/* * Copyright (C) 2017 Valve 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. * * Authors: * Marek Olšák * Samuel Pitoiset */ /** * Test that samplers accessed using texture handles are not counted against * the texture limits. * Derived from Marek's max-samplers test. */ #include "common.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 33; config.supports_gl_core_version = 33; config.window_width = 300; config.window_height = 300; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END static const char *vs_source = "#version 330\n" "#extension GL_ARB_bindless_texture: require\n" "\n" "#define NUM %i \n" "layout (bindless_sampler) uniform;\n" "\n" "uniform sampler2D vertex_tex[NUM]; \n" "uniform int vertex_index;" "in vec4 piglit_vertex;\n" "out vec3 vertex_tex_color; \n" "\n" "void main() \n" "{ \n" " int i; \n" " gl_Position = piglit_vertex;\n" " vertex_tex_color = vec3(0.0); \n" " for (i = 0; i < NUM; i++) \n" " if (i == vertex_index) \n" " vertex_tex_color = textureLod(vertex_tex[i], vec2(%f), 0.0).xyz; \n" "} \n"; static const char *fs_source = "#version 330\n" "#extension GL_ARB_bindless_texture: require\n" "\n" "#define NUM %i \n" "layout (bindless_sampler) uniform;\n" "\n" "uniform sampler2D fragment_tex[NUM]; \n" "uniform int fragment_index;" "in vec3 vertex_tex_color; \n" "void main() \n" "{ \n" " int i; \n" " vec3 fragment_tex_color = vec3(0.0); \n" " for (i = 0; i < NUM; i++) \n" " if (i == fragment_index) \n" " fragment_tex_color = texture2D(fragment_tex[i], vec2(%f), 0.0).xyz; \n" " gl_FragColor = vec4(fragment_tex_color + vertex_tex_color, 1.0); \n" "} \n"; GLuint prog; static int max_vs_textures, max_fs_textures; static void get_texture_color(int unit, float out[4]) { out[0] = (unit % 16) / 15.0; out[1] = (unit / 16) / 15.0; out[2] = 0; out[3] = 1; } static void set_uniform(GLuint prog, const char *name, int value) { GLuint loc = glGetUniformLocation(prog, name); if (loc != -1) glUniform1i(loc, value); } static GLvoid draw_rect_core(int ix, int iy, int iw, int ih) { float x = -1 + 2.0*ix/piglit_width; float y = -1 + 2.0*iy/piglit_height; float w = 2.0*iw/piglit_width; float h = 2.0*ih/piglit_height; float verts[4][4]; GLuint vbo; verts[0][0] = x; verts[0][1] = y; verts[0][2] = 0.0; verts[0][3] = 1.0; verts[1][0] = x + w; verts[1][1] = y; verts[1][2] = 0.0; verts[1][3] = 1.0; verts[2][0] = x + w; verts[2][1] = y + h; verts[2][2] = 0.0; verts[2][3] = 1.0; verts[3][0] = x; verts[3][1] = y + h; verts[3][2] = 0.0; verts[3][3] = 1.0; glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, NULL); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDisableVertexAttribArray(0); glDeleteBuffers(1, &vbo); } static GLboolean probe_pixel(int num, int x, int y) { float expected[4]; get_texture_color(num, expected); if (piglit_probe_pixel_rgb(x, y, expected)) return GL_TRUE; printf(" When testing texture num %i\n", num); return GL_FALSE; } enum piglit_result piglit_display(void) { GLboolean pass = GL_TRUE; int i, num, x, y; glClear(GL_COLOR_BUFFER_BIT); x = 0; y = 0; num = 0; set_uniform(prog, "fragment_index", max_fs_textures); for (i = 0; i < max_vs_textures; i++) { set_uniform(prog, "vertex_index", i); draw_rect_core(x, y, 20, 20); pass = probe_pixel(num, x+10, y+10) && pass; num++; x += 20; if (x+20 > piglit_width) { x = 0; y += 20; } } set_uniform(prog, "vertex_index", max_vs_textures); for (i = 0; i < max_fs_textures; i++) { set_uniform(prog, "fragment_index", i); draw_rect_core(x, y, 20, 20); pass = probe_pixel(num, x+10, y+10) && pass; num++; x += 20; if (x+20 > piglit_width) { x = 0; y += 20; } } piglit_check_gl_error(GL_NO_ERROR); piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } static void set_texture_handle(GLuint prog, const char *name, GLuint64 handle) { GLint loc; loc = glGetUniformLocation(prog, name); if (loc != -1) glUniformHandleui64vARB(loc, 1, &handle); } static GLuint64 new_bindless_texture(int idx) { GLuint64 handle; float color[4]; GLuint tex; get_texture_color(idx, color); glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_FLOAT, color); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); glBindTexture(GL_TEXTURE_2D, 0); handle = glGetTextureHandleARB(tex); glMakeTextureHandleResidentARB(handle); return handle; } void piglit_init(int argc, char **argv) { GLuint vs, fs, vao; int max_combined_textures, i, num; char str[2048]; float texcoord = 0.5; GLuint64 handle; piglit_require_extension("GL_ARB_bindless_texture"); /* get limits */ glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_fs_textures); glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &max_vs_textures); glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_combined_textures); printf("GL_MAX_TEXTURE_IMAGE_UNITS = %d\n", max_fs_textures); printf("GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = %d\n", max_vs_textures); printf("GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS = %d\n", max_combined_textures); assert(max_fs_textures <= max_combined_textures); /* use max_combined_textures + max_vs_textures */ max_vs_textures = MIN2(max_vs_textures, max_combined_textures - max_fs_textures); max_fs_textures = max_combined_textures; /* compile shaders */ sprintf(str, vs_source, max_vs_textures, texcoord); vs = piglit_compile_shader_text(GL_VERTEX_SHADER, str); sprintf(str, fs_source, max_fs_textures, texcoord); fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, str); prog = piglit_link_simple_program(vs, fs); glUseProgram(prog); /* initialize resident textures */ num = 0; for (i = 0; i < max_vs_textures; i++) { char name[64]; sprintf(name, "vertex_tex[%i]", i); handle = new_bindless_texture(num); set_texture_handle(prog, name, handle); num++; } for (i = 0; i < max_fs_textures; i++) { char name[64]; sprintf(name, "fragment_tex[%i]", i); handle = new_bindless_texture(num); set_texture_handle(prog, name, handle); num++; } piglit_check_gl_error(GL_NO_ERROR); glClearColor(0.0, 0.0, 1.0, 1.0); glGenVertexArrays(1, &vao); glBindVertexArray(vao); piglit_check_gl_error(GL_NO_ERROR); }