Beispiel #1
0
static bool
run_test(const struct image_target_info *target,
         const struct image_extent size)
{
        const struct grid_info grid = {
                GL_FRAGMENT_SHADER_BIT,
                get_image_format(GL_RGBA32F),
                image_optimal_extent(size)
        };
        const struct image_info img = {
                target, grid.format, size,
                image_format_epsilon(grid.format)
        };
        GLuint prog = generate_program(
                grid, GL_FRAGMENT_SHADER,
                concat(image_hunk(img, ""),
                       hunk("readonly uniform IMAGE_T src_img;\n"
                            "writeonly uniform IMAGE_T dst_img;\n"
                            "\n"
                            "GRID_T op(ivec2 idx, GRID_T x) {\n"
                            "        imageStore(dst_img, IMAGE_ADDR(idx),"
                            "                imageLoad(src_img, IMAGE_ADDR(idx)));\n"
                            "        return x;\n"
                            "}\n"), NULL));
        bool ret = prog && init_fb(grid) &&
                init_image(img, 0) &&
                init_image(img, 1) &&
                set_uniform_int(prog, "src_img", 0) &&
                set_uniform_int(prog, "dst_img", 1)  &&
                draw_grid(grid, prog) &&
                check(img);

        glDeleteProgram(prog);
        return ret;
}
Beispiel #2
0
bool
download_image_levels(const struct image_info img, unsigned num_levels,
                      unsigned unit, uint32_t *r_pixels)
{
        const unsigned m = image_num_components(img.format);
        int i, l;

        glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT |
                        GL_BUFFER_UPDATE_BARRIER_BIT |
                        GL_PIXEL_BUFFER_BARRIER_BIT |
                        GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);

        glBindTexture(img.target->target, textures[unit]);

        switch (img.target->target) {
        case GL_TEXTURE_1D:
        case GL_TEXTURE_2D:
        case GL_TEXTURE_3D:
        case GL_TEXTURE_RECTANGLE:
        case GL_TEXTURE_1D_ARRAY:
        case GL_TEXTURE_2D_ARRAY:
        case GL_TEXTURE_CUBE_MAP_ARRAY:
                assert(img.target->target != GL_TEXTURE_RECTANGLE ||
                       num_levels == 1);

                for (l = 0; l < num_levels; ++l)
                        glGetTexImage(img.target->target, l,
                                      img.format->pixel_format,
                                      image_base_type(img.format),
                                      &r_pixels[m * image_level_offset(img, l)]);
                break;

        case GL_TEXTURE_CUBE_MAP:
                for (l = 0; l < num_levels; ++l) {
                        const unsigned offset = m * image_level_offset(img, l);
                        const unsigned face_sz =
                                m * product(image_level_size(img, l)) / 6;

                        for (i = 0; i < 6; ++i)
                                glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
                                              l, img.format->pixel_format,
                                              image_base_type(img.format),
                                              &r_pixels[offset + face_sz * i]);

                }
                break;

        case GL_TEXTURE_BUFFER: {
                /*
                 * glGetTexImage() isn't supposed to work with buffer
                 * textures.  We copy the packed pixels to a texture
                 * with the same internal format as the image to let
                 * the GL unpack it for us.
                 */
                const struct image_extent grid = image_optimal_extent(img.size);
                GLuint packed_tex;

                assert(num_levels == 1);

                glGenTextures(1, &packed_tex);
                glBindTexture(GL_TEXTURE_2D, packed_tex);
                glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buffers[unit]);

                glTexImage2D(GL_TEXTURE_2D, 0, img.format->format,
                             grid.x, grid.y, 0, img.format->pixel_format,
                             img.format->pixel_type, NULL);
                glGetTexImage(GL_TEXTURE_2D, 0, img.format->pixel_format,
                              image_base_type(img.format), r_pixels);

                glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
                glDeleteTextures(1, &packed_tex);
                break;
        }
        case GL_TEXTURE_2D_MULTISAMPLE:
        case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: {
                /*
                 * GL doesn't seem to provide any direct way to read
                 * back a multisample texture, so we use imageLoad()
                 * to copy its contents to a larger single-sample 2D
                 * texture from the fragment shader.
                 */
                const struct grid_info grid = {
                        get_image_stage(GL_FRAGMENT_SHADER)->bit,
                        img.format,
                        image_optimal_extent(img.size)
                };
                GLuint prog = generate_program(
                        grid, GL_FRAGMENT_SHADER,
                        concat(image_hunk(img, "SRC_"),
                               image_hunk(image_info_for_grid(grid), "DST_"),
                               hunk("readonly SRC_IMAGE_UNIFORM_T src_img;\n"
                                    "writeonly DST_IMAGE_UNIFORM_T dst_img;\n"
                                    "\n"
                                    "GRID_T op(ivec2 idx, GRID_T x) {\n"
                                    "       imageStore(dst_img, DST_IMAGE_ADDR(idx),\n"
                                    "          imageLoad(src_img, SRC_IMAGE_ADDR(idx)));\n"
                                    "       return x;\n"
                                    "}\n"), NULL));
                bool ret = prog && generate_fb(grid, 1);
                GLuint tmp_tex;

                assert(num_levels == 1);

                glGenTextures(1, &tmp_tex);
                glBindTexture(GL_TEXTURE_2D, tmp_tex);

                glTexImage2D(GL_TEXTURE_2D, 0, img.format->format,
                             grid.size.x, grid.size.y, 0,
                             img.format->pixel_format, image_base_type(img.format),
                             NULL);

                glBindImageTexture(unit, textures[unit], 0, GL_TRUE, 0,
                                   GL_READ_ONLY, img.format->format);
                glBindImageTexture(6, tmp_tex, 0, GL_TRUE, 0,
                                   GL_WRITE_ONLY, img.format->format);

                ret &= set_uniform_int(prog, "src_img", unit) &&
                        set_uniform_int(prog, "dst_img", 6) &&
                        draw_grid(grid, prog);

                glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);

                glGetTexImage(GL_TEXTURE_2D, 0, img.format->pixel_format,
                              image_base_type(img.format), r_pixels);

                glDeleteProgram(prog);
                glDeleteTextures(1, &tmp_tex);

                glBindFramebuffer(GL_FRAMEBUFFER, fb[0]);
                glViewportIndexedfv(0, vp[0]);

                if (!ret)
                        return false;
                break;
        }
        default:
                abort();
        }

        return piglit_check_gl_error(GL_NO_ERROR);
}
Beispiel #3
0
bool
upload_image_levels(const struct image_info img, unsigned num_levels,
                    unsigned level, unsigned unit, const uint32_t *pixels)
{
        const unsigned m = image_num_components(img.format);
        int i, l;

        if (get_texture(unit)) {
                glDeleteTextures(1, &textures[unit]);
                textures[unit] = 0;
        }

        if (get_buffer(unit)) {
                glDeleteBuffers(1, &buffers[unit]);
                buffers[unit] = 0;
        }

        glGenTextures(1, &textures[unit]);
        glBindTexture(img.target->target, textures[unit]);

        switch (img.target->target) {
        case GL_TEXTURE_1D:
                for (l = 0; l < num_levels; ++l) {
                        const struct image_extent size = image_level_size(img, l);

                        glTexImage1D(GL_TEXTURE_1D, l, img.format->format,
                                     size.x, 0, img.format->pixel_format,
                                     image_base_type(img.format),
                                     &pixels[m * image_level_offset(img, l)]);
                }
                break;

        case GL_TEXTURE_2D:
                for (l = 0; l < num_levels; ++l) {
                        const struct image_extent size = image_level_size(img, l);

                        glTexImage2D(GL_TEXTURE_2D, l, img.format->format,
                                     size.x, size.y, 0,
                                     img.format->pixel_format,
                                     image_base_type(img.format),
                                     &pixels[m * image_level_offset(img, l)]);
                }
                break;

        case GL_TEXTURE_3D:
                for (l = 0; l < num_levels; ++l) {
                        const struct image_extent size = image_level_size(img, l);

                        glTexImage3D(GL_TEXTURE_3D, l, img.format->format,
                                     size.x, size.y, size.z, 0,
                                     img.format->pixel_format,
                                     image_base_type(img.format),
                                     &pixels[m * image_level_offset(img, l)]);
                }
                break;

        case GL_TEXTURE_RECTANGLE:
                assert(num_levels == 1);

                glTexImage2D(GL_TEXTURE_RECTANGLE, 0, img.format->format,
                             img.size.x, img.size.y, 0, img.format->pixel_format,
                             image_base_type(img.format), pixels);
                break;

        case GL_TEXTURE_CUBE_MAP:
                for (l = 0; l < num_levels; ++l) {
                        const unsigned offset = m * image_level_offset(img, l);
                        const struct image_extent size = image_level_size(img, l);
                        const unsigned face_sz = m * product(size) / 6;

                        for (i = 0; i < 6; ++i)
                                glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, l,
                                             img.format->format, size.x, size.y, 0,
                                             img.format->pixel_format,
                                             image_base_type(img.format),
                                             &pixels[offset + face_sz * i]);
                }
                break;

        case GL_TEXTURE_BUFFER: {
                /*
                 * glTexImage*() isn't supposed to work with buffer
                 * textures.  We copy the unpacked pixels to a texture
                 * with the desired internal format to let the GL pack
                 * them for us.
                 */
                const struct image_extent grid = image_optimal_extent(img.size);
                GLuint packed_tex;

                assert(num_levels == 1);

                glGenBuffers(1, &buffers[unit]);
                glBindBuffer(GL_PIXEL_PACK_BUFFER, buffers[unit]);
                glBufferData(GL_PIXEL_PACK_BUFFER,
                             img.size.x * image_pixel_size(img.format) / 8,
                             NULL, GL_STATIC_DRAW);

                glGenTextures(1, &packed_tex);
                glBindTexture(GL_TEXTURE_2D, packed_tex);

                glTexImage2D(GL_TEXTURE_2D, 0, img.format->format,
                             grid.x, grid.y, 0, img.format->pixel_format,
                             image_base_type(img.format), pixels);
                glGetTexImage(GL_TEXTURE_2D, 0, img.format->pixel_format,
                              img.format->pixel_type, NULL);
                glDeleteTextures(1, &packed_tex);
                glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);

                glTexBuffer(GL_TEXTURE_BUFFER, image_compat_format(img.format),
                            buffers[unit]);
                break;
        }
        case GL_TEXTURE_1D_ARRAY:
                for (l = 0; l < num_levels; ++l) {
                        const struct image_extent size = image_level_size(img, l);

                        glTexImage2D(GL_TEXTURE_1D_ARRAY, l, img.format->format,
                                     size.x, size.y, 0, img.format->pixel_format,
                                     image_base_type(img.format),
                                     &pixels[m * image_level_offset(img, l)]);
                }
                break;

        case GL_TEXTURE_2D_ARRAY:
                for (l = 0; l < num_levels; ++l) {
                        const struct image_extent size = image_level_size(img, l);

                        glTexImage3D(GL_TEXTURE_2D_ARRAY, l, img.format->format,
                                     size.x, size.y, size.z, 0,
                                     img.format->pixel_format,
                                     image_base_type(img.format),
                                     &pixels[m * image_level_offset(img, l)]);
                }
                break;

        case GL_TEXTURE_CUBE_MAP_ARRAY:
                for (l = 0; l < num_levels; ++l) {
                        const struct image_extent size = image_level_size(img, l);

                        glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, l, img.format->format,
                                     size.x, size.y, size.z, 0,
                                     img.format->pixel_format,
                                     image_base_type(img.format),
                                     &pixels[m * image_level_offset(img, l)]);
                }
                break;

        case GL_TEXTURE_2D_MULTISAMPLE:
        case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: {
                /*
                 * GL doesn't seem to provide any direct way to
                 * initialize a multisample texture, so we use
                 * imageStore() to render to it from the fragment
                 * shader copying the contents of a larger
                 * single-sample 2D texture.
                 */
                const struct grid_info grid = {
                        get_image_stage(GL_FRAGMENT_SHADER)->bit,
                        img.format,
                        image_optimal_extent(img.size)
                };
                GLuint prog = generate_program(
                        grid, GL_FRAGMENT_SHADER,
                        concat(image_hunk(image_info_for_grid(grid), "SRC_"),
                               image_hunk(img, "DST_"),
                               hunk("readonly SRC_IMAGE_UNIFORM_T src_img;\n"
                                    "writeonly DST_IMAGE_UNIFORM_T dst_img;\n"
                                    "\n"
                                    "GRID_T op(ivec2 idx, GRID_T x) {\n"
                                    "       imageStore(dst_img, DST_IMAGE_ADDR(idx),\n"
                                    "          imageLoad(src_img, SRC_IMAGE_ADDR(idx)));\n"
                                    "       return x;\n"
                                    "}\n"), NULL));
                bool ret = prog && generate_fb(grid, 1);
                GLuint tmp_tex;

                assert(num_levels == 1);

                glGenTextures(1, &tmp_tex);
                glBindTexture(GL_TEXTURE_2D, tmp_tex);

                if (img.target->target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
                        glTexImage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY,
                                                img.size.x, img.format->format,
                                                img.size.y, img.size.z, img.size.w,
                                                GL_FALSE);
                } else {
                        glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE,
                                                img.size.x, img.format->format,
                                                img.size.y, img.size.z,
                                                GL_FALSE);
                }

                glTexImage2D(GL_TEXTURE_2D, 0, img.format->format,
                             grid.size.x, grid.size.y, 0,
                             img.format->pixel_format, image_base_type(img.format),
                             pixels);

                glBindImageTexture(unit, textures[unit], 0, GL_TRUE, 0,
                                   GL_WRITE_ONLY, img.format->format);
                glBindImageTexture(6, tmp_tex, 0, GL_TRUE, 0,
                                   GL_READ_ONLY, img.format->format);

                ret &= set_uniform_int(prog, "src_img", 6) &&
                        set_uniform_int(prog, "dst_img", unit) &&
                        draw_grid(grid, prog);

                glDeleteProgram(prog);
                glDeleteTextures(1, &tmp_tex);

                glBindFramebuffer(GL_FRAMEBUFFER, fb[0]);
                glViewportIndexedfv(0, vp[0]);

                glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);

                if (!ret)
                        return false;
                break;
        }
        default:
                abort();
        }

        glBindImageTexture(unit, textures[unit], level, GL_TRUE, 0,
                           GL_READ_WRITE, img.format->format);

        return piglit_check_gl_error(GL_NO_ERROR);
}