Example #1
0
void
util_test_constant_buffer(struct pipe_context *ctx,
                          struct pipe_resource *constbuf)
{
   struct cso_context *cso;
   struct pipe_resource *cb;
   void *fs, *vs;
   bool pass = true;
   static const float zero[] = {0, 0, 0, 0};

   cso = cso_create_context(ctx, 0);
   cb = util_create_texture2d(ctx->screen, 256, 256,
                              PIPE_FORMAT_R8G8B8A8_UNORM, 0);
   util_set_common_states_and_clear(cso, ctx, cb);

   pipe_set_constant_buffer(ctx, PIPE_SHADER_FRAGMENT, 0, constbuf);

   /* Fragment shader. */
   {
      static const char *text = /* I don't like ureg... */
            "FRAG\n"
            "DCL CONST[0][0]\n"
            "DCL OUT[0], COLOR\n"

            "MOV OUT[0], CONST[0][0]\n"
            "END\n";
      struct tgsi_token tokens[1000];
      struct pipe_shader_state state;

      if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
         puts("Can't compile a fragment shader.");
         util_report_result(FAIL);
         return;
      }
      pipe_shader_state_from_tgsi(&state, tokens);
      fs = ctx->create_fs_state(ctx, &state);
      cso_set_fragment_shader_handle(cso, fs);
   }

   /* Vertex shader. */
   vs = util_set_passthrough_vertex_shader(cso, ctx, false);
   util_draw_fullscreen_quad(cso);

   /* Probe pixels. */
   pass = pass && util_probe_rect_rgba(ctx, cb, 0, 0, cb->width0,
                                       cb->height0, zero);

   /* Cleanup. */
   cso_destroy_context(cso);
   ctx->delete_vs_state(ctx, vs);
   ctx->delete_fs_state(ctx, fs);
   pipe_resource_reference(&cb, NULL);

   util_report_result(pass);
}
Example #2
0
/**
 * Test TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION.
 *
 * The viewport state is set as usual, but it should have no effect.
 * Clipping should also be disabled.
 *
 * POSITION.xyz should already be multiplied by 1/w and POSITION.w should
 * contain 1/w. By setting w=0, we can test that POSITION.xyz isn't
 * multiplied by 1/w (otherwise nothing would be rendered).
 *
 * TODO: Whether the value of POSITION.w is correctly interpreted as 1/w
 *       during perspective interpolation is not tested.
 */
static void
tgsi_vs_window_space_position(struct pipe_context *ctx)
{
   struct cso_context *cso;
   struct pipe_resource *cb;
   void *fs, *vs;
   bool pass = true;
   static const float red[] = {1, 0, 0, 1};

   if (!ctx->screen->get_param(ctx->screen,
                               PIPE_CAP_TGSI_VS_WINDOW_SPACE_POSITION)) {
      util_report_result(SKIP);
      return;
   }

   cso = cso_create_context(ctx);
   cb = util_create_texture2d(ctx->screen, 256, 256,
                              PIPE_FORMAT_R8G8B8A8_UNORM);
   util_set_common_states_and_clear(cso, ctx, cb);

   /* Fragment shader. */
   fs = util_make_fragment_passthrough_shader(ctx, TGSI_SEMANTIC_GENERIC,
                                       TGSI_INTERPOLATE_LINEAR, TRUE);
   cso_set_fragment_shader_handle(cso, fs);

   /* Vertex shader. */
   vs = util_set_passthrough_vertex_shader(cso, ctx, true);

   /* Draw. */
   {
      static float vertices[] = {
          0,   0, 0, 0,   1,  0, 0, 1,
          0, 256, 0, 0,   1,  0, 0, 1,
        256, 256, 0, 0,   1,  0, 0, 1,
        256,   0, 0, 0,   1,  0, 0, 1,
      };
      util_set_interleaved_vertex_elements(cso, 2);
      util_draw_user_vertex_buffer(cso, vertices, PIPE_PRIM_QUADS, 4, 2);
   }

   /* Probe pixels. */
   pass = pass && util_probe_rect_rgba(ctx, cb, 0, 0,
                                       cb->width0, cb->height0, red);

   /* Cleanup. */
   cso_destroy_context(cso);
   ctx->delete_vs_state(ctx, vs);
   ctx->delete_fs_state(ctx, fs);
   pipe_resource_reference(&cb, NULL);

   util_report_result(pass);
}
Example #3
0
static void
test_texture_barrier(struct pipe_context *ctx, bool use_fbfetch,
                     unsigned num_samples)
{
   struct cso_context *cso;
   struct pipe_resource *cb;
   struct pipe_sampler_view *view = NULL;
   char name[256];
   const char *text;

   assert(num_samples >= 1 && num_samples <= 8);

   util_snprintf(name, sizeof(name), "%s: %s, %u samples", __func__,
                 use_fbfetch ? "FBFETCH" : "sampler", MAX2(num_samples, 1));

   if (!ctx->screen->get_param(ctx->screen, PIPE_CAP_TEXTURE_BARRIER)) {
      util_report_result_helper(SKIP, name);
      return;
   }
   if (use_fbfetch &&
       !ctx->screen->get_param(ctx->screen, PIPE_CAP_TGSI_FS_FBFETCH)) {
      util_report_result_helper(SKIP, name);
      return;
   }

   cso = cso_create_context(ctx, 0);
   cb = util_create_texture2d(ctx->screen, 256, 256,
                              PIPE_FORMAT_R8G8B8A8_UNORM, num_samples);
   util_set_common_states_and_clear(cso, ctx, cb);

   /* Clear each sample to a different value. */
   if (num_samples > 1) {
      void *fs =
         util_make_fragment_passthrough_shader(ctx, TGSI_SEMANTIC_GENERIC,
                                               TGSI_INTERPOLATE_LINEAR, TRUE);
      cso_set_fragment_shader_handle(cso, fs);

      /* Vertex shader. */
      void *vs = util_set_passthrough_vertex_shader(cso, ctx, false);

      for (unsigned i = 0; i < num_samples / 2; i++) {
         float value;

         /* 2 consecutive samples should have the same color to test MSAA
          * compression properly.
          */
         if (num_samples == 2) {
            value = 0.1;
         } else {
            /* The average value must be 0.1 */
            static const float values[] = {
               0.0, 0.2, 0.05, 0.15
            };
            value = values[i];
         }

         ctx->set_sample_mask(ctx, 0x3 << (i * 2));
         util_draw_fullscreen_quad_fill(cso, value, value, value, value);
      }
      ctx->set_sample_mask(ctx, ~0);

      cso_set_vertex_shader_handle(cso, NULL);
      cso_set_fragment_shader_handle(cso, NULL);
      ctx->delete_vs_state(ctx, vs);
      ctx->delete_fs_state(ctx, fs);
   }

   if (use_fbfetch) {
      /* Fragment shader. */
      text = "FRAG\n"
             "DCL OUT[0], COLOR[0]\n"
             "DCL TEMP[0]\n"
             "IMM[0] FLT32 { 0.1, 0.2, 0.3, 0.4}\n"

             "FBFETCH TEMP[0], OUT[0]\n"
             "ADD OUT[0], TEMP[0], IMM[0]\n"
             "END\n";
   } else {
      struct pipe_sampler_view templ = {{0}};
      templ.format = cb->format;
      templ.target = cb->target;
      templ.swizzle_r = PIPE_SWIZZLE_X;
      templ.swizzle_g = PIPE_SWIZZLE_Y;
      templ.swizzle_b = PIPE_SWIZZLE_Z;
      templ.swizzle_a = PIPE_SWIZZLE_W;
      view = ctx->create_sampler_view(ctx, cb, &templ);
      ctx->set_sampler_views(ctx, PIPE_SHADER_FRAGMENT, 0, 1, &view);

      /* Fragment shader. */
      if (num_samples > 1) {
         text = "FRAG\n"
                "DCL SV[0], POSITION\n"
                "DCL SV[1], SAMPLEID\n"
                "DCL SAMP[0]\n"
                "DCL SVIEW[0], 2D_MSAA, FLOAT\n"
                "DCL OUT[0], COLOR[0]\n"
                "DCL TEMP[0]\n"
                "IMM[0] FLT32 { 0.1, 0.2, 0.3, 0.4}\n"

                "F2I TEMP[0].xy, SV[0].xyyy\n"
                "MOV TEMP[0].w, SV[1].xxxx\n"
                "TXF TEMP[0], TEMP[0], SAMP[0], 2D_MSAA\n"
                "ADD OUT[0], TEMP[0], IMM[0]\n"
                "END\n";
      } else {
         text = "FRAG\n"
                "DCL SV[0], POSITION\n"
                "DCL SAMP[0]\n"
                "DCL SVIEW[0], 2D, FLOAT\n"
                "DCL OUT[0], COLOR[0]\n"
                "DCL TEMP[0]\n"
                "IMM[0] FLT32 { 0.1, 0.2, 0.3, 0.4}\n"
                "IMM[1] INT32 { 0, 0, 0, 0}\n"

                "F2I TEMP[0].xy, SV[0].xyyy\n"
                "MOV TEMP[0].zw, IMM[1]\n"
                "TXF TEMP[0], TEMP[0], SAMP[0], 2D\n"
                "ADD OUT[0], TEMP[0], IMM[0]\n"
                "END\n";
      }
   }

   struct tgsi_token tokens[1000];
   struct pipe_shader_state state;

   if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
      assert(0);
      util_report_result_helper(FAIL, name);
      return;
   }
   pipe_shader_state_from_tgsi(&state, tokens);

   void *fs = ctx->create_fs_state(ctx, &state);
   cso_set_fragment_shader_handle(cso, fs);

   /* Vertex shader. */
   void *vs = util_set_passthrough_vertex_shader(cso, ctx, false);

   if (num_samples > 1 && !use_fbfetch)
      ctx->set_min_samples(ctx, num_samples);

   for (int i = 0; i < 2; i++) {
      ctx->texture_barrier(ctx,
                           use_fbfetch ? PIPE_TEXTURE_BARRIER_FRAMEBUFFER :
                                         PIPE_TEXTURE_BARRIER_SAMPLER);
      util_draw_fullscreen_quad(cso);
   }
   if (num_samples > 1 && !use_fbfetch)
      ctx->set_min_samples(ctx, 1);

   /* Probe pixels.
    *
    * For single sample:
    *   result = 0.1 (clear) + (0.1, 0.2, 0.3, 0.4) * 2 = (0.3, 0.5, 0.7, 0.9)
    *
    * For MSAA 4x:
    *   sample0 = 0.0 (clear) + (0.1, 0.2, 0.3, 0.4) * 2 = (0.2, 0.4, 0.6, 0.8)
    *   sample1 = sample0
    *   sample2 = 0.2 (clear) + (0.1, 0.2, 0.3, 0.4) * 2 = (0.4, 0.6, 0.8, 1.0)
    *   sample3 = sample2
    *   resolved = sum(sample[0:3]) / 4 = (0.3, 0.5, 0.7, 0.9)
    */
   static const float expected[] = {0.3, 0.5, 0.7, 0.9};
   bool pass = util_probe_rect_rgba(ctx, cb, 0, 0,
                                    cb->width0, cb->height0, expected);

   /* Cleanup. */
   cso_destroy_context(cso);
   ctx->delete_vs_state(ctx, vs);
   ctx->delete_fs_state(ctx, fs);
   pipe_sampler_view_reference(&view, NULL);
   pipe_resource_reference(&cb, NULL);

   util_report_result_helper(pass, name);
}