Hello,

Since the patch which fixes the issue got pushed in
f9fd0cf4790cb2a530e75d1a2206dbb9d8af7cb2
could this test be reviewed/pushed?

Thanks!

On 10/24/18 2:17 PM, Danylo Piliaiev wrote:
Tests that binding texture view to image unit results in a correct
calculation of layers:
- Correct layer should be read
- Image should have correct layers count

Exercises the bug:
https://bugs.freedesktop.org/show_bug.cgi?id=107856

Signed-off-by: Danylo Piliaiev <danylo.pilia...@globallogic.com>
---
  tests/opengl.py                               |   1 +
  tests/spec/arb_texture_view/CMakeLists.gl.txt |   1 +
  .../arb_texture_view/rendering-layers-image.c | 211 ++++++++++++++++++
  3 files changed, 213 insertions(+)
  create mode 100644 tests/spec/arb_texture_view/rendering-layers-image.c

diff --git a/tests/opengl.py b/tests/opengl.py
index f7e408cd5..caa0d2813 100644
--- a/tests/opengl.py
+++ b/tests/opengl.py
@@ -2461,6 +2461,7 @@ with profile.test_list.group_manager(
      g(['arb_texture_view-rendering-target'], 'rendering-target')
      g(['arb_texture_view-rendering-levels'], 'rendering-levels')
      g(['arb_texture_view-rendering-layers'], 'rendering-layers')
+    g(['arb_texture_view-rendering-layers-image'], 'rendering-layers-image')
      g(['arb_texture_view-rendering-formats'], 'rendering-formats')
      g(['arb_texture_view-rendering-r32ui'], 'rendering-r32ui')
      g(['arb_texture_view-lifetime-format'], 'lifetime-format')
diff --git a/tests/spec/arb_texture_view/CMakeLists.gl.txt 
b/tests/spec/arb_texture_view/CMakeLists.gl.txt
index 39330dad7..eca0c18a5 100644
--- a/tests/spec/arb_texture_view/CMakeLists.gl.txt
+++ b/tests/spec/arb_texture_view/CMakeLists.gl.txt
@@ -21,6 +21,7 @@ piglit_add_executable(arb_texture_view-mipgen mipgen.c)
  piglit_add_executable(arb_texture_view-params params.c)
  piglit_add_executable(arb_texture_view-queries queries.c)
  piglit_add_executable(arb_texture_view-rendering-formats rendering-formats.c)
+piglit_add_executable(arb_texture_view-rendering-layers-image 
rendering-layers-image.c common.c)
  piglit_add_executable(arb_texture_view-rendering-layers rendering_layers.c 
common.c)
  piglit_add_executable(arb_texture_view-rendering-levels rendering_levels.c 
common.c)
  piglit_add_executable(arb_texture_view-rendering-r32ui rendering-r32ui.c)
diff --git a/tests/spec/arb_texture_view/rendering-layers-image.c 
b/tests/spec/arb_texture_view/rendering-layers-image.c
new file mode 100644
index 000000000..415b01657
--- /dev/null
+++ b/tests/spec/arb_texture_view/rendering-layers-image.c
@@ -0,0 +1,211 @@
+/* Copyright © 2018 Danylo Piliaiev
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+/**
+ * Tests GL_ARB_texture_view interaction with ARB_shader_image_load_store.
+ * Creates texture maps with different solid colors for each layer,
+ * reads the framebuffer to ensure the rendered color is correct
+ * and verifies that image has expected layers count.
+ */
+
+#include "piglit-util-gl.h"
+#include "common.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+       config.supports_gl_core_version = 32;
+
+       config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE;
+       config.khr_no_error_support = PIGLIT_NO_ERRORS;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+struct test_info
+{
+       GLenum target;
+       const char* uniform_type;
+       const char* img_layers_dimension;
+       const char* img_access;
+       int program;
+};
+
+struct test_info tests[] = {
+       {GL_TEXTURE_1D_ARRAY, "image1DArray", "y", "ivec2(0, tex_layer)", -1},
+       {GL_TEXTURE_2D_ARRAY, "image2DArray", "z", "ivec3(0, 0, tex_layer)", 
-1},
+       {GL_TEXTURE_CUBE_MAP_ARRAY, "imageCubeArray", "z * 6", "ivec3(0, 0, 
tex_layer)", -1},
+};
+
+static bool
+test_render_layers(const struct test_info *test)
+{
+       GLuint tex;
+       const GLint width = 16, height = 16, layers = 12;
+       const GLint num_layers[] = {7, 11, 2, 4};
+       bool pass = true;
+
+       glUseProgram(test->program);
+
+       const GLint expected_layers_uniform = glGetUniformLocation(test->program, 
"expected_layers");
+
+       glGenTextures(1, &tex);
+       glActiveTexture(GL_TEXTURE0);
+       glBindTexture(test->target, tex);
+
+       if (test->target == GL_TEXTURE_1D_ARRAY) {
+               glTexStorage2D(test->target, 1, GL_RGBA8, width, layers);
+       } else {
+               glTexStorage3D(test->target, 1, GL_RGBA8, width, height, 
layers);
+       }
+
+       /* Load each array layer with a different color texture */
+       for (GLint l = 0; l < layers; l++) {
+               GLubyte *buf = create_solid_image(width, height, 1, 4, l);
+
+               if (buf != NULL) {
+                       if (test->target == GL_TEXTURE_1D_ARRAY) {
+                               glTexSubImage2D(test->target, 0, 0, l,
+                                               width, 1, GL_RGBA,
+                                               GL_UNSIGNED_BYTE, buf);
+                       } else {
+                               glTexSubImage3D(test->target, 0, 0, 0, l,
+                                               width, height, 1, GL_RGBA,
+                                               GL_UNSIGNED_BYTE, buf);
+                       }
+                       free(buf);
+               }
+
+       }
+
+       pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+
+       /* Create a view of texture with restricted layers, bind it as image 
and draw a quad
+        * using a single layer in the view range which varies every loop, 
check image's layers
+        * count in a shader.
+        */
+       for (GLint first_layer = 0; first_layer < ARRAY_SIZE(num_layers); 
first_layer++) {
+               const int total_layers = test->target == 
GL_TEXTURE_CUBE_MAP_ARRAY ? 6 : num_layers[first_layer];
+
+               GLuint view_tex;
+               glGenTextures(1, &view_tex);
+               glTextureView(view_tex, test->target, tex,  GL_RGBA8,
+                                       0, 1, first_layer, total_layers);
+
+               glActiveTexture(GL_TEXTURE0);
+               glBindImageTexture(0, view_tex, 0, GL_TRUE, 0, GL_READ_ONLY, 
GL_RGBA8);
+
+               glUniform1i(expected_layers_uniform, total_layers);
+
+               glClear(GL_COLOR_BUFFER_BIT);
+
+               draw_3d_depth(-1.0, -1.0, 2.0, 2.0, total_layers - 1);
+
+               const int expected_layer = first_layer + total_layers - 1;
+
+               GLfloat expected[4];
+               expected[0] = Colors[expected_layer][0] / 255.0;
+               expected[1] = Colors[expected_layer][1] / 255.0;
+               expected[2] = Colors[expected_layer][2] / 255.0;
+               expected[3] = 1.0;
+
+               const int p = piglit_probe_pixel_rgba(piglit_width/2, 
piglit_height/2, expected);
+
+               piglit_present_results();
+
+               if (!p) {
+                       printf("Wrong color for view min layer %d, expected layer 
%d\n",
+                                  first_layer, expected_layer);
+                       pass = false;
+               }
+               glDeleteTextures(1, &view_tex);
+       }
+
+       glDeleteTextures(1, &tex);
+       return pass;
+}
+
+#define X(f, desc) \
+       do { \
+               const bool subtest_pass = (f); \
+               piglit_report_subtest_result(subtest_pass \
+                                                ? PIGLIT_PASS : PIGLIT_FAIL, \
+                                                (desc)); \
+               pass = pass && subtest_pass; \
+       } while (0)
+
+enum piglit_result
+piglit_display(void)
+{
+       bool pass = true;
+       for (int test_idx = 0; test_idx < ARRAY_SIZE(tests); test_idx++) {
+               const struct test_info *test = &tests[test_idx];
+               char test_name[128];
+               snprintf(test_name, sizeof(test_name), "layers rendering of %s", 
test->uniform_type);
+               X(test_render_layers(test), test_name);
+       }
+#undef X
+       pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+       return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
+
+static const char *vs =
+       "#version 150\n"
+       "in vec4 piglit_vertex;\n"
+       "in vec2 piglit_texcoord;\n"
+       "flat out int tex_layer;\n"
+       "void main() { \n"
+       "  gl_Position = vec4(piglit_vertex.xy, 0.0, 1.0);\n"
+       "  tex_layer = int(piglit_vertex.z);\n"
+       "}\n";
+
+static const char *fs_template =
+       "#version 150\n"
+       "#extension GL_ARB_shader_image_size : enable\n"
+       "#extension GL_ARB_shading_language_420pack : enable\n"
+       "#extension GL_ARB_shader_image_load_store : enable\n"
+       "flat in int tex_layer;\n"
+       "layout(binding = 0, rgba8) uniform %s img;\n"
+       "uniform int expected_layers;\n"
+       "out vec4 color;\n"
+       "void main() { \n"
+       "   if (imageSize(img).%s == expected_layers)\n"
+       "          color = vec4(imageLoad(img, %s).rgb, 1.0);\n"
+       "  else\n"
+       "          color = vec4(0.0);\n"
+       "}\n";
+
+void
+piglit_init(int argc, char **argv)
+{
+       piglit_require_extension("GL_ARB_texture_storage");
+       piglit_require_extension("GL_ARB_texture_view");
+       piglit_require_extension("GL_ARB_shader_image_load_store");
+       piglit_require_extension("GL_ARB_shader_image_size");
+
+       for (int test_idx = 0; test_idx < ARRAY_SIZE(tests); test_idx++) {
+               struct test_info *test = &tests[test_idx];
+
+               char fs[512];
+               snprintf(fs, sizeof(fs), fs_template, test->uniform_type,
+                        test->img_layers_dimension, test->img_access);
+               test->program = piglit_build_simple_program(vs, fs);
+       }
+}

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