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/*
* Copyright © 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.
*/
/** \file blit-scaled.cpp
*
* This test verifies the accuracy of scaled blitting from a multisampled
* buffer to a single-sampled buffer by comparing the output from following
* rendering scenarios:
* 1. Scaled blit using EXT_multisample_framebuffer_blit_scaled.
* 2. Scaled blit using glsl shader program.
*
* Note: This test is specific to Intel's implementation of extension
* EXT_multisample_framebuffer_blit_scaled and may not produce expected
* results on other hardware. Currently test passes with all of the scaling
* factors between 0.1 to 2.5 on Intel's i965 drivers and NVIDIA's proprietary
* linux drivers.
*/
#include "piglit-test-pattern.h"
#include "piglit-fbo.h"
using namespace piglit_util_fbo;
using namespace piglit_util_test_pattern;
const int pattern_width = 258; const int pattern_height = 258;
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_compat_version = 30;
config.window_width = pattern_width * 2;
config.window_height = pattern_height;
config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA;
PIGLIT_GL_TEST_CONFIG_END
static int samples;
static TestPattern *test_pattern;
static unsigned prog, vao, vertex_buf;
const float srcX0 = 6, srcY0 = 7, dstX0 = 0, dstY0 = 0;
const float srcX1 = pattern_width / 2, srcY1 = pattern_height / 2;
static Fbo multisampled_tex, multisampled_fbo, singlesampled_fbo;
static void
print_usage_and_exit(const char *prog_name)
{
printf("Usage: %s <num_samples> [array]\n"
" array: Use GL_TEXTURE_2D_MULTISAMPLE_ARRAY instead of GL_TEXTURE_2D_MULTISAMPLE\n",
prog_name);
piglit_report_result(PIGLIT_FAIL);
}
void
compile_shader(GLenum target)
{
static const char *vert =
"#version 130\n"
"in vec2 piglit_vertex;\n"
"in vec2 piglit_texcoord;\n"
"out vec2 texCoords;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(piglit_vertex, 0.0, 1.0);\n"
" texCoords = piglit_texcoord;\n"
"}\n";
/* Bilinear filtering of samples using shader program */
static const char *frag_template =
"#version 130\n"
"#extension GL_ARB_texture_multisample : require\n"
"uniform %s texSampler;\n"
"uniform float src_width, src_height;\n"
"in vec2 texCoords;\n"
"out vec4 out_color;\n"
"void main()\n"
"{\n"
"%s"
" vec2 interp;\n"
" const vec2 scale = vec2(%ff, %ff);\n"
" const vec2 scale_inv = vec2(%ff, %ff);\n"
" const vec2 s_0_offset = vec2(%ff, %ff);\n"
" vec2 s_0_coord, s_1_coord, s_2_coord, s_3_coord;\n"
" vec4 s_0_color, s_1_color, s_2_color, s_3_color;\n"
" vec4 x_0_color, x_1_color;\n"
" vec2 tex_coord = texCoords - s_0_offset;\n"
"\n"
" tex_coord *= scale;\n"
" tex_coord.x = clamp(tex_coord.x, 0.0f, scale.x * src_width - 1.0f);\n"
" tex_coord.y = clamp(tex_coord.y, 0.0f, scale.y * src_height - 1.0f);\n"
" interp = fract(tex_coord);\n"
" tex_coord = ivec2(tex_coord) * scale_inv;\n"
"\n"
" /* Compute the sample coordinates used for filtering. */\n"
" s_0_coord = tex_coord;\n"
" s_1_coord = tex_coord + vec2(scale_inv.x, 0.0f);\n"
" s_2_coord = tex_coord + vec2(0.0f, scale_inv.y);\n"
" s_3_coord = tex_coord + vec2(scale_inv.x, scale_inv.y);\n"
"\n"
" /* Fetch sample color values. */\n"
"%s"
" s_0_color = TEXEL_FETCH(s_0_coord)\n"
" s_1_color = TEXEL_FETCH(s_1_coord)\n"
" s_2_color = TEXEL_FETCH(s_2_coord)\n"
" s_3_color = TEXEL_FETCH(s_3_coord)\n"
"#undef TEXEL_FETCH\n"
"\n"
" /* Do bilinear filtering on sample colors. */\n"
" x_0_color = mix(s_0_color, s_1_color, interp.x);\n"
" x_1_color = mix(s_2_color, s_3_color, interp.x);\n"
" out_color = mix(x_0_color, x_1_color, interp.y);\n"
"}\n";
char* frag, *texel_fetch_macro;
const char*sample_number, *sample_map = "";
float x_scale, y_scale;
if (samples == 16)
x_scale = 4;
else
x_scale = 2;
y_scale = samples / x_scale;
/* Below switch is used to setup the shader expression, which computes
* sample index and map it to to a sample number on Intel hardware.
* Sample index layout shows the numbering of slots in a rectangular
* grid of samples with in a pixel. Sample number layout shows the
* rectangular grid of samples roughly corresponding to the real sample
* locations with in a pixel. Sample number layout matches the sample
* index layout in case of 2X and 4x MSAA, but they are different in
* case of 8X MSAA.
*
* 2X MSAA sample index / number layout
* ---------
* | 0 | 1 |
* ---------
*
* 4X MSAA sample index / number layout
* ---------
* | 0 | 1 |
* ---------
* | 2 | 3 |
* ---------
*
* 8X MSAA sample index layout 8x MSAA sample number layout
* --------- ---------
* | 0 | 1 | | 3 | 7 |
* --------- ---------
* | 2 | 3 | | 5 | 0 |
* --------- ---------
* | 4 | 5 | | 1 | 2 |
* --------- ---------
* | 6 | 7 | | 4 | 6 |
* --------- ---------
*
* 16X MSAA sample index layout 16x MSAA sample number layout
* ----------------- -----------------
* | 0 | 1 | 2 | 3 | |15 |10 | 9 | 7 |
* ----------------- -----------------
* | 4 | 5 | 6 | 7 | | 4 | 1 | 3 |13 |
* ----------------- -----------------
* | 8 | 9 |10 |11 | |12 | 2 | 0 | 6 |
* ----------------- -----------------
* |12 |13 |14 |15 | |11 | 8 | 5 |14 |
* ----------------- -----------------
*/
switch(samples) {
case 2:
sample_number = "int(2 * fract(coord.x))";
break;
case 4:
sample_number = "int(2 * fract(coord.x) + 4 * fract(coord.y))";
break;
case 8:
sample_map = " const int sample_map[8] = int[8](3, 7, 5, 0, 1, 2, 4, 6);\n";
sample_number = "sample_map[int(2 * fract(coord.x) + 8 * fract(coord.y))]";
break;
case 16:
sample_map = " const int sample_map[16] = int[16](15, 10, 9, 7, 4, 1, 3, 13,\n"
" 12, 2, 0, 6, 11, 8, 5, 14);\n";
sample_number = "sample_map[int(4 * fract(coord.x) + 16 * fract(coord.y))]";
break;
default:
printf("Unsupported sample count %d\n", samples);
piglit_report_result(PIGLIT_SKIP);
}
char const*target_string;
if (target == GL_TEXTURE_2D_MULTISAMPLE) {
(void)!asprintf(&texel_fetch_macro,
"#define TEXEL_FETCH(coord) texelFetch(texSampler, "
"ivec2(coord), %s);\n",
sample_number);
target_string = "sampler2DMS";
} else {
/* The layer for the array texture is hardcoded to 1. */
(void)!asprintf(&texel_fetch_macro,
"#define TEXEL_FETCH(coord) texelFetch(texSampler, "
"ivec3(coord, 1), %s);\n",
sample_number);
target_string = "sampler2DMSArray";
}
(void)!asprintf(&frag, frag_template, target_string, sample_map,
x_scale, y_scale,
1.0f / x_scale, 1.0f / y_scale,
0.5f / x_scale, 0.5f / y_scale,
texel_fetch_macro);
/* Compile program */
prog = piglit_build_simple_program(vert, frag);
/* Set up vertex array object */
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
/* Set up vertex input buffer */
glGenBuffers(1, &vertex_buf);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buf);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float),
(void *) 0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float),
(void *) (2*sizeof(float)));
/* Set up element input buffer to tessellate a quad into
* triangles
*/
unsigned int indices[6] = { 0, 1, 2, 0, 2, 3 };
GLuint element_buf;
glGenBuffers(1, &element_buf);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, element_buf);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
GL_STATIC_DRAW);
}
void
ms_blit_scaled_glsl(const Fbo *src_fbo)
{
float vertex_data[4][4] = {
{ -1, -1, srcX0, srcY0 },
{ -1, 1, srcX0, srcY1 },
{ 1, 1, srcX1, srcY1 },
{ 1, -1, srcX1, srcY0 }};
const GLenum target = src_fbo->config.layers == 0
? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
glActiveTexture(GL_TEXTURE0);
glBindTexture(target, src_fbo->color_tex[0]);
glUseProgram(prog);
glBindVertexArray(vao);
/* Set up uniforms */
glUseProgram(prog);
glUniform1i(glGetUniformLocation(prog, "texSampler"), 0);
glUniform1f(glGetUniformLocation(prog, "src_width"),
multisampled_fbo.config.width);
glUniform1f(glGetUniformLocation(prog, "src_height"),
multisampled_fbo.config.height);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buf);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_data), vertex_data,
GL_STREAM_DRAW);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, (void *) 0);
}
void
piglit_init(int argc, char **argv)
{
if (argc < 2 || argc > 3)
print_usage_and_exit(argv[0]);
/* 1st arg: num_samples */
char *endptr = NULL;
int num_samples = strtol(argv[1], &endptr, 0);
if (endptr != argv[1] + strlen(argv[1]))
print_usage_and_exit(argv[0]);
GLenum texture_target = GL_TEXTURE_2D_MULTISAMPLE;
if (argc > 2) {
if (strcmp(argv[2], "array") == 0)
texture_target = GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
else
print_usage_and_exit(argv[0]);
}
piglit_require_extension("GL_ARB_vertex_array_object");
piglit_require_extension("GL_EXT_framebuffer_multisample_blit_scaled");
/* Skip the test if num_samples > GL_MAX_SAMPLES */
GLint max_samples;
glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
if (num_samples == 0 || num_samples > max_samples)
piglit_report_result(PIGLIT_SKIP);
singlesampled_fbo.setup(FboConfig(0,
2 * pattern_width,
pattern_height));
/* Create two multisample FBOs with same dimensions and sample count
* but different color attachment types.
*/
FboConfig msConfig(num_samples, pattern_width, pattern_height);
multisampled_fbo.setup(msConfig);
msConfig.num_tex_attachments = 1;
msConfig.num_rb_attachments = 0; /* default value is 1 */
if (texture_target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
msConfig.layers = 2;
msConfig.attachment_layer = 1;
}
multisampled_tex.setup(msConfig);
/* Implementation might not create a buffer with requested sample
* count. So, query the actual sample count of buffer.
*/
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, multisampled_tex.handle);
glGetIntegerv(GL_SAMPLES, &samples);
test_pattern = new Triangles();
test_pattern->compile();
compile_shader(texture_target);
if (!piglit_check_gl_error(GL_NO_ERROR)) {
piglit_report_result(PIGLIT_FAIL);
}
puts("Testing Intel-specific behavior.");
}
bool test_ms_blit_scaled(const Fbo& ms_fbo)
{
GLfloat scale;
bool pass = true, result = true;
/* Draw the test pattern into the framebuffer with texture
* attachment.
*/
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, multisampled_tex.handle);
glViewport(0, 0, srcX1, srcY1);
glClear(GL_COLOR_BUFFER_BIT);
test_pattern->draw(TestPattern::no_projection);
if (ms_fbo.config.num_tex_attachments == 0) {
/* Blit the framebuffer with multisample texture attachment
* into the framebuffer with multisample renderbuffer
* attachment.
*/
glBindFramebuffer(GL_READ_FRAMEBUFFER, multisampled_tex.handle);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, multisampled_fbo.handle);
glClear(GL_COLOR_BUFFER_BIT);
glBlitFramebuffer(0, 0,
multisampled_tex.config.width,
multisampled_tex.config.height,
0, 0,
multisampled_tex.config.width,
multisampled_tex.config.height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
for (scale = 0.1; scale < 2.5f; scale += 0.1) {
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, piglit_winsys_fbo);
glClear(GL_COLOR_BUFFER_BIT);
/* Do scaled resolve of multisampled_fbo to left half of
* singlesampled_fbo.
*/
glBindFramebuffer(GL_READ_FRAMEBUFFER, ms_fbo.handle);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, singlesampled_fbo.handle);
glClearColor(0.0, 1.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(0.0, 0.0, 0.0, 0.0);
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, pattern_width, pattern_height);
glBlitFramebuffer(srcX0, srcY0,
srcX1, srcY1,
dstX0, dstY0,
dstX0 + srcX1 * scale, dstY0 + srcY1 * scale,
GL_COLOR_BUFFER_BIT,
GL_SCALED_RESOLVE_FASTEST_EXT);
glDisable(GL_SCISSOR_TEST);
/* Use multisampled texture to draw in to right half of scaled
* single-sampled buffer using shader program.
*/
glBindFramebuffer(GL_READ_FRAMEBUFFER, multisampled_tex.handle);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, singlesampled_fbo.handle);
glViewport(pattern_width + dstX0, dstY0, srcX1 * scale, srcY1 * scale);
ms_blit_scaled_glsl(&multisampled_tex);
pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
glBindFramebuffer(GL_READ_FRAMEBUFFER, singlesampled_fbo.handle);
result = piglit_probe_rect_halves_equal_rgba(0, 0,
piglit_width,
piglit_height);
pass = result && pass;
glBindFramebuffer(GL_READ_FRAMEBUFFER, singlesampled_fbo.handle);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, piglit_winsys_fbo);
glBlitFramebuffer(0, 0, 2 * pattern_width, piglit_height,
0, 0, 2 * pattern_width, piglit_height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
piglit_present_results();
printf("MS attachment = %12s, scale = %f, result = %s\n",
ms_fbo.config.num_tex_attachments > 0 ?
"TEXTURE" :
"RENDERBUFFER",
scale, result ? "pass" : "fail");
}
return pass;
}
enum piglit_result
piglit_display()
{
bool pass = true;
printf("Left Image: multisample scaled blit using extension.\n"
"Right Image: multisample scaled blit using shader program.\n");
pass = test_ms_blit_scaled(multisampled_tex) && pass;
/* In a full piglit run, the FBO test does not need to be done for
* both the array and non-array version of the test. Just do it for
* the non-array run to match the old behavior.
*/
if (multisampled_tex.config.layers == 0)
pass = test_ms_blit_scaled(multisampled_fbo) && pass;
return pass ? PIGLIT_PASS : PIGLIT_WARN;
}
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