/* * Copyright © 2017 Fabian Bieler * * 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. * */ /** @file texture-halves-ping-pong-operation-chain.c * * From the GL_ARB_texture_barrier spec: * * "Specifically, the values of rendered fragments are undefined if any * shader stage fetches texels and the same texels are written via fragment * shader outputs, even if the reads and writes are not in the same Draw * call, unless any of the following exceptions apply: * * - The reads and writes are from/to disjoint sets of texels (after * accounting for texture filtering rules). * * - There is only a single read and write of each texel, and the read is in * the fragment shader invocation that writes the same texel (e.g. using * "texelFetch2D(sampler, ivec2(gl_FragCoord.xy), 0);"). * * - If a texel has been written, then in order to safely read the result * a texel fetch must be in a subsequent Draw separated by the command * * void TextureBarrier(void); * * TextureBarrier() will guarantee that writes have completed and caches * have been invalidated before subsequent Draws are executed." * * This test aims to test points 1 and 3 of that statement. * * It uses an uint texture bound as the colorbuffer and texture sampler * source. It renders 6 passes. * Every pass one half of the texture is sampled from while the other is * written to. Which is which is swapped every pass. * The operations in the passes are chosen so that the end result will differ * if any pass is missing or the passes aren't executed in the correct order. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 31; config.supports_gl_core_version = 31; config.window_visual = PIGLIT_GL_VISUAL_RGB; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END static unsigned tex, render_pass_loc; static int width; static int height; static const char *vs_text = "#version 130\n" "in vec4 piglit_vertex;" "void main() {\n" " gl_Position = piglit_vertex;\n" "}\n"; static const char *fs_text = "#version 130\n" "uniform int render_pass;\n" "uniform usampler2D fb;\n" "out uvec4 color;\n" "void main() {\n" " int x_ofs = textureSize(fb, 0).x / 2;\n" " x_ofs *= render_pass % 2 != 0 ? -1 : 1;\n" " ivec2 tex_coord = ivec2(gl_FragCoord.xy) + ivec2(x_ofs, 0);\n" " uvec4 prev_color = texelFetch(fb, tex_coord, 0);\n" " switch (render_pass) {\n" " case 0:\n" " color = uvec4(1);\n" " break;\n" " case 1:\n" " color = prev_color * 2u;\n" " break;\n" " case 2:\n" " color = prev_color + 2u;\n" " break;\n" " case 3:\n" " color = prev_color ^ 1023u;\n" " break;\n" " case 4:\n" " color = prev_color << 2u;\n" " break;\n" " case 5:\n" " color = prev_color % 32u;\n" " break;\n" " }\n" "}\n"; enum piglit_result piglit_display(void) { bool pass = true; glClear(GL_COLOR_BUFFER_BIT); for (int i = 0; true; ++i) { glUniform1i(render_pass_loc, i); if (i%2) piglit_draw_rect(0, -1, 1, 2); else piglit_draw_rect(-1, -1, 1, 2); if (i >= 5) break; glTextureBarrier(); } unsigned color = 1; color *= 2; color += 2; color ^= 1023; color <<= 2; const unsigned expected_left[] = { color, 0, 0, 1 }; color %= 32; const unsigned expected_right[] = { color, 0, 0, 1 }; pass = piglit_probe_rect_rgba_uint(0, 0, width / 2, height, expected_left) && pass; pass = piglit_probe_rect_rgba_uint(width / 2, 0, width / 2, height, expected_right) && pass; pass = piglit_check_gl_error(GL_NO_ERROR) && pass; return pass ? PIGLIT_PASS : PIGLIT_FAIL; } static void initialize_texture() { glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D, tex); glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, width, height); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); } static void initialize_fbo() { unsigned fbo; glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0); assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE); } static void initialize_program() { unsigned prog; prog = piglit_build_simple_program(vs_text, fs_text); glUseProgram(prog); render_pass_loc = glGetUniformLocation(prog, "render_pass"); if (render_pass_loc == -1) { fprintf(stderr, "Error getting uniform render_pass.\n"); piglit_report_result(PIGLIT_FAIL); } int fb_loc = glGetUniformLocation(prog, "fb"); glUniform1i(fb_loc, 0); } void piglit_init(int argc, char **argv) { piglit_require_extension("GL_ARB_framebuffer_object"); piglit_require_extension("GL_ARB_texture_barrier"); piglit_require_GLSL_version(130); width = 256; height = 128; initialize_program(); initialize_texture(); initialize_fbo(); glViewport(0, 0, width, height); }