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/*
* Copyright 2017 Advanced Micro Devices, Inc.
*
* 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 samplemask.c
*
* Test two properties of gl_SampleMask and gl_SampleMaskIn for different
* sample rates, while rendering a slightly off-center triangle fan that
* covers the entire window, to thoroughly exercise cases where pixels are
* partially covered:
*
* 1. Setting all bits of gl_SampleMask in all fragment shader invocations will
* cause all samples to be written exactly once. I.e., setting
* bits outside the rasterization coverage has no effect.
* 2. The bits of gl_SampleMaskIn over all fragment shader invocations form a
* partition of the set of samples. This subtest requires
* ARB_shader_atomic_counters to disambiguate between fragment shader
* invocations. (Also verifies sampleID is 0 when msaa is disabled.)
* Additionally, there's a test to just verify gl_SampleMaskIn is 1 when
* msaa is disabled (regardless of per-sample frequency shader or sample
* shading). (Omitted from test 2 because it's difficult to track down
* what's going wrong if drivers fail too many parts of the test.)
*
* The sample rate is controlled in one of two ways: Either glMinSampleShading
* or a fragment shader variant that uses gl_SampleID is used.
*/
#include "piglit-fbo.h"
using namespace piglit_util_fbo;
/* Produce lots of very narrow triangles, but some fully covered pixels as well. */
#define WINDOW_SIZE 256
#define VERTICES_PER_EDGE 80
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_core_version = 31;
config.window_width = WINDOW_SIZE;
config.window_height = WINDOW_SIZE;
config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA;
config.khr_no_error_support = PIGLIT_NO_ERRORS;
PIGLIT_GL_TEST_CONFIG_END
#define STR(x) #x
#define STRINGIFY(x) STR(x)
enum rate_mode {
rate_mode_sampleshading,
rate_mode_sampleid,
rate_mode_sampleid_noms,
};
static int num_samples;
static int actual_num_samples;
static bool partition_check_supported;
static bool mask_in_one_supported;
static const char *procname;
static const char *testname;
static const char *sample_rate;
static unsigned prog_fix_sample_mask[2];
static unsigned prog_fix_check;
static unsigned prog_mask_in_one[2];
static unsigned prog_partition_write[2];
static unsigned prog_partition_check;
static unsigned prog_partition_check_have_sampleid;
static unsigned prog_partition_check_msaa_disabled;
static Fbo ms_fbo;
static Fbo ms_ifbo;
static void
print_usage_and_exit(const char *prog_name)
{
printf("Usage: %s <num_samples> <rate> {fix|partition|mask_in_one|all}\n"
"where <rate> is either a floating point MinSampleShading value\n"
" or 'sample', 'noms', or 'all'\n",
prog_name);
piglit_report_result(PIGLIT_FAIL);
}
static void
build_program_variants(unsigned prog[2], const char *vert, const char *frag_template)
{
char *frag;
if (asprintf(&frag, frag_template, "0") < 0)
piglit_report_result(PIGLIT_FAIL);
prog[0] = piglit_build_simple_program(vert, frag);
free(frag);
if (asprintf(&frag, frag_template, "gl_SampleID") < 0)
piglit_report_result(PIGLIT_FAIL);
prog[1] = piglit_build_simple_program(vert, frag);
free(frag);
}
static void
compile_shaders(void)
{
static const char vert_passthrough[] =
"#version 130\n"
"in vec4 piglit_vertex;\n"
"void main()\n"
"{\n"
" gl_Position = piglit_vertex;\n"
"}\n";
static const char vert_fan[] =
"#version 130\n"
"void main()\n"
"{\n"
/* Calculate vertices of the triangle fan based on gl_VertexID */
" if (gl_VertexID == 0) {\n"
" gl_Position = vec4(0.01, 0.011, 0, 1);\n"
" } else {\n"
" int edge = ((gl_VertexID - 1) / " STRINGIFY(VERTICES_PER_EDGE) ") % 4;\n"
" int vertex = (gl_VertexID - 1) % " STRINGIFY(VERTICES_PER_EDGE) ";\n"
" float t = 2.0 / " STRINGIFY(VERTICES_PER_EDGE) " * vertex;\n"
" if (edge == 0)\n"
" gl_Position = vec4(-1 + t, -1, 0, 1);\n"
" else if (edge == 1)\n"
" gl_Position = vec4(1, -1 + t, 0, 1);\n"
" else if (edge == 2)\n"
" gl_Position = vec4(1 - t, 1, 0, 1);\n"
" else\n"
" gl_Position = vec4(-1, 1 - t, 0, 1);\n"
" }\n"
"}\n";
static const char frag_fix_sample_mask[] =
"#version 130\n"
"#extension GL_ARB_sample_shading : enable\n"
"out vec4 out_color;\n"
"void main()\n"
"{\n"
" gl_SampleMask[0] = ~0;\n"
" out_color = vec4(0.1, 0.0, %s, 0.0);\n"
"}\n";
static const char frag_fix_check[] =
"#version 130\n"
"#extension GL_ARB_texture_multisample : require\n"
"uniform sampler2DMS tex;\n"
"uniform int num_samples;\n"
"out vec4 out_color;\n"
"void main()\n"
"{\n"
" out_color = vec4(0.0, 1.0, 0.0, 1.0);\n"
" for (int i = 0; i < num_samples; ++i) {\n"
" float v = texelFetch(tex, ivec2(gl_FragCoord.xy), i).x;\n"
" if (abs(v - 0.1) > 0.01)\n"
" out_color = vec4(1.0, float(i) / 255, v, 0.0);\n"
" }\n"
"}\n";
static const char frag_mask_in_one[] =
"#version 150\n"
"#extension GL_ARB_gpu_shader5 : enable\n"
"#extension GL_ARB_sample_shading : enable\n"
"out vec4 out_color;\n"
"void main()\n"
"{\n"
" out_color = vec4(float(gl_SampleMaskIn[0]) / 10.0, 0.0, %s, 0.0);\n"
"}\n";
static const char frag_partition_write[] =
"#version 150\n"
"#extension GL_ARB_gpu_shader5 : enable\n"
"#extension GL_ARB_sample_shading : enable\n"
"#extension GL_ARB_shader_atomic_counters : enable\n"
"layout(binding = 0, offset = 0) uniform atomic_uint counter;\n"
"out ivec4 out_color;\n"
"void main()\n"
"{\n"
" int invocation = int(atomicCounterIncrement(counter));\n"
" out_color = ivec4(gl_SampleMaskIn[0], invocation, %s, 0);\n"
"}\n";
static const char frag_partition_check[] =
"#version 130\n"
"#extension GL_ARB_texture_multisample : require\n"
"uniform isampler2DMS tex;\n"
"uniform int num_samples;\n"
"uniform bool have_sampleid;\n"
"uniform bool msaa_disabled;\n"
"out vec4 out_color;\n"
"void main()\n"
"{\n"
" out_color = vec4(0, 1, 0, 1);\n"
" for (int i = 0; i < num_samples; ++i) {\n"
" ivec4 di = texelFetch(tex, ivec2(gl_FragCoord.xy), i);\n"
" if (msaa_disabled) {\n"
" /* omit di.x == 1 test here, drivers fail multiple parts already... */\n"
" if (di.z != 0)\n"
" out_color = vec4(0.2, float(i) / 255, float(di.z) / 255, 0);\n"
" } else {\n"
" if ((di.x & (1 << i)) == 0)\n"
" out_color = vec4(0.1, float(i) / 255, float(di.x) / 255, 0);\n"
" if (have_sampleid && di.z != i)\n"
" out_color = vec4(0.2, float(i) / 255, float(di.z) / 255, 0);\n"
" };\n"
" for (int j = i + 1; j < num_samples; ++j) {\n"
" ivec2 dj = texelFetch(tex, ivec2(gl_FragCoord.xy), j).xy;\n"
" bool overlap = (di.x & dj.x) != 0;\n"
" bool equal = di.x == dj.x;\n"
" bool same_invoc = di.y == dj.y;\n"
" if (same_invoc && !equal)\n"
" out_color = vec4(0.5, float(i) / 255, float(j) / 255, 0);\n"
" if (!same_invoc && overlap)\n"
" out_color = vec4(0.6, float(i) / 255, float(j) / 255, 0);\n"
" }\n"
" }\n"
"}\n";
build_program_variants(prog_fix_sample_mask, vert_fan, frag_fix_sample_mask);
prog_fix_check = piglit_build_simple_program(vert_passthrough, frag_fix_check);
glUseProgram(prog_fix_check);
glUniform1i(glGetUniformLocation(prog_fix_check, "tex"), 0);
glUniform1i(glGetUniformLocation(prog_fix_check, "num_samples"), actual_num_samples);
if (mask_in_one_supported) {
build_program_variants(prog_mask_in_one, vert_fan, frag_mask_in_one);
}
if (partition_check_supported) {
build_program_variants(prog_partition_write, vert_fan, frag_partition_write);
prog_partition_check = piglit_build_simple_program(vert_passthrough, frag_partition_check);
glUseProgram(prog_partition_check);
glUniform1i(glGetUniformLocation(prog_partition_check, "tex"), 0);
glUniform1i(glGetUniformLocation(prog_partition_check, "num_samples"),
actual_num_samples);
prog_partition_check_have_sampleid =
glGetUniformLocation(prog_partition_check, "have_sampleid");
prog_partition_check_msaa_disabled =
glGetUniformLocation(prog_partition_check, "msaa_disabled");
}
}
static void
draw_fan(enum rate_mode mode, float sample_rate, bool msaa_force_disable)
{
if (mode == rate_mode_sampleid_noms || msaa_force_disable) {
glDisable(GL_MULTISAMPLE);
}
if (mode == rate_mode_sampleshading) {
glEnable(GL_SAMPLE_SHADING);
glMinSampleShading(sample_rate);
}
glDrawArrays(GL_TRIANGLE_FAN, 0, 2 + 4 * VERTICES_PER_EDGE);
glDisable(GL_SAMPLE_SHADING);
glEnable(GL_MULTISAMPLE);
}
static enum piglit_result
test_fix(enum rate_mode mode, float sample_rate)
{
glClearColor(0.0, 0.0, 0.0, 0.0);
/* 1. Draw everything with gl_SampleMask = ~0; */
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, ms_fbo.handle);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(prog_fix_sample_mask[mode != rate_mode_sampleshading]);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
draw_fan(mode, sample_rate, false);
glDisable(GL_BLEND);
/* 2. Use the check shader to check correctness. */
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, piglit_winsys_fbo);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(prog_fix_check);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, ms_fbo.color_tex[0]);
piglit_draw_rect(-1, -1, 2, 2);
static const float expected[4] = { 0, 1, 0, 1 };
if (!piglit_probe_rect_rgba(0, 0, WINDOW_SIZE, WINDOW_SIZE, expected))
return PIGLIT_FAIL;
if (!piglit_check_gl_error(GL_NO_ERROR))
piglit_report_result(PIGLIT_FAIL);
return PIGLIT_PASS;
}
static enum piglit_result
test_mask_in_one(enum rate_mode mode, float sample_rate)
{
glClearColor(0.0, 0.0, 0.0, 0.0);
/* 1. Draw everything outputting gl_SampleMaskIn, with msaa disabled; */
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, ms_fbo.handle);
glClear(GL_COLOR_BUFFER_BIT);
/*
* We'll abuse the sampleid_noms mode here and use the prog without
* sample id to so we still have 3 somewhat meaningful modes - of
* course with msaa always disabled it should always be the same.
*/
glUseProgram(prog_mask_in_one[mode == rate_mode_sampleid]);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
draw_fan(mode, sample_rate, true);
glDisable(GL_BLEND);
/* 2. Use the check shader to check correctness. */
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, piglit_winsys_fbo);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(prog_fix_check);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, ms_fbo.color_tex[0]);
piglit_draw_rect(-1, -1, 2, 2);
static const float expected[4] = { 0, 1, 0, 1 };
if (!piglit_probe_rect_rgba(0, 0, WINDOW_SIZE, WINDOW_SIZE, expected))
return PIGLIT_FAIL;
if (!piglit_check_gl_error(GL_NO_ERROR))
piglit_report_result(PIGLIT_FAIL);
return PIGLIT_PASS;
}
static enum piglit_result
test_partition(enum rate_mode mode, float sample_rate)
{
if (!partition_check_supported)
return PIGLIT_SKIP;
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, ms_ifbo.handle);
glUseProgram(prog_partition_write[mode != rate_mode_sampleshading]);
draw_fan(mode, sample_rate, false);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, piglit_winsys_fbo);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(prog_partition_check);
glUniform1i(prog_partition_check_have_sampleid, mode == rate_mode_sampleid);
glUniform1i(prog_partition_check_msaa_disabled, mode == rate_mode_sampleid_noms);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, ms_ifbo.color_tex[0]);
piglit_draw_rect(-1, -1, 2, 2);
static const float expected[4] = { 0, 1, 0, 1 };
if (!piglit_probe_rect_rgba(0, 0, WINDOW_SIZE, WINDOW_SIZE, expected))
return PIGLIT_FAIL;
if (!piglit_check_gl_error(GL_NO_ERROR))
piglit_report_result(PIGLIT_FAIL);
return PIGLIT_PASS;
}
static bool
iterate_sample_rates(const char *testname, enum piglit_result (*test)(enum rate_mode, float))
{
bool all = !strcmp(sample_rate, "all");
bool sample = all || !strcmp(sample_rate, "sample");
bool noms = all || !strcmp(sample_rate, "noms");
bool ok = true;
enum piglit_result result;
if (sample) {
result = test(rate_mode_sampleid, 0);
piglit_report_subtest_result(result, "sample %s", testname);
if (result == PIGLIT_FAIL)
ok = false;
}
if (noms) {
result = test(rate_mode_sampleid_noms, 0);
piglit_report_subtest_result(result, "noms %s", testname);
if (result == PIGLIT_FAIL)
ok = false;
}
if (all) {
float rate = 1.0;
for (;;) {
result = test(rate_mode_sampleshading, rate);
piglit_report_subtest_result(result, "%f %s", rate, testname);
if (result == PIGLIT_FAIL)
ok = false;
if (actual_num_samples * rate <= 1)
break;
rate *= 0.5;
}
}
if (!all && !sample && !noms) {
float rate = atof(sample_rate);
result = test(rate_mode_sampleshading, rate);
piglit_report_subtest_result(result, "%f %s", rate, testname);
if (result == PIGLIT_FAIL)
ok = false;
}
return ok;
}
enum piglit_result
piglit_display()
{
bool pass = true;
bool run = false;
bool all = !strcmp(testname, "all");
if (all || !strcmp(testname, "fix")) {
run = true;
pass = iterate_sample_rates("fix", test_fix) && pass;
}
if (all || !strcmp(testname, "mask_in_one")) {
run = true;
pass = iterate_sample_rates("mask_in_one", test_mask_in_one) && pass;
}
if (all || !strcmp(testname, "partition")) {
run = true;
pass = iterate_sample_rates("partition", test_partition) && pass;
}
if (!run)
print_usage_and_exit(procname);
piglit_present_results();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
void
piglit_init(int argc, char **argv)
{
if (argc != 4)
print_usage_and_exit(argv[0]);
procname = argv[0];
/* 1st arg: num_samples */
char *endptr = NULL;
num_samples = strtol(argv[1], &endptr, 0);
if (endptr != argv[1] + strlen(argv[1]))
print_usage_and_exit(argv[0]);
/* 2nd arg: sample rate */
sample_rate = argv[2];
/* 3rd arg: testname */
testname = argv[3];
piglit_require_extension("GL_ARB_texture_multisample");
piglit_require_extension("GL_ARB_sample_shading");
piglit_require_GLSL_version(130);
partition_check_supported =
piglit_is_extension_supported("GL_ARB_gpu_shader5") &&
piglit_is_extension_supported("GL_ARB_shader_atomic_counters");
mask_in_one_supported =
piglit_is_extension_supported("GL_ARB_gpu_shader5");
/* Skip the test if num_samples > GL_MAX_SAMPLES */
GLint max_samples;
glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
if (num_samples > max_samples)
piglit_report_result(PIGLIT_SKIP);
/* Dummy vertex array */
GLuint empty_vao;
glGenVertexArrays(1, &empty_vao);
glBindVertexArray(empty_vao);
/* Multi-sample framebuffer setup */
FboConfig fbo_config(num_samples, WINDOW_SIZE, WINDOW_SIZE);
fbo_config.num_tex_attachments = 1;
fbo_config.num_rb_attachments = 0;
fbo_config.depth_internalformat = GL_NONE;
fbo_config.stencil_internalformat = GL_NONE;
ms_fbo.setup(fbo_config);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, ms_fbo.handle);
glGetFramebufferParameteriv(GL_DRAW_FRAMEBUFFER, GL_SAMPLES, &actual_num_samples);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, piglit_winsys_fbo);
printf("Requested %d samples, got %d samples\n", num_samples, actual_num_samples);
/* Integer multi-sample framebuffer setup */
fbo_config.color_internalformat = GL_RGBA32I;
ms_ifbo.setup(fbo_config);
/* Shader setup */
compile_shaders();
if (partition_check_supported) {
GLuint atomic_bo;
glGenBuffers(1, &atomic_bo);
glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, atomic_bo);
glBufferData(GL_ATOMIC_COUNTER_BUFFER, 4, NULL, GL_STATIC_DRAW);
}
if (!piglit_check_gl_error(GL_NO_ERROR))
piglit_report_result(PIGLIT_FAIL);
}
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