/* Copyright © 2018 Danylo Piliaiev * * 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. */ /** * Tests GL_ARB_texture_view interaction with ARB_shader_image_load_store. * Creates texture maps with different solid colors for each layer, * reads the framebuffer to ensure the rendered color is correct * and verifies that image has expected layers count. */ #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 struct test_info { GLenum target; const char* uniform_type; const char* img_layers_dimension; const char* img_access; int program; }; struct test_info tests[] = { {GL_TEXTURE_1D_ARRAY, "image1DArray", "y", "ivec2(0, tex_layer)", -1}, {GL_TEXTURE_2D_ARRAY, "image2DArray", "z", "ivec3(0, 0, tex_layer)", -1}, {GL_TEXTURE_CUBE_MAP_ARRAY, "imageCubeArray", "z * 6", "ivec3(0, 0, tex_layer)", -1}, }; static bool test_render_layers(const struct test_info *test) { GLuint tex; const GLint width = 16, height = 16, layers = 12; const GLint num_layers[] = {7, 11, 2, 4}; bool pass = true; glUseProgram(test->program); const GLint expected_layers_uniform = glGetUniformLocation(test->program, "expected_layers"); glGenTextures(1, &tex); glActiveTexture(GL_TEXTURE0); glBindTexture(test->target, tex); if (test->target == GL_TEXTURE_1D_ARRAY) { glTexStorage2D(test->target, 1, GL_RGBA8, width, layers); } else { glTexStorage3D(test->target, 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) { if (test->target == GL_TEXTURE_1D_ARRAY) { glTexSubImage2D(test->target, 0, 0, l, width, 1, GL_RGBA, GL_UNSIGNED_BYTE, buf); } else { glTexSubImage3D(test->target, 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 with restricted layers, bind it as image and draw a quad * using a single layer in the view range which varies every loop, check image's layers * count in a shader. */ for (GLint first_layer = 0; first_layer < ARRAY_SIZE(num_layers); first_layer++) { const int total_layers = test->target == GL_TEXTURE_CUBE_MAP_ARRAY ? 6 : num_layers[first_layer]; GLuint view_tex; glGenTextures(1, &view_tex); glTextureView(view_tex, test->target, tex, GL_RGBA8, 0, 1, first_layer, total_layers); glActiveTexture(GL_TEXTURE0); glBindImageTexture(0, view_tex, 0, GL_TRUE, 0, GL_READ_ONLY, GL_RGBA8); glUniform1i(expected_layers_uniform, total_layers); glClear(GL_COLOR_BUFFER_BIT); draw_3d_depth(-1.0, -1.0, 2.0, 2.0, total_layers - 1); const int expected_layer = first_layer + total_layers - 1; GLfloat expected[4]; expected[0] = Colors[expected_layer][0] / 255.0; expected[1] = Colors[expected_layer][1] / 255.0; expected[2] = Colors[expected_layer][2] / 255.0; expected[3] = 1.0; const int p = piglit_probe_pixel_rgba(piglit_width/2, piglit_height/2, expected); piglit_present_results(); if (!p) { printf("Wrong color for view min layer %d, expected layer %d\n", first_layer, expected_layer); pass = false; } glDeleteTextures(1, &view_tex); } glDeleteTextures(1, &tex); return pass; } enum piglit_result piglit_display(void) { bool pass = true; for (int test_idx = 0; test_idx < ARRAY_SIZE(tests); test_idx++) { const struct test_info *test = &tests[test_idx]; const bool subtest_pass = test_render_layers(test); piglit_report_subtest_result(subtest_pass ? PIGLIT_PASS : PIGLIT_FAIL, "layers rendering of %s", test->uniform_type); pass = pass && subtest_pass; } pass = piglit_check_gl_error(GL_NO_ERROR) && pass; return pass ? PIGLIT_PASS : PIGLIT_FAIL; } static const char *vs = "#version 150\n" "in vec4 piglit_vertex;\n" "in vec2 piglit_texcoord;\n" "flat out int tex_layer;\n" "void main() { \n" " gl_Position = vec4(piglit_vertex.xy, 0.0, 1.0);\n" " tex_layer = int(piglit_vertex.z);\n" "}\n"; static const char *fs_template = "#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" "flat in int tex_layer;\n" "layout(binding = 0, rgba8) uniform %s img;\n" "uniform int expected_layers;\n" "out vec4 color;\n" "void main() { \n" " if (imageSize(img).%s == expected_layers)\n" " color = vec4(imageLoad(img, %s).rgb, 1.0);\n" " else\n" " color = vec4(0.0);\n" "}\n"; 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"); for (int test_idx = 0; test_idx < ARRAY_SIZE(tests); test_idx++) { struct test_info *test = &tests[test_idx]; char fs[512]; snprintf(fs, sizeof(fs), fs_template, test->uniform_type, test->img_layers_dimension, test->img_access); test->program = piglit_build_simple_program(vs, fs); } }