Exemplo n.º 1
0
bool
init_fb(const struct grid_info grid)
{
        bool ret = true;

        if (grid.stages & GL_COMPUTE_SHADER_BIT) {
                const struct image_info img = image_info_for_grid(grid);
                const unsigned n = product(grid.size) *
                        image_num_components(grid.format);
                uint32_t *pixels = malloc(n * sizeof(*pixels));

                ret = init_pixels(img, pixels, 0.5, 0.5, 0.5, 0.5) &&
                        upload_image(img, max_image_units(), pixels);

                free(pixels);
        } else {
                ret = generate_fb(grid, 0);

                glClearColor(0.5, 0.5, 0.5, 0.5);
                glClear(GL_COLOR_BUFFER_BIT);

                glClearDepth(0.5);
                glClear(GL_DEPTH_BUFFER_BIT);
        }

        return ret;
}
Exemplo n.º 2
0
static bool
run_test(GLbitfield shaders)
{
        const struct grid_info grid = {
                shaders,
                get_image_format(GL_R32UI),
                { W, H, 1, 1 }
        };
        const struct image_info img = image_info_for_grid(grid);
        GLuint prog = generate_program(
                grid,
                GL_VERTEX_SHADER,
                generate_source(grid, img, GL_VERTEX_SHADER),
                GL_TESS_CONTROL_SHADER,
                generate_source(grid, img, GL_TESS_CONTROL_SHADER),
                GL_TESS_EVALUATION_SHADER,
                generate_source(grid, img, GL_TESS_EVALUATION_SHADER),
                GL_GEOMETRY_SHADER,
                generate_source(grid, img, GL_GEOMETRY_SHADER),
                GL_FRAGMENT_SHADER,
                generate_source(grid, img, GL_FRAGMENT_SHADER),
                GL_COMPUTE_SHADER,
                generate_source(grid, img, GL_COMPUTE_SHADER));
        bool ret = prog && init_fb(grid) &&
                init_images(img) &&
                bind_images(grid, prog) &&
                draw_grid(grid, prog) &&
                check(grid, img);

        glDeleteProgram(prog);
        return ret;
}
Exemplo n.º 3
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;
}
Exemplo n.º 4
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;
}
Exemplo n.º 5
0
static bool
check(const struct grid_info grid, const struct image_info img, unsigned l)
{
        const unsigned layer_sz = 4 * product(grid.size);
        uint32_t pixels_fb[4 * N], expect_fb[4 * N];
        uint32_t pixels_img[4 * N], expect_img[4 * N];
        unsigned i;

        if (!download_result(grid, pixels_fb) ||
            !download_image(img, 0, pixels_img))
                return false;

        for (i = 0; i < layer_sz; ++i) {
                /*
                 * The framebuffer contents should reflect layer l of
                 * the image which is bound to the image unit.
                 */
                expect_fb[i] = encode(grid.format, layer_sz * l + i);
        }

        for (i = 0; i < 4 * N; ++i) {
                if (i / layer_sz == l) {
                        /*
                         * Layer l should have been modified by the
                         * shader.
                         */
                        expect_img[i] = encode(img.format, 33);
                } else {
                        /*
                         * Other layers should have remained
                         * unchanged.
                         */
                        expect_img[i] = encode(img.format, i);
                }
        }

        if (!check_pixels_v(image_info_for_grid(grid), pixels_fb, expect_fb)) {
                printf("  Source: framebuffer\n");
                return false;
        }

        if (!check_pixels_v(img, pixels_img, expect_img)) {
                printf("  Source: image\n");
                return false;
        }

        return true;
}
Exemplo n.º 6
0
bool
download_result(const struct grid_info grid, uint32_t *r_pixels)
{
        if (grid.stages & GL_COMPUTE_SHADER_BIT) {
                /* No actual framebuffer.  Results are returned into
                 * an image. */
                return download_image(image_info_for_grid(grid),
                                      max_image_units(), r_pixels);

        } else {
                glReadPixels(0, 0, grid.size.x, grid.size.y,
                             grid.format->pixel_format,
                             image_base_type(grid.format),
                             r_pixels);
                return piglit_check_gl_error(GL_NO_ERROR);
        }
}
Exemplo n.º 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;
}
Exemplo n.º 8
0
/**
 * 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;
}
Exemplo n.º 9
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);
}
Exemplo n.º 10
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);
}