/* * Copyright (c) 2017 Red Hat Inc. * * 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 that when ARB_post_depth_coverage is enabled, the values in * gl_SampleMaskIn accurately reflect the results of the depth test being run * before the respective fragment shader invocation. As well, we also check to * make sure that when the extension is disabled, the values in * gl_SampleMaskIn do not reflect the results of the depth test in each * respective fragment shader invocation. * For good measure, we test this behavior at sample rates of 2, 4, 8, and 16 * (if the GPU does not support a high enough sample rate to test all of these * rates, we skip the ones we can't test). */ PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 43; config.supports_gl_core_version = 43; config.window_width = 160; config.window_height = 160; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DEPTH | PIGLIT_GL_VISUAL_DOUBLE; PIGLIT_GL_TEST_CONFIG_END GLint prog1, prog2, prog3; static const char *vs_text = "#version 430\n" "in vec4 piglit_vertex;\n" "void main() {\n" " gl_Position = piglit_vertex;\n" "}\n"; static const char *fs_text1 = "#version 430\n" "out vec4 color;\n" "void main() {\n" " color = vec4(1.0, 0.0, 0.0, 1.0);\n" " gl_SampleMask[0] = 1;\n" "}\n"; static const char *fs_text2 = "#version 430\n" "#extension GL_ARB_post_depth_coverage: enable\n" "out vec4 color;\n" "layout(early_fragment_tests) in;\n" "layout(post_depth_coverage) in;\n" "layout(std430, binding = 0) buffer MaskOutput {\n" " int data[];\n" "} mask_output;\n" "void main() {\n" " int index = int(gl_FragCoord.y) * 160 + int(gl_FragCoord.x);\n" " atomicOr(mask_output.data[index], gl_SampleMaskIn[0]);\n" " color = vec4(0.0, 1.0, 0.0, 1.0);\n" "}\n"; static const char *fs_text3 = "#version 430\n" "out vec4 color;\n" "layout(early_fragment_tests) in;\n" "layout(std430, binding = 0) buffer MaskOutput {\n" " int data[];\n" "} mask_output;\n" "void main() {\n" " int index = int(gl_FragCoord.y) * 160 + int(gl_FragCoord.x);\n" " atomicOr(mask_output.data[index], gl_SampleMaskIn[0]);\n" " color = vec4(0.0, 1.0, 0.0, 1.0);\n" "}\n"; static inline bool draw_and_check_sample_mask(GLint prog, int sample_count, int ssbo_value) { const size_t sample_mask_size = piglit_width * piglit_height; GLint *sample_mask = calloc(sizeof(GLint), sample_mask_size); GLuint fbo, tex_color, tex_depth, ssbo; int i; bool ret = true; glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); /* Create new textures */ glGenTextures(1, &tex_color); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex_color); glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, sample_count, GL_RGBA32F, piglit_width, piglit_height, false); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, tex_color, 0); glGenTextures(1, &tex_depth); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex_depth); glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, sample_count, GL_DEPTH_COMPONENT24, piglit_width, piglit_height, false); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, tex_depth, 0); /* Setup the ssbo */ glGenBuffers(1, &ssbo); glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo); glBufferData(GL_SHADER_STORAGE_BUFFER, sample_mask_size * sizeof(GLint), sample_mask, GL_DYNAMIC_DRAW); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, ssbo); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if (!piglit_check_gl_error(GL_NO_ERROR)) { ret = false; goto finish; } /* Draw a rectangle that covers the entire depth texture, but only in * the first sample. */ glUseProgram(prog1); piglit_draw_rect_z(0.25, -1.0, -1.0, 4.0, 4.0); /* Now draw another rectangle that inhabits all of the samples, and * see which ones are covered in gl_SampleMaskIn when the fragment * shader is executed. */ glUseProgram(prog); piglit_draw_rect_z(0.5, -1.0, -1.0, 4.0, 4.0); glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, sample_mask_size * sizeof(GLint), sample_mask); for (i = 0; i < sample_mask_size; i++) { if (sample_mask[i] != ssbo_value) { fprintf(stderr, "(%d, %d) expected 0x%x in ssbo, got 0x%x\n", i % 160, i / 160, ssbo_value, sample_mask[i]); ret = false; break; } } glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, piglit_winsys_fbo); glBlitFramebuffer(0, 0, piglit_width, piglit_height, 0, 0, piglit_width, piglit_height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); glBindFramebuffer(GL_FRAMEBUFFER, piglit_winsys_fbo); piglit_present_results(); finish: glDeleteTextures(2, (GLuint[2]) { tex_color, tex_depth }); glDeleteBuffers(1, &ssbo); glDeleteFramebuffers(1, &fbo); free(sample_mask); return ret; } void piglit_init(int argc, char **argv) { piglit_require_extension("GL_ARB_post_depth_coverage"); glEnable(GL_DEPTH_TEST); glEnable(GL_MULTISAMPLE); glClearColor(0.2, 0.2, 0.2, 0.2); prog1 = piglit_build_simple_program(vs_text, fs_text1); prog2 = piglit_build_simple_program(vs_text, fs_text2); prog3 = piglit_build_simple_program(vs_text, fs_text3); } enum piglit_result piglit_display(void) { const int samples[] = {2, 4, 8, 16}; int max_sample_count, mask, i, j; bool pass = true; glGetIntegerv(GL_MAX_SAMPLES, &max_sample_count); glViewport(0, 0, piglit_width, piglit_height); for (i = 0; i < ARRAY_SIZE(samples) && samples[i] <= max_sample_count; i++) { for (j = 0, mask = 0; j < samples[i]; j++) mask |= (1 << j); /* With post depth coverage, the depth test will be run on * each sample before the fragment shader's invocation. As a * result, sample 0 should fail the depth test and * gl_SampleMaskIn[0] should indicate that all samples but 0 * are covered by the fragment shader. */ if (!draw_and_check_sample_mask(prog2, samples[i], mask & ~1)) pass = false; /* Without post depth coverage, the depth test will not have * been run by the time that the fragment shader is invoked, * and thus gl_SampleMaskIn[0] will indicate that all samples * are covered by the fragment shader. */ if (!draw_and_check_sample_mask(prog3, samples[i], mask)) pass = false; } return pass ? PIGLIT_PASS : PIGLIT_FAIL; }