Thanks for writing this test.  I checked it in CI and pushed it.

-Mark

Danylo Piliaiev <danylo.pilia...@gmail.com> writes:

> 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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