Beispiel #1
0
/**
 * Copy from a source image into a destination image of the specified
 * format and check the result.
 *
 * If \a strict_layout_qualifiers is false, uniform layout qualifiers
 * will be omitted where allowed by the spec.  If \a
 * strict_access_qualifiers is false, the "readonly" and "writeonly"
 * qualifiers will be omitted.  If \a strict_binding is false, the
 * image will be bound as READ_WRITE, otherwise only the required
 * access type will be used.
 */
static bool
run_test(const struct image_format_info *format,
         bool strict_layout_qualifiers,
         bool strict_access_qualifiers,
         bool strict_binding)
{
        const struct grid_info grid =
                grid_info(GL_FRAGMENT_SHADER,
                          image_base_internal_format(format), W, H);
        const struct image_info img =
                image_info(GL_TEXTURE_2D, format->format, W, H);
        GLuint prog = generate_program(
                grid, GL_FRAGMENT_SHADER,
                concat(image_hunk(img, ""),
                       test_hunk(strict_layout_qualifiers,
                                 strict_access_qualifiers),
                       hunk("SRC_IMAGE_Q uniform IMAGE_BARE_T src_img;\n"
                            "DST_IMAGE_Q uniform IMAGE_BARE_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, strict_binding) &&
                init_image(img, 1, strict_binding) &&
                set_uniform_int(prog, "src_img", 0) &&
                set_uniform_int(prog, "dst_img", 1) &&
                draw_grid(grid, prog) &&
                check(grid, img);

        glDeleteProgram(prog);
        return ret;
}
Beispiel #2
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 #3
0
/**
 * Bind all image uniforms present in the program to the available
 * image units, re-using the same unit several times if necessary in
 * cyclical order.
 */
static bool
bind_images(const struct grid_info grid, GLuint prog)
{
        const unsigned m = max_image_units();
        const struct image_stage_info *stage;

        for (stage = image_stages(); stage->name; ++stage) {
                if (grid.stages & stage->bit) {
                        const unsigned first =
                                num_images_for_stages(grid, stage->bit - 1);
                        const unsigned n = num_images_for_stage(grid, stage);
                        const unsigned stage_idx = stage - image_stages();
                        int i;

                        for (i = 0; i < n; ++i) {
                                char *name = NULL;

                                asprintf(&name, "imgs_%d[%d]", stage_idx, i);

                                if (!set_uniform_int(prog, name,
                                                     (first + i) % m))
                                        return false;

                                free(name);
                        }
                }
        }

        return true;
}
Beispiel #4
0
static bool
run_test(const struct image_op_info *op,
         unsigned w, unsigned h,
         bool (*check)(const struct grid_info grid,
                       const struct image_info img,
                       unsigned w, unsigned h),
         const char *body)
{
        const struct grid_info grid =
                grid_info(GL_FRAGMENT_SHADER, GL_R32UI, W, H);
        const struct image_info img = image_info_for_grid(grid);
        GLuint prog = generate_program(
                grid, GL_FRAGMENT_SHADER,
                concat(image_hunk(img, ""),
                       hunk("uniform IMAGE_T img;\n"),
                       hunk(op->hunk),
                       hunk(body), NULL));
        bool ret = prog &&
                init_fb(grid) &&
                init_image(img) &&
                set_uniform_int(prog, "img", 0) &&
                draw_grid(set_grid_size(grid, w, h), prog) &&
                check(grid, img, w, h);

        glDeleteProgram(prog);
        return ret;
}
Beispiel #5
0
static bool
run_test(const struct image_qualifier_info *qual)
{
        const struct grid_info grid =
                grid_info(GL_FRAGMENT_SHADER, GL_R32UI, W, H);
        const struct image_info img =
                image_info(GL_TEXTURE_1D, GL_R32UI, W, H);
        GLuint prog = generate_program(
                grid,
                /**
                 * Write to consecutive locations of an image using a
                 * the value read from a fixed location of a different
                 * image uniform which aliases the first image.  If
                 * the implementation incorrectly coalesces repeated
                 * loads from the fixed location the results of the
                 * test will be altered.
                 */
                GL_FRAGMENT_SHADER,
                concat(qualifier_hunk(qual),
                       image_hunk(img, ""),
                       hunk("IMAGE_Q IMAGE_UNIFORM_T src_img;\n"
                            "IMAGE_Q IMAGE_UNIFORM_T dst_img;\n"
                            "\n"
                            "GRID_T op(ivec2 idx, GRID_T x) {\n"
                            "        int i;\n"
                            "\n"
                            "        for (i = 0; i < N / 2; ++i) {\n"
                            "                imageStore(dst_img, 2 * i,"
                            "                           imageLoad(src_img, W) + 1u);\n"
                            "                imageStore(dst_img, 2 * i + 1,"
                            "                           imageLoad(src_img, W) - 1u);\n"
                            "        }\n"
                            "\n"
                            "        return x;\n"
                            "}\n"), NULL));
        bool ret = prog &&
                init_fb(grid) &&
                init_image(img) &&
                set_uniform_int(prog, "src_img", 0) &&
                set_uniform_int(prog, "dst_img", 0) &&
                draw_grid(set_grid_size(grid, 1, 1), prog) &&
                (check(img) || qual->control_test);

        glDeleteProgram(prog);
        return ret;
}
Beispiel #6
0
static bool
run_test(const struct image_qualifier_info *qual,
         const struct image_stage_info *stage_w,
         const struct image_stage_info *stage_r,
         unsigned l)
{
        const struct grid_info grid = {
                stage_w->bit | stage_r->bit,
                get_image_format(GL_RGBA32UI),
                { l, l, 1, 1 }
        };
        const struct image_info img = image_info_for_grid(grid);
        GLuint prog = generate_program(
                grid,
                /*
                 * Write (11, 22, 33, 44) to some location on the
                 * image from the write stage.
                 */
                stage_w->stage,
                concat(qualifier_hunk(qual),
                       image_hunk(img, ""),
                       hunk("IMAGE_Q uniform IMAGE_T img;\n"
                            "\n"
                            "GRID_T op(ivec2 idx, GRID_T x) {\n"
                            "       imageStore(img, idx, DATA_T(11, 22, 33, 44));"
                            "       return x;"
                            "}\n"), NULL),
                /*
                 * The same location will read back the expected value
                 * if image access is coherent, as the shader inputs
                 * of the read stage are dependent on the outputs of
                 * the write stage and consequently they are
                 * guaranteed to be executed sequentially.
                 */
                stage_r->stage,
                concat(qualifier_hunk(qual),
                       image_hunk(img, ""),
                       hunk("IMAGE_Q uniform IMAGE_T img;\n"
                            "\n"
                            "GRID_T op(ivec2 idx, GRID_T x) {\n"
                            "       DATA_T v = imageLoad(img, idx);"
                            "       if (v == DATA_T(11, 22, 33, 44))"
                            "             return GRID_T(33, 33, 33, 33);"
                            "       else"
                            "             return GRID_T(77, 77, 77, 77);"
                            "}\n"), NULL));
        bool ret = prog &&
                init_fb(grid) &&
                init_image(img) &&
                set_uniform_int(prog, "img", 0) &&
                draw_grid(grid, prog) &&
                (check(grid, img) || qual->control_test);

        glDeleteProgram(prog);
        return ret;
}
Beispiel #7
0
/**
 * Test skeleton: Init image to \a init_value, run the provided shader
 * \a op and check that the resulting image pixels equal \a
 * check_value.
 */
static bool
run_test(uint32_t init_value, uint32_t check_value,
         const char *op)
{
        const struct grid_info grid =
                grid_info(GL_FRAGMENT_SHADER, GL_R32UI, W, H);
        const struct image_info img = image_info_for_grid(grid);
        GLuint prog = generate_program(
                grid, GL_FRAGMENT_SHADER,
                concat(image_hunk(img, ""),
                       hunk("uniform IMAGE_T img;\n"),
                       hunk(op), NULL));
        bool ret = prog &&
                init_fb(grid) &&
                init_image(img, init_value) &&
                set_uniform_int(prog, "img", 0) &&
                draw_grid(grid, prog) &&
                check(img, check_value);

        glDeleteProgram(prog);
        return ret;
}
Beispiel #8
0
static bool
run_test_fragment(void)
{
        const char *fs_source = "#version 140\n"
                "#extension GL_ARB_shader_atomic_counters : enable\n"
                "\n"
                "out ivec4 fcolor;\n"
                "uniform int index;\n"
                "layout(binding = 0, offset = 4) uniform atomic_uint x[3];\n"
                "\n"
                "void main() {\n"
                "       fcolor.x = int(atomicCounterIncrement(x[1 + index]));\n"
                "       fcolor.y = int(atomicCounterIncrement(x[0 + index]));\n"
                "       fcolor.z = int(atomicCounterIncrement(x[1 + index]));\n"
                "       fcolor.w = int(atomicCounterIncrement(x[0 + index]));\n"
                "}\n";
        const char *vs_source = "#version 140\n"
                "#extension GL_ARB_shader_atomic_counters : enable\n"
                "\n"
                "in vec4 position;\n"
                "\n"
                "void main() {\n"
                "       gl_Position = position;\n"
                "}\n";
        const uint32_t start[] = { 1, 2, 4, 8 };
        const unsigned int expected[] = { 8, 4, 9, 5 };
        GLuint prog = glCreateProgram();
        bool ret =
                atomic_counters_compile(prog, GL_FRAGMENT_SHADER, fs_source) &&
                atomic_counters_compile(prog, GL_VERTEX_SHADER, vs_source) &&
                set_uniform_int(prog, "index", 1) &&
                atomic_counters_draw_point(prog, sizeof(start), start) &&
                piglit_probe_rect_rgba_uint(0, 0, 1, 1, expected);

        glDeleteProgram(prog);
        return ret;
}
Beispiel #9
0
/**
 * If \a layered is false, bind an individual layer of a texture to an
 * image unit, read its contents and write back a different value to
 * the same location.  If \a layered is true or the texture has a
 * single layer, the whole texture will be read and written back.
 *
 * For textures with a single layer, the arguments \a layered and \a
 * layer which are passed to the same arguments of
 * glBindImageTexture() should have no effect as required by the spec.
 */
static bool
run_test(const struct image_target_info *target,
         bool layered, unsigned layer)
{
        const struct image_info real_img = image_info(
                target->target, GL_RGBA32F, W, H);
        const unsigned slices = (layered ? 1 : image_num_layers(real_img));
        /*
         * "Slice" of the image that will be bound to the pipeline.
         */
        const struct image_info slice_img = image_info(
                (layered ? target->target : image_layer_target(target)),
                GL_RGBA32F, W, H / slices);
        /*
         * Grid with as many elements as the slice.
         */
        const struct grid_info grid = grid_info(
                GL_FRAGMENT_SHADER, GL_RGBA32F, W, H / slices);
        GLuint prog = generate_program(
                grid, GL_FRAGMENT_SHADER,
                concat(image_hunk(slice_img, ""),
                       hunk("IMAGE_UNIFORM_T img;\n"
                            "\n"
                            "GRID_T op(ivec2 idx, GRID_T x) {\n"
                            "        GRID_T v = imageLoad(img, IMAGE_ADDR(idx));\n"
                            "        imageStore(img, IMAGE_ADDR(idx), DATA_T(33));\n"
                            "        return v;\n"
                            "}\n"), NULL));
        bool ret = prog && init_fb(grid) &&
                init_image(real_img, layered, layer) &&
                set_uniform_int(prog, "img", 0) &&
                draw_grid(grid, prog) &&
                check(grid, real_img, (slices == 1 ? 0 : layer));

        glDeleteProgram(prog);
        return ret;
}
Beispiel #10
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 #11
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);
}
Beispiel #12
0
bool
draw_grid(const struct grid_info grid, GLuint prog)
{
        static GLuint lprog;

        if (lprog != prog) {
                glUseProgram(prog);
                lprog = prog;
        }

        if (grid.stages & GL_COMPUTE_SHADER_BIT) {
                set_uniform_int(prog, "ret_img", 7);
                glDispatchCompute(1, grid.size.y, 1);

        } else if (grid.stages & (GL_TESS_CONTROL_SHADER_BIT |
                                  GL_TESS_EVALUATION_SHADER_BIT)) {
                static struct image_extent size;
                static GLuint vao, vbo;

                if (size.x != grid.size.x || size.y != grid.size.y) {
                        size = grid.size;

                        if (!generate_grid_arrays(
                                    &vao, &vbo,
                                    1.0 / size.x - 1.0, 1.0 / size.y - 1.0,
                                    2.0 / size.x, 2.0 / size.y,
                                    size.x, size.y))
                                return false;
                }

                glBindVertexArray(vao);
                glPatchParameteri(GL_PATCH_VERTICES, 4);
                glDrawArrays(GL_PATCHES, 0, product(size));

        } else if (grid.stages & (GL_VERTEX_SHADER_BIT |
                                  GL_GEOMETRY_SHADER_BIT)) {
                static struct image_extent size;
                static GLuint vao, vbo;

                if (size.x != grid.size.x || size.y != grid.size.y) {
                        size = grid.size;

                        if (!generate_grid_arrays(
                                    &vao, &vbo,
                                    1.0 / size.x - 1.0, 1.0 / size.y - 1.0,
                                    2.0 / size.x, 2.0 / size.y,
                                    size.x, size.y))
                                return false;
                }

                glBindVertexArray(vao);
                glDrawArrays(GL_POINTS, 0, product(size));

        } else {
                static struct image_extent size;
                static GLuint vao, vbo;

                if (size.x != grid.size.x || size.y != grid.size.y) {
                        float vp[4];

                        glGetFloati_v(GL_VIEWPORT, 0, vp);
                        size = grid.size;

                        if (!generate_grid_arrays(
                                    &vao, &vbo, -1.0, -1.0,
                                    2.0 * size.x / vp[2], 2.0 * size.y / vp[3],
                                    2, 2))
                                return false;
                }


                glBindVertexArray(vao);
                glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
        }

        return piglit_check_gl_error(GL_NO_ERROR);
}
Beispiel #13
0
void FFTPassEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, unsigned *sampler_num)
{
	Effect::set_gl_state(glsl_program_num, prefix, sampler_num);

	int input_size = (direction == VERTICAL) ? input_height : input_width;

	// See the comments on changes_output_size() in the .h file to see
	// why this is legal. It is _needed_ because it counteracts the
	// precision issues we get because we sample the input texture with
	// normalized coordinates (especially when the repeat count along
	// the axis is not a power of two); we very rapidly end up in narrowly
	// missing a texel center, which causes precision loss to propagate
	// throughout the FFT.
	assert(*sampler_num == 1);
	glActiveTexture(GL_TEXTURE0);
	check_error();
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	check_error();
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	check_error();

	// The memory layout follows figure 5.2 on page 25 of
	// http://gpuwave.sesse.net/gpuwave.pdf -- it can be a bit confusing
	// at first, but is classically explained more or less as follows:
	//
	// The classic Cooley-Tukey decimation-in-time FFT algorithm works
	// by first splitting input data into odd and even elements
	// (e.g. bit-wise xxxxx0 and xxxxx1 for a size-32 FFT), then FFTing
	// them separately and combining them using twiddle factors.
	// So the outer pass (done _last_) looks only at the last bit,
	// and does one such merge pass of sub-size N/2 (FFT size N).
	//
	// FFT of the first part must then necessarily be split into xxxx00 and
	// xxxx10, and similarly xxxx01 and xxxx11 for the other part. Since
	// these two FFTs are handled identically, it means we split into xxxx0x
	// and xxxx1x, so that the second-outer pass (done second-to-last)
	// looks only at the second last bit, and so on. We do two such merge
	// passes of sub-size N/4 (sub-FFT size N/2).
	//
	// Thus, the inner, Nth pass (done first) splits at the first bit,
	// so 0 is paired with 16, 1 with 17 and so on, doing N/2 such merge
	// passes of sub-size 1 (sub-FFT size 2). We say that the stride is 16.
	// The second-inner, (N-1)th pass (done second) splits at the second
	// bit, so the stride is 8, and so on.

	assert((fft_size & (fft_size - 1)) == 0);  // Must be power of two.
	float *tmp = new float[fft_size * 4];
	int subfft_size = 1 << pass_number;
	double mulfac;
	if (inverse) {
		mulfac = 2.0 * M_PI;
	} else {
		mulfac = -2.0 * M_PI;
	}

	assert((fft_size & (fft_size - 1)) == 0);  // Must be power of two.
	assert(fft_size % subfft_size == 0);
	int stride = fft_size / subfft_size;
	for (int i = 0; i < fft_size; ++i) {
		int k = i / stride;         // Element number within this sub-FFT.
		int offset = i % stride;    // Sub-FFT number.
		double twiddle_real, twiddle_imag;

		if (k < subfft_size / 2) {
			twiddle_real = cos(mulfac * (k / double(subfft_size)));
			twiddle_imag = sin(mulfac * (k / double(subfft_size)));
		} else {
			// This is mathematically equivalent to the twiddle factor calculations
			// in the other branch of the if, but not numerically; the range
			// reductions on x87 are not all that precise, and this keeps us within
			// [0,pi>.
			k -= subfft_size / 2;
			twiddle_real = -cos(mulfac * (k / double(subfft_size)));
			twiddle_imag = -sin(mulfac * (k / double(subfft_size)));
		}

		// The support texture contains everything we need for the FFT:
		// Obviously, the twiddle factor (in the Z and W components), but also
		// which two samples to fetch. These are stored as normalized
		// X coordinate offsets (Y coordinate for a vertical FFT); the reason
		// for using offsets and not direct coordinates as in GPUwave
		// is that we can have multiple FFTs along the same line,
		// and want to reuse the support texture by repeating it.
		int base = k * stride * 2 + offset;
		int support_texture_index;
		if (direction == FFTPassEffect::VERTICAL) {
			// Compensate for OpenGL's bottom-left convention.
			support_texture_index = fft_size - i - 1;
		} else {
			support_texture_index = i;
		}
		tmp[support_texture_index * 4 + 0] = (base - support_texture_index) / double(input_size);
		tmp[support_texture_index * 4 + 1] = (base + stride - support_texture_index) / double(input_size);
		tmp[support_texture_index * 4 + 2] = twiddle_real;
		tmp[support_texture_index * 4 + 3] = twiddle_imag;
	}

	glActiveTexture(GL_TEXTURE0 + *sampler_num);
	check_error();
	glBindTexture(GL_TEXTURE_1D, tex);
	check_error();
	glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	check_error();
	glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	check_error();
	glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	check_error();

	// Supposedly FFTs are very sensitive to inaccuracies in the twiddle factors,
	// at least according to a paper by Schatzman (see gpuwave.pdf reference [30]
	// for the full reference), so we keep them at 32-bit. However, for
	// small sizes, all components are exact anyway, so we can cheat there
	// (although noting that the source coordinates become somewhat less
	// accurate then, too).
	glTexImage1D(GL_TEXTURE_1D, 0, (subfft_size <= 4) ? GL_RGBA16F : GL_RGBA32F, fft_size, 0, GL_RGBA, GL_FLOAT, tmp);
	check_error();

	delete[] tmp;

	set_uniform_int(glsl_program_num, prefix, "support_tex", *sampler_num);
	++*sampler_num;

	assert(input_size % fft_size == 0);
	set_uniform_float(glsl_program_num, prefix, "num_repeats", input_size / fft_size);
}