ext_gpu_shader4: add compiler tests for everything
[piglit.git] / tests / spec / amd_vertex_shader_layer / layered-2d-texture-render.c
blobb645158d20b9c8476573b1e23b6f8b52fa60c302
1 /*
2 * Copyright (c) 2013 Intel Corporation
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
26 * Test 2D array texture rendering with gl_Layer (AMD_vertex_shader_layer)
28 * This test uses layered rendering (gl_Layer) within the vertex shader.
29 * Support for gl_Layer in VS is added by the AMD_vertex_shader_layer
30 * extension.
32 * This test first draws to a color array texture which is attached to
33 * a framebuffer. The texture has 5 layers and 7 LODs.
35 * Once colors have been rendered to each array slice & LOD, the test
36 * then uses the texture to draw on the system framebuffer and verifies
37 * that the expected colors appear.
40 #include "piglit-util-gl.h"
42 #define PAD 5
43 #define SIZE 64
44 #define LAYERS 5
45 #define LOD 7
47 PIGLIT_GL_TEST_CONFIG_BEGIN
49 config.supports_gl_core_version = 31;
50 config.supports_gl_compat_version = 31;
52 config.window_width = (((SIZE+PAD)*LAYERS)+PAD);
53 config.window_height = (((SIZE+PAD)*2)+PAD);
54 config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGB;
56 PIGLIT_GL_TEST_CONFIG_END
58 static GLuint rectangle_vertices_bo;
60 /* VS and FS to fill the 2D array texture */
61 static const char *fill_tex_vs =
62 "#version 140\n"
63 "#extension GL_AMD_vertex_shader_layer: enable\n"
64 "uniform int color_bias;\n"
65 "in vec2 vertex;\n"
66 "out vec3 color;\n"
67 "vec3 get_color(int num)\n"
68 "{\n"
69 " vec3 result = vec3(0.0);\n"
70 " if ((num & 4) != 0) result.r = 1.0;"
71 " if ((num & 2) != 0) result.g = 1.0;"
72 " if ((num & 1) != 0) result.b = 1.0;"
73 " return result;\n"
74 "}\n"
75 "void main()\n"
76 "{\n"
77 " gl_Position = vec4(vertex, vec2(0.0, 1.0));\n"
78 " gl_Layer = gl_InstanceID;\n"
79 " color = get_color(color_bias + gl_InstanceID);\n"
80 "}\n";
82 static const char *fill_tex_fs =
83 "#version 140\n"
84 "in vec3 color;\n"
85 "void main()\n"
86 "{\n"
87 " gl_FragColor = vec4(color, 1.0);\n"
88 "}\n";
90 /* VS and FS to use and test the 2D array texture */
91 static const char *use_tex_vs =
92 "#version 130\n"
93 "in vec2 vertex;\n"
94 "out vec2 coord;\n"
95 "void main()\n"
96 "{\n"
97 " gl_Position = vec4(vertex, vec2(0.0, 1.0));\n"
98 " coord = (vertex * 0.5) + 0.5;\n"
99 "}\n";
101 static const char *use_tex_fs =
102 "#version 130\n"
103 "uniform sampler2DArray tex; \n"
104 "uniform int layer;\n"
105 "uniform int lod;\n"
106 "in vec2 coord;\n"
107 "void main()\n"
108 "{\n"
109 " gl_FragColor = textureLod(tex, vec3(coord, float(layer)), lod);\n"
110 "}\n";
112 static GLuint fill_tex_program;
113 static GLuint use_tex_program;
115 static int get_x(int layer)
117 return ((SIZE + PAD) * layer) + PAD;
120 static int get_y(int layer, int lod)
122 int size = SIZE >> lod;
123 return PAD + (((1 << lod) - 1) * 2 * size);
126 static const GLfloat *get_color(int num)
128 int color_index;
130 static const GLfloat colors[][3] = {
131 {0.0, 0.0, 0.0},
132 {0.0, 0.0, 1.0},
133 {0.0, 1.0, 0.0},
134 {0.0, 1.0, 1.0},
135 {1.0, 0.0, 0.0},
136 {1.0, 0.0, 1.0},
137 {1.0, 1.0, 0.0},
138 {1.0, 1.0, 1.0},
141 color_index = num % ARRAY_SIZE(colors);
142 return colors[color_index];
145 static bool
146 render_tex_layers(GLuint tex)
148 int lod;
149 GLint color_bias_loc;
150 GLint vertex_loc;
151 GLenum status;
152 int color_index = 0;
153 int size;
155 glUseProgram(fill_tex_program);
157 color_bias_loc = glGetUniformLocation(fill_tex_program, "color_bias");
159 glBindBuffer(GL_ARRAY_BUFFER, rectangle_vertices_bo);
160 vertex_loc = glGetAttribLocation(fill_tex_program, "vertex");
161 glVertexAttribPointer(vertex_loc, 2, GL_FLOAT, 0, 0, 0);
162 glEnableVertexAttribArray(vertex_loc);
163 for (lod = 0; lod < LOD; lod++) {
164 size = SIZE >> lod;
165 glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, lod);
166 status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
167 if (status != GL_FRAMEBUFFER_COMPLETE) {
168 fprintf(stderr, "fbo incomplete (status = %s)\n",
169 piglit_get_gl_enum_name(status));
170 return false;
172 glDrawBuffer(GL_COLOR_ATTACHMENT0);
173 glViewport(0, 0, size, size);
174 glUniform1i(color_bias_loc, color_index);
175 glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, LAYERS);
176 color_index += LAYERS;
178 glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 0, 0);
179 glBindFramebuffer(GL_FRAMEBUFFER, piglit_winsys_fbo);
180 glDisableVertexAttribArray(vertex_loc);
182 return true;
185 static GLuint
186 build_texture(void)
188 GLuint tex;
189 int lod;
190 int size;
192 glGenTextures(1, &tex);
193 glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
194 for (lod = 0; lod < LOD; lod++) {
195 size = SIZE >> lod;
196 glTexImage3D(GL_TEXTURE_2D_ARRAY, lod, GL_RGBA,
197 size, size, LAYERS, 0, GL_RGBA, GL_FLOAT, NULL);
200 render_tex_layers(tex);
202 return tex;
205 static void
206 draw_box(GLuint tex, int layer, int lod)
208 GLint layer_loc, lod_loc, vertex_loc;
209 int x = get_x(layer);
210 int y = get_y(layer, lod);
211 int size = SIZE >> lod;
213 layer_loc = glGetUniformLocation(use_tex_program, "layer");
214 lod_loc = glGetUniformLocation(use_tex_program, "lod");
216 glBindBuffer(GL_ARRAY_BUFFER, rectangle_vertices_bo);
218 vertex_loc = glGetAttribLocation(use_tex_program, "vertex");
219 glVertexAttribPointer(vertex_loc, 2, GL_FLOAT, 0, 0, 0);
220 glEnableVertexAttribArray(vertex_loc);
222 glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
224 glViewport(x, y, size, size);
225 glUniform1i(layer_loc, layer);
226 glUniform1i(lod_loc, lod);
227 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
229 glDisableVertexAttribArray(vertex_loc);
232 static GLboolean
233 test_results(int layer, int lod)
235 int x = get_x(layer);
236 int y = get_y(layer, lod);
237 const GLfloat *expected_color3f = get_color((lod * LAYERS) + layer);
238 GLboolean pass;
239 int size = SIZE >> lod;
241 pass = piglit_probe_rect_rgb(x, y, size, size, expected_color3f);
243 if (!pass) {
244 printf("2D array failed at size %d, layer %d\n",
245 size, layer);
248 return pass;
251 static GLboolean
252 test_texture(GLuint tex)
254 int layer, lod;
255 GLint tex_loc;
256 GLboolean pass = GL_TRUE;
257 glUseProgram(use_tex_program);
258 glActiveTexture(GL_TEXTURE0);
259 tex_loc = glGetUniformLocation(use_tex_program, "tex");
260 glUniform1i(tex_loc, 0);
262 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER,
263 GL_NEAREST_MIPMAP_NEAREST);
264 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER,
265 GL_NEAREST);
267 for (lod = 0; lod < LOD; lod++) {
268 for (layer = 0; layer < LAYERS; layer++) {
269 draw_box(tex, layer, lod);
273 for (lod = 0; lod < LOD; lod++) {
274 for (layer = 0; layer < LAYERS; layer++) {
275 pass = test_results(layer, lod) && pass;
279 glUseProgram(0);
280 return pass;
283 enum piglit_result
284 piglit_display(void)
286 GLboolean pass;
287 GLuint vao, fbo;
288 GLuint tex;
289 static const GLfloat verts[4][2] = {
290 { 1.0, -1.0},
291 {-1.0, -1.0},
292 { 1.0, 1.0},
293 {-1.0, 1.0},
296 /* Clear background to gray */
297 glClearColor(0.5, 0.5, 0.5, 1.0);
298 glClear(GL_COLOR_BUFFER_BIT);
300 glGenFramebuffers(1, &fbo);
301 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
302 glGenVertexArrays(1, &vao);
303 glBindVertexArray(vao);
304 glGenBuffers(1, &rectangle_vertices_bo);
305 glBindBuffer(GL_ARRAY_BUFFER, rectangle_vertices_bo);
306 glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
308 tex = build_texture();
309 pass = test_texture(tex);
310 glDeleteTextures(1, &tex);
312 piglit_present_results();
314 glDeleteBuffers(1, &rectangle_vertices_bo);
315 glDeleteFramebuffers(1, &fbo);
316 glDeleteVertexArrays(1, &vao);
318 return pass ? PIGLIT_PASS : PIGLIT_FAIL;
321 void
322 piglit_init(int argc, char **argv)
324 /* For glFramebufferTexture we need either GL 3.2 or
325 * GL_ARB_geometry_shader4.
327 if (piglit_get_gl_version() < 32) {
328 piglit_require_extension("GL_ARB_geometry_shader4");
331 piglit_require_extension("GL_AMD_vertex_shader_layer");
333 fill_tex_program = piglit_build_simple_program(fill_tex_vs, fill_tex_fs);
334 piglit_check_gl_error(GL_NO_ERROR);
336 use_tex_program = piglit_build_simple_program(use_tex_vs, use_tex_fs);
337 piglit_check_gl_error(GL_NO_ERROR);