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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 depth 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 renders to a depth array texture which is attached to
* a framebuffer. The texture has 5 layers and 7 LODs.
*
* Once depths have been rendered to each array slice & LOD, the test
* then verifies the depth value in each array slice & LOD.
*/
#include "piglit-util-gl.h"
#define PAD 5
#define SIZE 64
#define LAYERS 5
#define LOD 7
#define DRAW_COUNT LAYERS * LOD
#define STRINGIFY(x) #x
#define EXP_STRINGIFY(x) STRINGIFY(x)
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 drawing_level;\n"
"in vec2 vertex;\n"
"out vec3 color;\n"
"int num_layers = " EXP_STRINGIFY(LAYERS) ";\n"
"int draw_count = " EXP_STRINGIFY(DRAW_COUNT) ";\n"
"float get_z()\n"
"{\n"
" return float((drawing_level * num_layers) + gl_InstanceID) / draw_count;\n"
"}\n"
"void main()\n"
"{\n"
" gl_Position = vec4(vertex, get_z(), 1.0);\n"
" gl_Layer = gl_InstanceID;\n"
"}\n";
static GLuint fill_tex_program;
static bool
render_tex_layers(GLuint tex)
{
int lod;
GLint drawing_level_loc, vertex_loc;
GLenum status;
int color_index = 0;
int size;
glUseProgram(fill_tex_program);
drawing_level_loc = glGetUniformLocation(fill_tex_program, "drawing_level");
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_DEPTH_ATTACHMENT, 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;
}
/* Clear background to gray */
glClearDepth(1.0);
glClear(GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, size, size);
glUniform1i(drawing_level_loc, lod);
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, LAYERS);
color_index += LAYERS;
}
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, 0, 0);
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_DEPTH_COMPONENT,
size, size, LAYERS, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
}
render_tex_layers(tex);
return tex;
}
/* Attach the texture layer/lod to the read framebuffer
*/
static void
set_up_read_framebuffer(GLuint tex, int level, int layer)
{
GLenum status;
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER,
GL_DEPTH_ATTACHMENT,
tex, level, layer);
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status == GL_FRAMEBUFFER_UNSUPPORTED && level == 0) {
printf("This buffer combination is unsupported\n");
piglit_report_result(PIGLIT_SKIP);
} else if (status != GL_FRAMEBUFFER_COMPLETE) {
printf("FBO incomplete at miplevel %d\n", level);
piglit_report_result(PIGLIT_FAIL);
}
}
static GLboolean
test_texture(GLuint tex)
{
int layer, lod;
GLboolean retval = GL_TRUE;
float expected;
float draw_count = LAYERS * LOD;
int dim = SIZE;
for (lod = 0; lod < LOD; lod++) {
for (layer = 0; layer < LAYERS; layer++) {
GLboolean pass;
set_up_read_framebuffer(tex, lod, layer);
expected = ((float)(lod * LAYERS) + layer) / draw_count;
expected = (expected / 2.0) + 0.5;
pass = piglit_probe_rect_depth(0, 0, dim, dim, expected);
retval = retval && pass;
}
dim >>= 1;
}
return retval;
}
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},
};
glEnable(GL_DEPTH_TEST);
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);
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, NULL);
piglit_check_gl_error(GL_NO_ERROR);
}
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