Commit f2632482 authored by Paul Berry's avatar Paul Berry

texturing: add full "round trip" test of array depth textures.

This test provokes a bug in Mesa as of 8/23/12 (commit 1cb07bd): when
fast depth clears are performed on multiple layers of a multilayer
depth texture (such as a 2D array or a cubemap texture), the
implementation doesn't properly track the need for depth resolves,
resulting in incorrect data when the texture is later used for
texturing.  See https://bugs.freedesktop.org/show_bug.cgi?id=50270.

Although the bug was initially discovered using cubemap textures, this
test provokes it using a 2D array texture, so that we don't have to
reason about the coordinate transformations involved in cube map
texture lookup.
Reviewed-by: default avatarChad Versace <chad.versace@linux.intel.com>
Reviewed-by: default avatarIan Romanick <ian.d.romanick@intel.com>
parent 27fa7e74
......@@ -700,6 +700,7 @@ create_context_es2_profile['invalid OpenGL ES version'] = PlainExecTest(['glx-cr
texturing = Group()
add_concurrent_test(texturing, '1-1-linear-texture')
add_plain_test(texturing, 'array-depth-roundtrip')
add_plain_test(texturing, 'array-texture')
add_plain_test(texturing, 'copytexsubimage')
add_plain_test(texturing, 'copyteximage-border')
......
......@@ -18,6 +18,7 @@ if(NOT USE_WAFFLE)
endif(NOT USE_WAFFLE)
piglit_add_executable (1-1-linear-texture 1-1-linear-texture.c)
piglit_add_executable (array-depth-roundtrip array-depth-roundtrip.c)
piglit_add_executable (array-texture array-texture.c)
piglit_add_executable (compressedteximage compressedteximage.c)
piglit_add_executable (copytexsubimage copytexsubimage.c)
......
/*
* Copyright © 2012 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.
*/
/** \file array-depth-roundtrip.c
*
* Test that an array texture containing depth data works properly
* when making a full "roundtrip" through both the GPU's rendering
* pipeline and texturing operations.
*
* The test performs the following steps:
*
* - Create an array texture containing depth data.
*
* - Bind each slice of the array texture to a framebuffer, clear it,
* and render a quad to it. A different depth value is used for
* each slice of the array.
*
* - Use a shader to read from each slice of the array texture and
* render to the window system framebuffer.
*
* - Verify that correct data was rendered to the window system
* framebuffer.
*/
#include "piglit-util-gl-common.h"
#define TEX_WIDTH 56
#define TEX_HEIGHT 56
#define NUM_TILES_ACROSS 4
#define NUM_TILES_DOWN 4
#define TEX_DEPTH (NUM_TILES_ACROSS * NUM_TILES_DOWN)
PIGLIT_GL_TEST_MAIN(
TEX_WIDTH * NUM_TILES_ACROSS,
TEX_HEIGHT * NUM_TILES_DOWN,
GLUT_DOUBLE | GLUT_RGB)
GLuint tex;
GLuint fb;
GLuint prog;
GLint samp_loc;
GLint proj_loc;
GLint tex_depth_loc;
const char *vs_text = \
"#version 130\n"
"uniform mat4 proj;\n"
"uniform float tex_depth;\n"
"out vec3 tex_coord;\n"
"void main()\n"
"{\n"
" gl_Position = proj * gl_Vertex;\n"
" tex_coord = vec3(gl_Vertex.xy, tex_depth);\n"
"}\n";
const char *fs_text = \
"#version 130\n"
"uniform sampler2DArray samp;\n"
"in vec3 tex_coord;\n"
"void main()\n"
"{\n"
" gl_FragColor = texture(samp, tex_coord);\n"
"}\n";
void
piglit_init(int argc, char **argv)
{
GLuint vs, fs;
piglit_require_gl_version(30);
vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_text);
fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_text);
prog = piglit_link_simple_program(vs, fs);
samp_loc = glGetUniformLocation(prog, "samp");
proj_loc = glGetUniformLocation(prog, "proj");
tex_depth_loc = glGetUniformLocation(prog, "tex_depth");
/* Create the array texture */
glGenTextures(1, &tex);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0 /* level */,
GL_DEPTH_COMPONENT, TEX_WIDTH, TEX_HEIGHT, TEX_DEPTH,
0 /* border */, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE,
GL_NONE);
glGenFramebuffers(1, &fb);
if (!piglit_check_gl_error(GL_NO_ERROR))
piglit_report_result(PIGLIT_FAIL);
}
enum piglit_result
piglit_display()
{
int zoffset, x_tile, y_tile, i;
float depth_value;
float expected[3];
bool pass = true;
/* Bind each level of the array texture to the framebuffer,
* clear it, and render a quad to it, using a depth value that
* is different in each array slice.
*/
glBindFramebuffer(GL_FRAMEBUFFER, fb);
glViewport(0, 0, TEX_WIDTH, TEX_HEIGHT);
glUseProgram(0);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
for (zoffset = 0; zoffset < TEX_DEPTH; ++zoffset) {
glFramebufferTextureLayer(GL_FRAMEBUFFER,
GL_DEPTH_ATTACHMENT,
tex, 0 /* level */, zoffset);
glClear(GL_DEPTH_BUFFER_BIT);
depth_value = zoffset / (float) (TEX_DEPTH - 1);
/* Adjust depth_value to [-1, 1] range to account for
* the fact that the pipeline translates from [-1, 1]
* to [0, 1].
*/
depth_value = depth_value * 2.0 - 1.0;
piglit_draw_rect_z(depth_value,
-1, -1, 2, 2);
}
/* Use a shader to read from each slice of the array texture
* and render to the window system framebuffer.
*/
glBindFramebuffer(GL_FRAMEBUFFER, piglit_winsys_fbo);
glViewport(0, 0, piglit_width, piglit_height);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(prog);
glUniform1i(samp_loc, 0);
for (y_tile = 0; y_tile < NUM_TILES_DOWN; ++y_tile) {
for (x_tile = 0; x_tile < NUM_TILES_ACROSS; ++x_tile) {
float xscale = 2.0 / NUM_TILES_ACROSS;
float yscale = 2.0 / NUM_TILES_DOWN;
float proj[4][4] = {
{ xscale, 0, 0, xscale * x_tile - 1 },
{ 0, yscale, 0, yscale * y_tile - 1 },
{ 0, 0, 0, 0 },
{ 0, 0, 0, 1 }
};
zoffset = NUM_TILES_ACROSS * y_tile + x_tile;
glUniformMatrix4fv(proj_loc, 1, GL_TRUE, &proj[0][0]);
glUniform1f(tex_depth_loc, zoffset);
piglit_draw_rect(0, 0, 1, 1);
}
}
/* Verify that correct data was rendered. */
for (y_tile = 0; y_tile < NUM_TILES_DOWN; ++y_tile) {
for (x_tile = 0; x_tile < NUM_TILES_ACROSS; ++x_tile) {
zoffset = NUM_TILES_ACROSS * y_tile + x_tile;
printf("Probing array slice %d\n", zoffset);
depth_value = zoffset / (float) (TEX_DEPTH - 1);
for (i = 0; i < 3; ++i)
expected[i] = depth_value;
pass = piglit_probe_rect_rgb(x_tile * TEX_WIDTH,
y_tile * TEX_HEIGHT,
TEX_WIDTH, TEX_HEIGHT,
expected) && pass;
}
}
pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
piglit_present_results();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
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