "uniform sampler2DMS tex;\n"
+ "uniform ivec2 offset;\n"
+ "out vec4 color;\n"
+ "void main() { color = texelFetch(tex, offset, int(gl_FragCoord.x)); }\n");
+
+ GLint count;
+ glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &count);
+ if (count > MAX_SAMPLES)
+ count = MAX_SAMPLES;
+ count = log2u(count) + 1;
+
+ glGenTextures(count, fb_textures);
+ glGenFramebuffers(count, fbs);
+ for (cur_fb = 0; cur_fb < count; cur_fb++) {
+ glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, fb_textures[cur_fb]);
+ glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1<<cur_fb, GL_RGBA8, WIDTH, HEIGHT, GL_TRUE);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbs[cur_fb]);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, fb_textures[cur_fb], 0);
+ }
+}
+
+enum piglit_result
+piglit_display(void)
+{
+ enum piglit_result result = PIGLIT_PASS;
+ for (cur_fb = 0; cur_fb < sizeof(fb_textures)/sizeof(fb_textures[0]); cur_fb++) {
+ for (unsigned x = 0; x < WIDTH; x++) {
+ for (unsigned y = 0; y < HEIGHT; y++) {
+ piglit_merge_result(&result, do_test_set(x, y, false));
+ piglit_merge_result(&result, do_test_set(x, y, true));
+ }
+ }
+ }
+
+ piglit_present_results();
+
+ return result;
+}