ext_gpu_shader4: add compiler tests for everything
[piglit.git] / tests / spec / arb_texture_view / rendering-layers-image.c
blob86148075b51455db5f561a9a8434f7ce79028e5b
1 /* Copyright © 2018 Danylo Piliaiev
3 * Permission is hereby granted, free of charge, to any person obtaining a
4 * copy of this software and associated documentation files (the "Software"),
5 * to deal in the Software without restriction, including without limitation
6 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
7 * and/or sell copies of the Software, and to permit persons to whom the
8 * Software is furnished to do so, subject to the following conditions:
10 * The above copyright notice and this permission notice (including the next
11 * paragraph) shall be included in all copies or substantial portions of the
12 * Software.
14 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
15 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
16 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
17 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
18 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
19 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
20 * IN THE SOFTWARE.
23 /**
24 * Tests GL_ARB_texture_view interaction with ARB_shader_image_load_store.
25 * Creates texture maps with different solid colors for each layer,
26 * reads the framebuffer to ensure the rendered color is correct
27 * and verifies that image has expected layers count.
30 #include "piglit-util-gl.h"
31 #include "common.h"
33 PIGLIT_GL_TEST_CONFIG_BEGIN
35 config.supports_gl_core_version = 32;
37 config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE;
38 config.khr_no_error_support = PIGLIT_NO_ERRORS;
40 PIGLIT_GL_TEST_CONFIG_END
42 struct test_info
44 GLenum target;
45 const char* uniform_type;
46 const char* img_layers_dimension;
47 const char* img_access;
48 int program;
51 struct test_info tests[] = {
52 {GL_TEXTURE_1D_ARRAY, "image1DArray", "y", "ivec2(0, tex_layer)", -1},
53 {GL_TEXTURE_2D_ARRAY, "image2DArray", "z", "ivec3(0, 0, tex_layer)", -1},
54 {GL_TEXTURE_CUBE_MAP_ARRAY, "imageCubeArray", "z * 6", "ivec3(0, 0, tex_layer)", -1},
57 static bool
58 test_render_layers(const struct test_info *test)
60 GLuint tex;
61 const GLint width = 16, height = 16, layers = 12;
62 const GLint num_layers[] = {7, 11, 2, 4};
63 bool pass = true;
65 glUseProgram(test->program);
67 const GLint expected_layers_uniform = glGetUniformLocation(test->program, "expected_layers");
69 glGenTextures(1, &tex);
70 glActiveTexture(GL_TEXTURE0);
71 glBindTexture(test->target, tex);
73 if (test->target == GL_TEXTURE_1D_ARRAY) {
74 glTexStorage2D(test->target, 1, GL_RGBA8, width, layers);
75 } else {
76 glTexStorage3D(test->target, 1, GL_RGBA8, width, height, layers);
79 /* Load each array layer with a different color texture */
80 for (GLint l = 0; l < layers; l++) {
81 GLubyte *buf = create_solid_image(width, height, 1, 4, l);
83 if (buf != NULL) {
84 if (test->target == GL_TEXTURE_1D_ARRAY) {
85 glTexSubImage2D(test->target, 0, 0, l,
86 width, 1, GL_RGBA,
87 GL_UNSIGNED_BYTE, buf);
88 } else {
89 glTexSubImage3D(test->target, 0, 0, 0, l,
90 width, height, 1, GL_RGBA,
91 GL_UNSIGNED_BYTE, buf);
93 free(buf);
98 pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
100 /* Create a view of texture with restricted layers, bind it as image and draw a quad
101 * using a single layer in the view range which varies every loop, check image's layers
102 * count in a shader.
104 for (GLint first_layer = 0; first_layer < ARRAY_SIZE(num_layers); first_layer++) {
105 const int total_layers = test->target == GL_TEXTURE_CUBE_MAP_ARRAY ? 6 : num_layers[first_layer];
107 GLuint view_tex;
108 glGenTextures(1, &view_tex);
109 glTextureView(view_tex, test->target, tex, GL_RGBA8,
110 0, 1, first_layer, total_layers);
112 glActiveTexture(GL_TEXTURE0);
113 glBindImageTexture(0, view_tex, 0, GL_TRUE, 0, GL_READ_ONLY, GL_RGBA8);
115 glUniform1i(expected_layers_uniform, total_layers);
117 glClear(GL_COLOR_BUFFER_BIT);
119 draw_3d_depth(-1.0, -1.0, 2.0, 2.0, total_layers - 1);
121 const int expected_layer = first_layer + total_layers - 1;
123 GLfloat expected[4];
124 expected[0] = Colors[expected_layer][0] / 255.0;
125 expected[1] = Colors[expected_layer][1] / 255.0;
126 expected[2] = Colors[expected_layer][2] / 255.0;
127 expected[3] = 1.0;
129 const int p = piglit_probe_pixel_rgba(piglit_width/2, piglit_height/2, expected);
131 piglit_present_results();
133 if (!p) {
134 printf("Wrong color for view min layer %d, expected layer %d\n",
135 first_layer, expected_layer);
136 pass = false;
138 glDeleteTextures(1, &view_tex);
141 glDeleteTextures(1, &tex);
142 return pass;
145 enum piglit_result
146 piglit_display(void)
148 bool pass = true;
149 for (int test_idx = 0; test_idx < ARRAY_SIZE(tests); test_idx++) {
150 const struct test_info *test = &tests[test_idx];
152 const bool subtest_pass = test_render_layers(test);
154 piglit_report_subtest_result(subtest_pass ? PIGLIT_PASS : PIGLIT_FAIL,
155 "layers rendering of %s", test->uniform_type);
156 pass = pass && subtest_pass;
158 pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
159 return pass ? PIGLIT_PASS : PIGLIT_FAIL;
162 static const char *vs =
163 "#version 150\n"
164 "in vec4 piglit_vertex;\n"
165 "in vec2 piglit_texcoord;\n"
166 "flat out int tex_layer;\n"
167 "void main() { \n"
168 " gl_Position = vec4(piglit_vertex.xy, 0.0, 1.0);\n"
169 " tex_layer = int(piglit_vertex.z);\n"
170 "}\n";
172 static const char *fs_template =
173 "#version 150\n"
174 "#extension GL_ARB_shader_image_size : enable\n"
175 "#extension GL_ARB_shading_language_420pack : enable\n"
176 "#extension GL_ARB_shader_image_load_store : enable\n"
177 "flat in int tex_layer;\n"
178 "layout(binding = 0, rgba8) uniform %s img;\n"
179 "uniform int expected_layers;\n"
180 "out vec4 color;\n"
181 "void main() { \n"
182 " if (imageSize(img).%s == expected_layers)\n"
183 " color = vec4(imageLoad(img, %s).rgb, 1.0);\n"
184 " else\n"
185 " color = vec4(0.0);\n"
186 "}\n";
188 void
189 piglit_init(int argc, char **argv)
191 piglit_require_extension("GL_ARB_texture_storage");
192 piglit_require_extension("GL_ARB_texture_view");
193 piglit_require_extension("GL_ARB_shader_image_load_store");
194 piglit_require_extension("GL_ARB_shader_image_size");
196 for (int test_idx = 0; test_idx < ARRAY_SIZE(tests); test_idx++) {
197 struct test_info *test = &tests[test_idx];
199 char fs[512];
200 snprintf(fs, sizeof(fs), fs_template, test->uniform_type,
201 test->img_layers_dimension, test->img_access);
202 test->program = piglit_build_simple_program(vs, fs);