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/*
* Copyright (c) 2013 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.
*
*/
/*
* Test 2D array texture rendering with gl_Layer (AMD_vertex_shader_layer)
*
* This test uses layered rendering (gl_Layer) within the vertex shader.
* Support for gl_Layer in VS is added by the AMD_vertex_shader_layer
* extension.
*
* This test first draws to a color array texture which is attached to
* a framebuffer. The texture has 5 layers and 7 LODs.
*
* Once colors have been rendered to each array slice & LOD, the test
* then uses the texture to draw on the system framebuffer and verifies
* that the expected colors appear.
*/
#include "piglit-util-gl.h"
#define PAD 5
#define SIZE 64
#define LAYERS 5
#define LOD 7
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_core_version = 31;
config.supports_gl_compat_version = 31;
config.window_width = (((SIZE+PAD)*LAYERS)+PAD);
config.window_height = (((SIZE+PAD)*2)+PAD);
config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGB;
PIGLIT_GL_TEST_CONFIG_END
static GLuint rectangle_vertices_bo;
/* VS and FS to fill the 2D array texture */
static const char *fill_tex_vs =
"#version 140\n"
"#extension GL_AMD_vertex_shader_layer: enable\n"
"uniform int color_bias;\n"
"in vec2 vertex;\n"
"out vec3 color;\n"
"vec3 get_color(int num)\n"
"{\n"
" vec3 result = vec3(0.0);\n"
" if ((num & 4) != 0) result.r = 1.0;"
" if ((num & 2) != 0) result.g = 1.0;"
" if ((num & 1) != 0) result.b = 1.0;"
" return result;\n"
"}\n"
"void main()\n"
"{\n"
" gl_Position = vec4(vertex, vec2(0.0, 1.0));\n"
" gl_Layer = gl_InstanceID;\n"
" color = get_color(color_bias + gl_InstanceID);\n"
"}\n";
static const char *fill_tex_fs =
"#version 140\n"
"in vec3 color;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(color, 1.0);\n"
"}\n";
/* VS and FS to use and test the 2D array texture */
static const char *use_tex_vs =
"#version 130\n"
"in vec2 vertex;\n"
"out vec2 coord;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(vertex, vec2(0.0, 1.0));\n"
" coord = (vertex * 0.5) + 0.5;\n"
"}\n";
static const char *use_tex_fs =
"#version 130\n"
"uniform sampler2DArray tex; \n"
"uniform int layer;\n"
"uniform int lod;\n"
"in vec2 coord;\n"
"void main()\n"
"{\n"
" gl_FragColor = textureLod(tex, vec3(coord, float(layer)), lod);\n"
"}\n";
static GLuint fill_tex_program;
static GLuint use_tex_program;
static int get_x(int layer)
{
return ((SIZE + PAD) * layer) + PAD;
}
static int get_y(int layer, int lod)
{
int size = SIZE >> lod;
return PAD + (((1 << lod) - 1) * 2 * size);
}
static const GLfloat *get_color(int num)
{
int color_index;
static const GLfloat colors[][3] = {
{0.0, 0.0, 0.0},
{0.0, 0.0, 1.0},
{0.0, 1.0, 0.0},
{0.0, 1.0, 1.0},
{1.0, 0.0, 0.0},
{1.0, 0.0, 1.0},
{1.0, 1.0, 0.0},
{1.0, 1.0, 1.0},
};
color_index = num % ARRAY_SIZE(colors);
return colors[color_index];
}
static bool
render_tex_layers(GLuint tex)
{
int lod;
GLint color_bias_loc;
GLint vertex_loc;
GLenum status;
int color_index = 0;
int size;
glUseProgram(fill_tex_program);
color_bias_loc = glGetUniformLocation(fill_tex_program, "color_bias");
glBindBuffer(GL_ARRAY_BUFFER, rectangle_vertices_bo);
vertex_loc = glGetAttribLocation(fill_tex_program, "vertex");
glVertexAttribPointer(vertex_loc, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(vertex_loc);
for (lod = 0; lod < LOD; lod++) {
size = SIZE >> lod;
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, lod);
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
fprintf(stderr, "fbo incomplete (status = %s)\n",
piglit_get_gl_enum_name(status));
return false;
}
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glViewport(0, 0, size, size);
glUniform1i(color_bias_loc, color_index);
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, LAYERS);
color_index += LAYERS;
}
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 0, 0);
glBindFramebuffer(GL_FRAMEBUFFER, piglit_winsys_fbo);
glDisableVertexAttribArray(vertex_loc);
return true;
}
static GLuint
build_texture(void)
{
GLuint tex;
int lod;
int size;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
for (lod = 0; lod < LOD; lod++) {
size = SIZE >> lod;
glTexImage3D(GL_TEXTURE_2D_ARRAY, lod, GL_RGBA,
size, size, LAYERS, 0, GL_RGBA, GL_FLOAT, NULL);
}
render_tex_layers(tex);
return tex;
}
static void
draw_box(GLuint tex, int layer, int lod)
{
GLint layer_loc, lod_loc, vertex_loc;
int x = get_x(layer);
int y = get_y(layer, lod);
int size = SIZE >> lod;
layer_loc = glGetUniformLocation(use_tex_program, "layer");
lod_loc = glGetUniformLocation(use_tex_program, "lod");
glBindBuffer(GL_ARRAY_BUFFER, rectangle_vertices_bo);
vertex_loc = glGetAttribLocation(use_tex_program, "vertex");
glVertexAttribPointer(vertex_loc, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(vertex_loc);
glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
glViewport(x, y, size, size);
glUniform1i(layer_loc, layer);
glUniform1i(lod_loc, lod);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(vertex_loc);
}
static GLboolean
test_results(int layer, int lod)
{
int x = get_x(layer);
int y = get_y(layer, lod);
const GLfloat *expected_color3f = get_color((lod * LAYERS) + layer);
GLboolean pass;
int size = SIZE >> lod;
pass = piglit_probe_rect_rgb(x, y, size, size, expected_color3f);
if (!pass) {
printf("2D array failed at size %d, layer %d\n",
size, layer);
}
return pass;
}
static GLboolean
test_texture(GLuint tex)
{
int layer, lod;
GLint tex_loc;
GLboolean pass = GL_TRUE;
glUseProgram(use_tex_program);
glActiveTexture(GL_TEXTURE0);
tex_loc = glGetUniformLocation(use_tex_program, "tex");
glUniform1i(tex_loc, 0);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER,
GL_NEAREST_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
for (lod = 0; lod < LOD; lod++) {
for (layer = 0; layer < LAYERS; layer++) {
draw_box(tex, layer, lod);
}
}
for (lod = 0; lod < LOD; lod++) {
for (layer = 0; layer < LAYERS; layer++) {
pass = test_results(layer, lod) && pass;
}
}
glUseProgram(0);
return pass;
}
enum piglit_result
piglit_display(void)
{
GLboolean pass;
GLuint vao, fbo;
GLuint tex;
static const GLfloat verts[4][2] = {
{ 1.0, -1.0},
{-1.0, -1.0},
{ 1.0, 1.0},
{-1.0, 1.0},
};
/* Clear background to gray */
glClearColor(0.5, 0.5, 0.5, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &rectangle_vertices_bo);
glBindBuffer(GL_ARRAY_BUFFER, rectangle_vertices_bo);
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
tex = build_texture();
pass = test_texture(tex);
glDeleteTextures(1, &tex);
piglit_present_results();
glDeleteBuffers(1, &rectangle_vertices_bo);
glDeleteFramebuffers(1, &fbo);
glDeleteVertexArrays(1, &vao);
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
void
piglit_init(int argc, char **argv)
{
/* For glFramebufferTexture we need either GL 3.2 or
* GL_ARB_geometry_shader4.
*/
if (piglit_get_gl_version() < 32) {
piglit_require_extension("GL_ARB_geometry_shader4");
}
piglit_require_extension("GL_AMD_vertex_shader_layer");
fill_tex_program = piglit_build_simple_program(fill_tex_vs, fill_tex_fs);
piglit_check_gl_error(GL_NO_ERROR);
use_tex_program = piglit_build_simple_program(use_tex_vs, use_tex_fs);
piglit_check_gl_error(GL_NO_ERROR);
}
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