/* Copyright © 2019 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. */ /** * Checks for a trivial bug in the mesa core code forgetting to clear * the texture unit _Layer variable. */ #include "piglit-util-gl.h" #include "common.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_core_version = 32; config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END static const char *vs = "#version 150\n" "in vec4 piglit_vertex;\n" "in vec2 piglit_texcoord;\n" "void main() { \n" " gl_Position = vec4(piglit_vertex.xy, 0.0, 1.0);\n" "}\n"; static const char *fs = "#version 150\n" "#extension GL_ARB_shader_image_size : enable\n" "#extension GL_ARB_shading_language_420pack : enable\n" "#extension GL_ARB_shader_image_load_store : enable\n" "layout(binding = 0, rgba8) uniform image2D img;\n" "out vec4 color;\n" "void main() { \n" " color = vec4(imageLoad(img, ivec2(0, 0)).rgb, 1.0);\n" "}\n"; static int program; static bool test_render_layers(void) { GLuint tex_array; const GLint width = 16, height = 16, layers = 12; bool pass = true; glUseProgram(program); glGenTextures(1, &tex_array); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D_ARRAY, tex_array); glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, width, height, layers); /* Load each array layer with a different color texture */ for (GLint l = 0; l < layers; l++) { GLubyte *buf = create_solid_image(width, height, 1, 4, l); if (buf != NULL) { glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, l, width, height, 1, GL_RGBA, GL_UNSIGNED_BYTE, buf); free(buf); } } pass = piglit_check_gl_error(GL_NO_ERROR) && pass; /* Create a view of texture on the last layer as a 2D array * texture. */ GLuint view_tex0; glGenTextures(1, &view_tex0); glTextureView(view_tex0, GL_TEXTURE_2D_ARRAY, tex_array, GL_RGBA8, 0, 1, layers - 1, 1); glActiveTexture(GL_TEXTURE0); glBindImageTexture(0, view_tex0, 0, GL_FALSE, layers - 1, GL_READ_ONLY, GL_RGBA8); glClear(GL_COLOR_BUFFER_BIT); draw_3d_depth(-1.0, -1.0, 2.0, 2.0, 0); /* Create another view of texture again on the last layer, but * this time as a 2D texture. This will trigger a bug on i965 * because some internal variable doesn't get cleared up and * it ends up adding the offset layer of the previous texture * stored on the texture unit. */ GLuint view_tex1; glGenTextures(1, &view_tex1); glTextureView(view_tex1, GL_TEXTURE_2D, tex_array, GL_RGBA8, 0, 1, layers - 1, 1); glBindImageTexture(0, view_tex1, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8); glClear(GL_COLOR_BUFFER_BIT); draw_3d_depth(-1.0, -1.0, 2.0, 2.0, 0); glDeleteTextures(1, &view_tex0); glDeleteTextures(1, &view_tex1); glDeleteTextures(1, &tex_array); return pass; } enum piglit_result piglit_display(void) { return test_render_layers() ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { piglit_require_extension("GL_ARB_texture_storage"); piglit_require_extension("GL_ARB_texture_view"); piglit_require_extension("GL_ARB_shader_image_load_store"); piglit_require_extension("GL_ARB_shader_image_size"); program = piglit_build_simple_program(vs, fs); }