/* * 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. */ /* * A test to check whether the right values are written to gl_SampleMaskIn * when ARB_post_depth_coverage, sample shading and multisampling are enabled. * Tests at 2, 4, 8, 16 sample rates. */ #include "piglit-util-gl.h" 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 static GLuint prog1, prog2, vao, ssbo, tex_color, tex_depth, fbo; static GLint *sample_mask; static const char *vs_text = "#version 430\n" "in vec4 pos_in;\n" "void main()\n" "{\n" " gl_Position = pos_in;\n" "}\n"; static const char *fs_text1 = "#version 430\n" "out vec4 color;\n" "void main()\n" "{\n" " gl_FragDepth = 0.5f;\n" " color = vec4(0.0, 1.0, 0.0, 1.0);\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" "layout(location = 1) uniform int width;\n" "layout(location = 2) uniform int samples;\n" "void main()\n" "{\n" " int index = int(gl_FragCoord.y) * width + int(gl_FragCoord.x);\n" " if (gl_SampleMaskIn[0] == (1 << gl_SampleID)) {\n" " mask_output.data[index] = 1;\n" " } else {\n" " mask_output.data[index] = 0;\n" " }\n" " color = vec4(1.0, 0.0, 0.0, 1.0);\n" "}\n"; static GLuint make_shader_program1(void) { GLuint prog; prog = piglit_build_simple_program(vs_text, fs_text1); glUseProgram(prog); glBindAttribLocation(prog, 0, "pos_in"); glLinkProgram(prog); if (!piglit_check_gl_error(GL_NO_ERROR)) { piglit_report_result(PIGLIT_FAIL); } return prog; } static GLuint make_shader_program2(void) { GLuint prog; prog = piglit_build_simple_program(vs_text, fs_text2); glUseProgram(prog); glBindAttribLocation(prog, 0, "pos_in"); glLinkProgram(prog); if (!piglit_check_gl_error(GL_NO_ERROR)) { piglit_report_result(PIGLIT_FAIL); } return prog; } static GLuint make_ssbo(void) { GLuint ssbo; glGenBuffers(1, &ssbo); glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo); if (!piglit_check_gl_error(GL_NO_ERROR)) { piglit_report_result(PIGLIT_FAIL); } return ssbo; } static GLuint make_fbo(void) { GLuint fbo; glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo ); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex_color); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, tex_color, 0); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex_depth); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, tex_depth, 0); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0); return fbo; } static GLuint make_texture_color(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, 0); return tex; } static GLuint make_texture_depth(void) { GLuint tex; glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex); glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 2, GL_DEPTH24_STENCIL8, piglit_width, piglit_height, false); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0); return tex; } static GLuint make_vao(void) { static const float pos_tc[12][2] = { { -1.0, -1.0 }, { 0.0, -1.0 }, { 0.0, 1.0 }, { 0.0, 1.0 }, { -1.0, 1.0 }, { -1.0, -1.0 }, { -1.0, -1.0 }, { 1.0, -1.0 }, { 1.0, 1.0 }, { 1.0, 1.0 }, { -1.0, 1.0 }, { -1.0, -1.0 } }; const int stride = sizeof(pos_tc[0]); GLuint vbo, vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(pos_tc), pos_tc, GL_STATIC_DRAW); piglit_check_gl_error(GL_NO_ERROR); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, stride, (void *) 0); glEnableVertexAttribArray(0); if (!piglit_check_gl_error(GL_NO_ERROR)) { piglit_report_result(PIGLIT_FAIL); } return vbo; } void piglit_init(int argc, char **argv) { piglit_require_extension("GL_ARB_post_depth_coverage"); glEnable(GL_DEPTH_TEST); glEnable(GL_STENCIL_TEST); glEnable(GL_MULTISAMPLE); glEnable(GL_SAMPLE_SHADING); glMinSampleShading(1); glClearColor(0.0, 0.0, 0.0, 1.0); prog1 = make_shader_program1(); prog2 = make_shader_program2(); vao = make_vao(); ssbo = make_ssbo(); tex_color = make_texture_color(); tex_depth = make_texture_depth(); fbo = make_fbo(); } enum piglit_result piglit_display(void) { int samples[4] = { 2, 4, 8, 16 }; int max_samples; bool pass = true; int i, j, k; glViewport(0, 0, piglit_width, piglit_height); glGetIntegerv(GL_MAX_SAMPLES, &max_samples); for (j = 0; j < 4 && samples[j] <= max_samples; j++) { sample_mask = (GLint*) calloc (piglit_width * piglit_height, sizeof(GLint)); glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GLint) * piglit_width * piglit_height, &sample_mask[0], GL_DYNAMIC_DRAW); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, ssbo); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex_color); glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples[j], GL_RGBA8, piglit_width, piglit_height, false); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex_depth); glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples[j], GL_DEPTH24_STENCIL8, piglit_width, piglit_height, false); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glUseProgram(prog1); glStencilFunc(GL_ALWAYS, 1, 0xFF); glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); glDrawArrays(GL_TRIANGLES, 0, 6); glUseProgram(prog2); glStencilFunc(GL_NOTEQUAL, 1, 0xFF); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glUniform1i(1, piglit_width); glUniform1i(2, samples[j]); glDrawArrays(GL_TRIANGLES, 6, 6); glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, sizeof(GLint) * piglit_width * piglit_height, sample_mask); for (i = 0; i < piglit_width; i++) { for (k = 0; k < piglit_height; k++) { if (i >= piglit_width / 2) { if (sample_mask[piglit_width * k + i] != 1) { pass = false; break; } } else { if (sample_mask[piglit_width * k + i] != 0) { pass = false; break; } } } if (!pass) break; } 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); piglit_present_results(); free(sample_mask); if (!pass) break; } pass = piglit_check_gl_error(GL_NO_ERROR) && pass; return pass ? PIGLIT_PASS : PIGLIT_FAIL; }