/* * 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.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 const 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, piglit_winsys_fbo); 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); const 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); }