/* * Copyright (c) 2015 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. */ #include "piglit-util-gl.h" /* * A test to check whether GL_ARB_fragment_shader_interlock operates as * expected. This test simulates blending behaviour by using image loads/stores * to a 3D texture. The blending formula used is: * result = current_alpha * current_color + (1 - current_alpha) * previous_color * Multisampling is also enabled and tested at 2, 4, 8 and 16. */ PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 42; config.supports_gl_core_version = 42; config.window_width = 100; config.window_height = 100; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DEPTH | PIGLIT_GL_VISUAL_DOUBLE; PIGLIT_GL_TEST_CONFIG_END static GLuint prog, vao, tex_frame, tex_blend, fbo; static GLuint make_fbo(void) { GLuint fbo; glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo ); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex_frame); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, tex_frame, 0); return fbo; } static GLuint make_shader_program(void) { static const char *vs_text = "#version 430\n" "layout(location = 0) in vec4 pos_in;\n" "layout(location = 1) in vec4 col_in;\n" "smooth out vec4 col_vary;\n" "void main()\n" "{\n" " gl_Position = pos_in;\n" " col_vary = col_in;\n" "}\n"; static const char *fs_text = "#version 430\n" "#extension GL_ARB_fragment_shader_interlock: require\n" "layout(pixel_interlock_ordered) in;\n" "layout(rgba32f, binding = 0) uniform image3D img_output;\n" "layout(location = 1) uniform int sample_rate;\n" "smooth in vec4 col_vary;\n" "out vec4 col_out;\n" "void main()\n" "{\n" " vec4 result = vec4(0.0, 0.0, 0.0, 1.0);\n" " ivec3 current_sample_coord = ivec3(gl_FragCoord.x, gl_FragCoord.y, gl_SampleID);\n" " ivec3 result_coord = ivec3(gl_FragCoord.x, gl_FragCoord.y, sample_rate);\n" " int i;\n" " beginInvocationInterlockARB();\n" " vec4 current_sample_color = imageLoad(img_output, current_sample_coord);\n" " result.rgb += col_vary.a * col_vary.rgb + (1 - col_vary.a) * current_sample_color.rgb;\n" " imageStore(img_output, current_sample_coord, result);\n" "\n" " for (i = 0; i < sample_rate; i++) {\n" " if (i != gl_SampleID) {\n" " ivec3 sample_coord = ivec3(gl_FragCoord.x, gl_FragCoord.y, i);\n" " vec4 sample_color = imageLoad(img_output, sample_coord);\n" " result.rgb += sample_color.rgb;\n" " }\n" " }\n" " result.rgb /= sample_rate;\n" " imageStore(img_output, result_coord, result);\n" " endInvocationInterlockARB();\n" " col_out = result;\n" "}\n"; GLuint prog; prog = piglit_build_simple_program(vs_text, fs_text); glUseProgram(prog); glBindAttribLocation(prog, 0, "pos_in"); glBindAttribLocation(prog, 1, "col_in"); glLinkProgram(prog); if (!piglit_check_gl_error(GL_NO_ERROR)) { piglit_report_result(PIGLIT_FAIL); } return prog; } static GLuint make_texture_buffer(void) { GLuint tex; glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex); glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 2, GL_RGBA32F, piglit_width, piglit_height, false); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex); return tex; } static GLuint make_texture_blend(void) { GLuint tex; glGenTextures(1, &tex); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_3D, tex); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glBindImageTexture(0, tex, 0, GL_TRUE, 0, GL_READ_WRITE, GL_RGBA32F); return tex; } static GLuint make_vao(void) { static const float pos_col[18][6] = { { -1.0, -1.0, 0.0, 1.0, 0.0, 0.25 }, { 0.0, -1.0, 0.0, 1.0, 0.0, 0.25 }, { 0.0, 1.0, 0.0, 1.0, 0.0, 0.25 }, { 0.0, 1.0, 0.0, 1.0, 0.0, 0.25 }, { -1.0, 1.0, 0.0, 1.0, 0.0, 0.25 }, { -1.0, -1.0, 0.0, 1.0, 0.0, 0.25 }, { -1.0, -1.0, 1.0, 0.0, 0.0, 0.25 }, { 1.0, -1.0, 1.0, 0.0, 0.0, 0.25 }, { 1.0, 1.0, 1.0, 0.0, 0.0, 0.25 }, { 1.0, 1.0, 1.0, 0.0, 0.0, 0.25 }, { -1.0, 1.0, 1.0, 0.0, 0.0, 0.25 }, { -1.0, -1.0, 1.0, 0.0, 0.0, 0.25 }, { -1.0, -1.0, 0.0, 0.0, 1.0, 0.25 }, { 1.0, -1.0, 0.0, 0.0, 1.0, 0.25 }, { 1.0, 1.0, 0.0, 0.0, 1.0, 0.25 }, { 1.0, 1.0, 0.0, 0.0, 1.0, 0.25 }, { -1.0, 1.0, 0.0, 0.0, 1.0, 0.25 }, { -1.0, -1.0, 0.0, 0.0, 1.0, 0.25 } }; const int stride = sizeof(pos_col[0]); GLuint vbo, vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(pos_col), pos_col, GL_STATIC_DRAW); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, stride, (void *) 0); glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, stride, (void *)(sizeof(float) * 2)); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); if (!piglit_check_gl_error(GL_NO_ERROR)) { piglit_report_result(PIGLIT_FAIL); } return vao; } void piglit_init(int argc, char **argv) { piglit_require_extension("GL_ARB_fragment_shader_interlock"); glEnable(GL_MULTISAMPLE); glDisable(GL_CULL_FACE); glClearColor(0.0, 0.0, 0.0, 1.0); prog = make_shader_program(); vao = make_vao(); tex_frame = make_texture_buffer(); fbo = make_fbo(); tex_blend = make_texture_blend(); } enum piglit_result piglit_display(void) { int samples[4] = { 2, 4, 8, 16 }; bool pass = true; unsigned i, j, k; const unsigned result1[4] = { 47, 35, 63, 255 }; const unsigned result2[4] = { 47, 0, 63, 255 }; int max_samples; glViewport(0, 0, piglit_width, piglit_height); glGetIntegerv(GL_MAX_SAMPLES, &max_samples); for (i = 0; i < 4 && samples[i] <= max_samples; i++) { GLfloat *tex_data = calloc(piglit_width * piglit_height * (samples[i] + 1) * 4, sizeof(GLfloat)); glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA32F, piglit_width, piglit_height, samples[i] + 1, 0, GL_RGBA, GL_FLOAT, tex_data); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex_frame); glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples[i], GL_RGBA8, piglit_width, piglit_height, false); glUniform1i(1, samples[i]); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glUseProgram(prog); glDrawArrays(GL_TRIANGLES, 0, 18); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo); glDrawBuffer(GL_BACK); glBlitFramebuffer(0, 0, piglit_width, piglit_height, 0, 0, piglit_width, piglit_height, GL_COLOR_BUFFER_BIT, GL_NEAREST); pass = piglit_check_gl_error(GL_NO_ERROR) && pass; piglit_present_results(); glGetTexImage(GL_TEXTURE_3D, 0, GL_RGBA, GL_FLOAT, tex_data); for (j = 0; j < piglit_height; j++) { for (k = 0; k < piglit_width; k++) { unsigned l = ((piglit_width * piglit_height * samples[i]) + (j * piglit_width) + k) * 4; unsigned r = fabs(tex_data[l]) * 255; unsigned g = fabs(tex_data[l + 1]) * 255; unsigned b = fabs(tex_data[l + 2]) * 255; unsigned a = fabs(tex_data[l + 3]) * 255; if ((k < piglit_width / 2) && (r != result1[0] || g != result1[1] || b != result1[2] || a != result1[3])) { printf("observed %u %u %u %u %u %u\n", j, k, r, g, b, a); printf("expected %u %u %u %u %u %u\n", j, k, result1[0], result1[1], result1[2], result1[3]); pass = false; break; } if ((k > piglit_width / 2) && (r != result2[0] || g != result2[1] || b != result2[2] || a != result2[3])) { printf("observed %u %u %u %u %u %u\n", j, k, r, g, b, a); printf("expected %u %u %u %u %u %u\n", j, k, result1[0], result1[1], result1[2], result1[3]); pass = false; break; } } if (!pass) break; } free(tex_data); pass = piglit_check_gl_error(GL_NO_ERROR) && pass; if (!pass) break; } return pass ? PIGLIT_PASS : PIGLIT_FAIL; }