예제 #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;
}
예제 #2
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;
}
예제 #3
0
파일: restrict.c 프로젝트: chemecse/piglit
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;
}
예제 #4
0
파일: unused.c 프로젝트: Jul13t/piglit
/**
 * 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;
}
예제 #5
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;
}
예제 #6
0
파일: state.c 프로젝트: Jul13t/piglit
/**
 * Test binding image uniforms to image units for a simple shader
 * program.
 */
static bool
run_test_uniform(void)
{
        const struct grid_info grid =
                grid_info(GL_FRAGMENT_SHADER, GL_RGBA32F, W, H);
        GLuint prog = generate_program(
                grid, GL_FRAGMENT_SHADER,
                concat(image_hunk(image_info_for_grid(grid), ""),
                       hunk("uniform IMAGE_T imgs[2];\n"
                            "\n"
                            "GRID_T op(ivec2 idx, GRID_T x) {\n"
                            "        imageStore(imgs[0], IMAGE_ADDR(idx), x);\n"
                            "        imageStore(imgs[1], IMAGE_ADDR(idx), x);\n"
                            "        return x;\n"
                            "}\n"), NULL));
        const int loc = glGetUniformLocation(prog, "imgs");
        bool ret = prog && check_uniform_int(prog, loc, 0) &&
                check_uniform_int(prog, loc + 1, 0);
        int v[2];

        glUseProgram(prog);

        /*
         * Image uniforms are bound to image units using
         * glUniform1i{v}.
         */
        glUniform1i(loc, 3);
        ret &= check_uniform_int(prog, loc, 3) &&
                check_uniform_int(prog, loc + 1, 0);

        glUniform1i(loc + 1, 3);
        ret &= check_uniform_int(prog, loc, 3) &&
                check_uniform_int(prog, loc + 1, 3);

        v[0] = 4;
        v[1] = 5;
        glUniform1iv(loc, 2, v);
        ret &= check_uniform_int(prog, loc, 4) &&
                check_uniform_int(prog, loc + 1, 5);

        /*
         * GL_INVALID_VALUE is generated if the value specified is
         * greater than or equal to the value of GL_MAX_IMAGE_UNITS.
         */
        glUniform1i(loc, max_image_units());
        ret &= piglit_check_gl_error(GL_INVALID_VALUE);

        v[0] = 3;
        v[1] = max_image_units() + 1;
        glUniform1iv(loc, 2, v);
        ret &= piglit_check_gl_error(GL_INVALID_VALUE);

        /*
         * GL_INVALID_VALUE is generated if the value specified is
         * less than zero.
         */
        glUniform1i(loc, -1);
        ret &= piglit_check_gl_error(GL_INVALID_VALUE);

        v[0] = 3;
        v[1] = -4;
        glUniform1iv(loc, 2, v);
        ret &= piglit_check_gl_error(GL_INVALID_VALUE);

        /*
         * GL_INVALID_OPERATION is generated by Uniform* functions
         * other than Uniform1i{v}.
         */
        CHECK_INVAL_2(glUniform, 1f, 1ui, (loc, 0), ret);
        CHECK_INVAL_3(glUniform, 2i, 2f, 2ui, (loc, 0, 0), ret);
        CHECK_INVAL_3(glUniform, 3i, 3f, 3ui, (loc, 0, 0, 0), ret);
        CHECK_INVAL_3(glUniform, 4i, 4f, 4ui, (loc, 0, 0, 0, 0), ret);

        CHECK_INVAL_2(glUniform, 1fv, 1uiv, (loc, 1, (void *)v), ret);
        CHECK_INVAL_3(glUniform, 2iv, 2fv, 2uiv, (loc, 1, (void *)v), ret);
        CHECK_INVAL_3(glUniform, 3iv, 3fv, 3uiv, (loc, 1, (void *)v), ret);
        CHECK_INVAL_3(glUniform, 4iv, 4fv, 4uiv, (loc, 1, (void *)v), ret);

        CHECK_INVAL_3(glUniformMatrix, 2fv, 3fv, 4fv,
                (loc, 1, GL_FALSE, (float *)v), ret);
        CHECK_INVAL_3(glUniformMatrix, 2x3fv, 3x2fv, 2x4fv,
                (loc, 1, GL_FALSE, (float *)v), ret);
        CHECK_INVAL_3(glUniformMatrix, 4x2fv, 3x4fv, 4x3fv,
                (loc, 1, GL_FALSE, (float *)v), ret);

        if (piglit_is_extension_supported("GL_ARB_gpu_shader_fp64")) {
                CHECK_INVAL_1(glUniform, 1d, (loc, 0), ret);
                CHECK_INVAL_1(glUniform, 2d, (loc, 0, 0), ret);
                CHECK_INVAL_1(glUniform, 3d, (loc, 0, 0, 0), ret);
                CHECK_INVAL_1(glUniform, 4d, (loc, 0, 0, 0, 0), ret);

                CHECK_INVAL_2(glUniform, 1dv, 2dv, (loc, 1, (double *)v), ret);
                CHECK_INVAL_2(glUniform, 3dv, 4dv, (loc, 1, (double *)v), ret);

                CHECK_INVAL_3(glUniformMatrix, 2dv, 3dv, 4dv,
                        (loc, 1, GL_FALSE, (double *)v), ret);
                CHECK_INVAL_3(glUniformMatrix, 2x3dv, 3x2dv, 2x4dv,
                        (loc, 1, GL_FALSE, (double *)v), ret);
                CHECK_INVAL_3(glUniformMatrix, 4x2dv, 3x4dv, 4x3dv,
                        (loc, 1, GL_FALSE, (double *)v), ret);
        }

        glDeleteProgram(prog);
        return ret;
}