/* * 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 depth 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 renders to a depth array texture which is attached to * a framebuffer. The texture has 5 layers and 7 LODs. * * Once depths have been rendered to each array slice & LOD, the test * then verifies the depth value in each array slice & LOD. */ #include "piglit-util-gl.h" #define PAD 5 #define SIZE 64 #define LAYERS 5 #define LOD 7 #define DRAW_COUNT LAYERS * LOD #define STRINGIFY(x) #x #define EXP_STRINGIFY(x) STRINGIFY(x) 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 drawing_level;\n" "in vec2 vertex;\n" "out vec3 color;\n" "int num_layers = " EXP_STRINGIFY(LAYERS) ";\n" "int draw_count = " EXP_STRINGIFY(DRAW_COUNT) ";\n" "float get_z()\n" "{\n" " return float((drawing_level * num_layers) + gl_InstanceID) / draw_count;\n" "}\n" "void main()\n" "{\n" " gl_Position = vec4(vertex, get_z(), 1.0);\n" " gl_Layer = gl_InstanceID;\n" "}\n"; static GLuint fill_tex_program; static bool render_tex_layers(GLuint tex) { int lod; GLint drawing_level_loc, vertex_loc; GLenum status; int color_index = 0; int size; glUseProgram(fill_tex_program); drawing_level_loc = glGetUniformLocation(fill_tex_program, "drawing_level"); 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_DEPTH_ATTACHMENT, 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; } /* Clear background to gray */ glClearDepth(1.0); glClear(GL_DEPTH_BUFFER_BIT); glViewport(0, 0, size, size); glUniform1i(drawing_level_loc, lod); glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, LAYERS); color_index += LAYERS; } glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, 0, 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_DEPTH_COMPONENT, size, size, LAYERS, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); } render_tex_layers(tex); return tex; } /* Attach the texture layer/lod to the read framebuffer */ static void set_up_read_framebuffer(GLuint tex, int level, int layer) { GLenum status; glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, tex, level, layer); status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status == GL_FRAMEBUFFER_UNSUPPORTED && level == 0) { printf("This buffer combination is unsupported\n"); piglit_report_result(PIGLIT_SKIP); } else if (status != GL_FRAMEBUFFER_COMPLETE) { printf("FBO incomplete at miplevel %d\n", level); piglit_report_result(PIGLIT_FAIL); } } static GLboolean test_texture(GLuint tex) { int layer, lod; GLboolean retval = GL_TRUE; float expected; float draw_count = LAYERS * LOD; int dim = SIZE; for (lod = 0; lod < LOD; lod++) { for (layer = 0; layer < LAYERS; layer++) { GLboolean pass; set_up_read_framebuffer(tex, lod, layer); expected = ((float)(lod * LAYERS) + layer) / draw_count; expected = (expected / 2.0) + 0.5; pass = piglit_probe_rect_depth(0, 0, dim, dim, expected); retval = retval && pass; } dim >>= 1; } return retval; } 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}, }; glEnable(GL_DEPTH_TEST); 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); 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, NULL); piglit_check_gl_error(GL_NO_ERROR); }