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|
/*
* Copyright (c) 2011 Intel Corporation
* Copyright (c) 2019 Rob Clark <robdclark@gmail.com>
*
* 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, sub license,
* 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 NON-INFRINGEMENT. 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.
*/
#include <assert.h>
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <getopt.h>
#include <math.h>
#include <GLES3/gl3.h>
#include <GLES3/gl3ext.h>
#ifdef HAVE_LIBPNG
#include <png.h>
#endif
#include "common.h"
#include "drm-common.h"
/* A tool for debugging texture layout. Somewhat inspired by piglit's
* texelFetch, but with some differences:
*
* - Uses GLES3+ and kms/gbm to reduce dependencies.
* - Only samples from FS stage, since this simplifies things and
* testing from VS/GS is not important for texture layout
* - Encodes the slice and mipmap level as the texture contents;
* since this is mostly for making sure we have the slice and
* level offsets to put he pixel data where the hw expects to
* read it from, the x/y gradient is less useful, but knowing
* the slice/level that was actually read helps give better
* error messages. (Once this is working correctly, you can
* go off and run texelFetch to make sure you didn't get the
* tiling format wrong, etc.)
* - Supports all different formats, since the rules for calculate
* level/slice offset can differ, or be parameterized differently,
* for different formats.
* - multiple levels of zoom.. samples same tex coord for NxN screen
* coordinates, to more easily see smaller mipmap levels on hidpi
* screens.
*
* Like texelFetch, it also supports:
* - 2D, 3D, 2DArray
* - Mipmapping
*
* Description of layout on screen from texelFetch:
*
* Draws a series of "rectangles" which display each miplevel and array slice,
* at full size. They are layed out as follows:
*
* miplevel 3 + + + + +
*
* miplevel 2 +-+ +-+ +-+ +-+ +-+
* +-+ +-+ +-+ +-+ +-+
*
* miplevel 1 +---+ +---+ +---+ +---+ +---+
* | | | | | | | | | |
* +---+ +---+ +---+ +---+ +---+
*
* +------+ +------+ +------+ +------+ +------+
* miplevel 0 | | | | | | | | | |
* | | | | | | | | | |
* +------+ +------+ +------+ +------+ +------+
* slice #0 slice #1 slice #2 slice #3 slice #4
*
*/
static struct egl _egl;
static const struct egl *egl = &_egl;
static const struct gbm *gbm;
static const struct drm *drm;
static int max_error_frames = 5;
static int error_frames;
static int zoom = 1;
static bool full;
static bool stop;
static bool png;
static GLenum target;
static struct size {
unsigned x, y, z;
} size, minsz, maxsz;
int miplevels;
static bool is_array(GLenum target)
{
return target == GL_TEXTURE_2D_ARRAY;
}
static int get_ncomp(GLenum ufmt)
{
switch (ufmt) {
case GL_RED:
case GL_RED_INTEGER:
case GL_DEPTH_COMPONENT:
return 1;
case GL_RG:
case GL_RG_INTEGER:
case GL_DEPTH_STENCIL:
return 2;
case GL_RGB:
case GL_RGB_INTEGER:
return 3;
case GL_RGBA:
case GL_RGBA_INTEGER:
return 4;
default:
assert(!"bad format");
return 0;
}
}
/*
* Formats Table
* -------------
*
* The worst case (smallest number of bits) to encode slice and level # are
* the R8 formats, but 4 bits for each is sufficient precision. To simplify
* things we standardize[*] how this is encoded:
*
* +----------+--------------+--------------------+
* | type | range used | GLenum type |
* +----------+--------------+--------------------+
* | SNORM | -1.0..1.0 | GL_BYTE |
* | UNORM | 0.0..1.0 | GL_UNSIGNED_BYTE |
* | FLOAT | 0.0..1.0 | GL_FLOAT |
* | SINT8 | -128..127 | GL_BYTE |
* | UINT8 | -128..127 | GL_UNSIGNED_BYTE |
* | SINT16 | -128..127 | GL_SHORT |
* | UINT16 | -128..127 | GL_UNSIGNED_SHORT |
* | SINT32 | -128..127 | GL_INT |
* | UINT32 | -128..127 | GL_UNSIGNED_INT |
* +----------+--------------+--------------------+
*
* [*] The "oddball" formats like RGB565 will need an additional level of
* "packing" to encode the 8bit slice+level across multiple channels.
* Other formats simply replicate the same value across all channels.
*
* The shader unpacks the slice/level value and returns them as gl_FragColor
* red and green channels.
*/
enum type {
SNORM,
UNORM,
FLOAT,
SINT8,
UINT8,
SINT16,
UINT16,
SINT32,
UINT32,
// TODO add oddballs
};
static int enc_ls(int level, int slice)
{
return ((level << 3) & 0x78) | (slice & 0x7);
}
static void * encode_BYTE(void *buf, int ncomp, int w, int h, int level, int slice)
{
int8_t *ptr = buf;
int8_t val = enc_ls(level, slice) - 127;
for (int i = 0; i < h; i++) {
for (int j = 0; j < (w*ncomp); j++)
*(ptr++) = val;
val += (i & 1) ? -128 : 128;
}
return ptr;
}
static void * encode_UNSIGNED_BYTE(void *buf, int ncomp, int w, int h, int level, int slice)
{
uint8_t *ptr = buf;
uint8_t val = enc_ls(level, slice);
for (int i = 0; i < h; i++) {
for (int j = 0; j < (w*ncomp); j++)
*(ptr++) = val;
val += (i & 1) ? -128 : 128;
}
return ptr;
}
static void * encode_FLOAT(void *buf, int ncomp, int w, int h, int level, int slice)
{
float *ptr = buf;
int encoded_value = enc_ls(level, slice);
float original_value = ((float)encoded_value) / 255.0;
float complement_value = ((float)(encoded_value + 128)) / 255.0;
float val;
for (int i = 0; i < h; i++) {
val = (i & 1) ? complement_value : original_value;
for (int j = 0; j < (w*ncomp); j++)
*(ptr++) = val;
}
return ptr;
}
static void * encode_SHORT(void *buf, int ncomp, int w, int h, int level, int slice)
{
int16_t *ptr = buf;
int16_t val = enc_ls(level, slice) - 127;
for (int i = 0; i < h; i++) {
for (int j = 0; j < (w*ncomp); j++)
*(ptr++) = val;
val += (i & 1) ? -128 : 128;
}
return ptr;
}
static void * encode_UNSIGNED_SHORT(void *buf, int ncomp, int w, int h, int level, int slice)
{
uint16_t *ptr = buf;
uint16_t val = enc_ls(level, slice);
for (int i = 0; i < h; i++) {
for (int j = 0; j < (w*ncomp); j++)
*(ptr++) = val;
val += (i & 1) ? -128 : 128;
}
return ptr;
}
static void * encode_INT(void *buf, int ncomp, int w, int h, int level, int slice)
{
int32_t *ptr = buf;
int32_t val = enc_ls(level, slice) - 127;
for (int i = 0; i < h; i++) {
for (int j = 0; j < (w*ncomp); j++)
*(ptr++) = val;
val += (i & 1) ? -128 : 128;
}
return ptr;
}
static void * encode_UNSIGNED_INT(void *buf, int ncomp, int w, int h, int level, int slice)
{
uint32_t *ptr = buf;
uint32_t val = enc_ls(level, slice);
for (int i = 0; i < h; i++) {
for (int j = 0; j < (w*ncomp); j++)
*(ptr++) = val;
val += (i & 1) ? -128 : 128;
}
return ptr;
}
static struct type_info {
const char *unpack;
const char *convert;
GLenum type;
void * (*encode)(void *buf, int ncomp, int w, int h, int level, int slice);
} type_info[] = {
#define _TYPE(_name, _unpack, _convert, _type) \
[_name] = { _unpack, _convert, GL_ ## _type, encode_ ## _type }
/* for the simple types that just encode value in .r channel: */
#define STYPE(_name, _convert, _type) _TYPE(_name, "color.r", _convert, _type)
STYPE(SNORM, "(val + 1.0) * 127.0", BYTE),
STYPE(UNORM, "val * 255.0", UNSIGNED_BYTE),
STYPE(FLOAT, "val * 255.0", FLOAT),
STYPE(SINT8, "val + 127", BYTE),
STYPE(UINT8, "val", UNSIGNED_BYTE),
STYPE(SINT16, "val + 127", SHORT),
STYPE(UINT16, "val", UNSIGNED_SHORT),
STYPE(SINT32, "val + 127", INT),
STYPE(UINT32, "val", UNSIGNED_INT),
};
static const struct fmt {
const char *name;
GLenum ifmt; /* sized internal format */
GLenum ufmt; /* unsized format */
enum type type;
} fmts[] = {
#define FMT(name, ufmt, t) { #name, GL_##name, ufmt, t }
FMT(R8, GL_RED, UNORM),
FMT(R8UI, GL_RED_INTEGER, UINT8 ),
FMT(R8I, GL_RED_INTEGER, SINT8 ),
FMT(R16UI, GL_RED_INTEGER, UINT16),
FMT(R16I, GL_RED_INTEGER, SINT16),
FMT(R32UI, GL_RED_INTEGER, UINT32),
FMT(R32I, GL_RED_INTEGER, SINT32),
FMT(RG8, GL_RG, UNORM ),
FMT(RG8UI, GL_RG_INTEGER, UINT8 ),
FMT(RG8I, GL_RG_INTEGER, SINT8 ),
FMT(RG16UI, GL_RG_INTEGER, UINT16),
FMT(RG16I, GL_RG_INTEGER, SINT16),
FMT(RG32UI, GL_RG_INTEGER, UINT32),
FMT(RG32I, GL_RG_INTEGER, SINT32),
FMT(RGB8, GL_RGB, UNORM ),
// FMT(RGB565, GL_RGB, UNORM565),
FMT(RGBA8, GL_RGBA, UNORM ),
// FMT(RGB5_A1, GL_RGBA, UINT5551),
// FMT(RGBA4, GL_RGBA, UINT4444),
// FMT(RGB10_A2, GL_RGBA, UINT10A2),
FMT(RGBA8UI, GL_RGBA_INTEGER, UINT8 ),
FMT(RGBA8I, GL_RGBA_INTEGER, SINT8 ),
FMT(RGBA16UI, GL_RGBA_INTEGER, UINT16),
FMT(RGBA16I, GL_RGBA_INTEGER, SINT16),
FMT(RGBA32I, GL_RGBA_INTEGER, SINT32),
FMT(RGBA32UI, GL_RGBA_INTEGER, UINT32),
/* Not required to be color renderable: */
FMT(R8_SNORM, GL_RED, SNORM ),
FMT(R16F, GL_RED, FLOAT ),
FMT(R32F, GL_RED, FLOAT ),
FMT(RG8_SNORM, GL_RG, SNORM ),
FMT(RG16F, GL_RG, FLOAT ),
FMT(RG32F, GL_RG, FLOAT ),
FMT(SRGB8, GL_RGB, UNORM ),
FMT(RGB8_SNORM, GL_RGB, SNORM ),
FMT(R11F_G11F_B10F, GL_RGB, FLOAT ),
FMT(RGB9_E5, GL_RGB, FLOAT ),
FMT(RGB16F, GL_RGB, FLOAT ),
FMT(RGB32F, GL_RGB, FLOAT ),
FMT(RGB8UI, GL_RGB_INTEGER, UINT8 ),
FMT(RGB8I, GL_RGB_INTEGER, SINT8 ),
FMT(RGB16UI, GL_RGB_INTEGER, UINT16),
FMT(RGB16I, GL_RGB_INTEGER, SINT16),
FMT(RGB32UI, GL_RGB_INTEGER, UINT32),
FMT(RGB32I, GL_RGB_INTEGER, SINT32),
FMT(RGBA8_SNORM, GL_RGBA, UNORM ),
FMT(RGBA16F, GL_RGBA, FLOAT ),
FMT(RGBA32F, GL_RGBA, FLOAT ),
FMT(DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, UINT16),
FMT(DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, UINT32),
FMT(DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, FLOAT ),
// FMT(DEPTH24_STENCIL8, GL_DEPTH_STENCIL, UINTZ24S8),
// FMT(DEPTH32F_STENCIL8, GL_DEPTH_STENCIL, FLOATZ32UINTX24S8),
};
static const struct fmt *fmt;
/*
* Shaders:
*/
static const char *get_prefix(void)
{
switch(fmt->type) {
case SINT8:
case SINT16:
case SINT32:
return "i";
case UINT8:
case UINT16:
case UINT32:
return "u";
default:
return "";
}
}
static const char *get_sampler(void)
{
static char buf[32];
const char *stype;
if (target == GL_TEXTURE_2D) {
stype = "2D";
} else if (target == GL_TEXTURE_2D_ARRAY) {
stype = "2DArray";
} else if (target == GL_TEXTURE_3D) {
stype = "3D";
} else {
assert(!"bad mode!");
}
sprintf(buf, "%ssampler%s", get_prefix(), stype);
return buf;
}
#define IN_POSITION 0
#define IN_TEXCOORD 1
const char *vertex_shader_source =
"#version 300 es \n"
"in vec4 in_position; \n"
"in vec4 in_texcoord; \n"
"out vec4 v_texcoord; \n"
"void main() \n"
"{ \n"
" v_texcoord = in_texcoord; \n"
" gl_Position = in_position; \n"
"} \n";
const char *fragment_shader_fmt =
"#version 300 es \n"
"#define ivec1 int \n"
"#define uvec1 uint \n"
"#define vec1 float \n"
"precision highp float; \n"
"precision highp int; \n"
"in vec4 v_texcoord; \n"
"uniform highp %1$s tex; \n"
"out vec4 fragColor; \n"
"void main() \n"
"{ \n"
" int lod = int(v_texcoord.w); \n"
" %2$svec4 color = texelFetch(tex, ivec%3$d(v_texcoord), lod);\n"
" %2$svec1 val = %4$s; \n"
" int converted = int(%5$s); \n"
" fragColor.rgb = vec3( \n"
" float((converted >> 0) & 0x7) / 8.0, \n"
" float((converted >> 3) & 0xf) / 16.0, \n"
" float((converted >> 7) & 0x1) * 0.25 \n"
" ); \n"
" fragColor.a = 1.0; \n"
"} \n";
static const char *get_fs(void)
{
static char buf[4096];
int ncoord = (target == GL_TEXTURE_2D) ? 2 : 3;
unsigned n;
n = sprintf(buf, fragment_shader_fmt, get_sampler(),
get_prefix(), ncoord,
type_info[fmt->type].unpack,
type_info[fmt->type].convert);
assert(n < sizeof(buf) - 1);
return buf;
}
static void upload_texture(void)
{
int ncomp = get_ncomp(fmt->ufmt);
char texbuf[size.x * size.y * size.z * ncomp * 16];
struct type_info *ti = &type_info[fmt->type];
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
for (int m = 0; m < miplevels; m++) {
int w = u_minify(size.x, m);
int h = u_minify(size.y, m);
/* size in 3rd dim minifies for 3D but not 2D_ARRAY: */
int slices = is_array(target) ? size.z : u_minify(size.z, m);
void *ptr = texbuf;
for (int s = 0; s < slices; s++) {
ptr = ti->encode(ptr, ncomp, w, h, m, s);
}
switch (target) {
case GL_TEXTURE_2D:
glTexImage2D(target, m, fmt->ifmt, w, h, 0,
fmt->ufmt, ti->type, texbuf);
break;
case GL_TEXTURE_3D:
case GL_TEXTURE_2D_ARRAY:
glTexImage3D(target, m, fmt->ifmt, w, h, slices, 0,
fmt->ufmt, ti->type, texbuf);
break;
default:
assert(!"bad target");
}
}
}
static int tex_handle;
static unsigned tex;
static void setup_gl(void)
{
int prog, ret;
prog = create_program(vertex_shader_source, get_fs());
assert(prog >= 0);
glBindAttribLocation(prog, IN_POSITION, "in_position");
glBindAttribLocation(prog, IN_TEXCOORD, "in_texcoord");
ret = link_program(prog);
assert(ret == 0);
glUseProgram(prog);
glViewport(0, 0, gbm->width, gbm->height);
glGenTextures(1, &tex);
tex_handle = glGetUniformLocation(prog, "tex");
}
static void update_texture(void)
{
/* calculate # of miplevels: */
int max_dim;
if (target == GL_TEXTURE_3D)
max_dim = MAX3(size.x, size.y, size.z);
else
max_dim = MAX2(size.x, size.y);
miplevels = (int) log2f(max_dim) + 1;
glDeleteTextures(1, &tex);
glGenTextures(1, &tex);
glActiveTexture(GL_TEXTURE0);
glBindTexture(target, tex);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
upload_texture();
glUniform1i(tex_handle, 0); /* '0' refers to texture unit 0. */
}
static void draw_quad(float x, float y, float w, float h, float tw, float th, int m, int s)
{
float in_position[4][4];
float in_texcoord[4][4];
/* convert from 0..1 to -1..1: */
x = (x * 2.0) - 1.0;
y = (y * 2.0) - 1.0;
w *= 2.0;
h *= 2.0;
in_position[0][0] = x;
in_position[0][1] = y;
in_position[0][2] = 0.0;
in_position[0][3] = 1.0;
in_position[1][0] = x + w;
in_position[1][1] = y;
in_position[1][2] = 0.0;
in_position[1][3] = 1.0;
in_position[2][0] = x;
in_position[2][1] = y + h;
in_position[2][2] = 0.0;
in_position[2][3] = 1.0;
in_position[3][0] = x + w;
in_position[3][1] = y + h;
in_position[3][2] = 0.0;
in_position[3][3] = 1.0;
in_texcoord[0][0] = 0.0;
in_texcoord[0][1] = 0.0;
in_texcoord[0][2] = s;
in_texcoord[0][3] = m;
in_texcoord[1][0] = tw;
in_texcoord[1][1] = 0.0;
in_texcoord[1][2] = s;
in_texcoord[1][3] = m;
in_texcoord[2][0] = 0.0;
in_texcoord[2][1] = th;
in_texcoord[2][2] = s;
in_texcoord[2][3] = m;
in_texcoord[3][0] = tw;
in_texcoord[3][1] = th;
in_texcoord[3][2] = s;
in_texcoord[3][3] = m;
glVertexAttribPointer(IN_POSITION, 4, GL_FLOAT, GL_FALSE, 0, in_position);
glEnableVertexAttribArray(IN_POSITION);
glVertexAttribPointer(IN_TEXCOORD, 4, GL_FLOAT, GL_FALSE, 0, in_texcoord);
glEnableVertexAttribArray(IN_TEXCOORD);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
static void extract_pix(uint8_t *rgba, int *slice, int *level, bool *complemented)
{
*slice = (((float)rgba[0]) / 255.0) * 8.0;
*level = (((float)rgba[1]) / 255.0) * 16.0;
*complemented = (((float)rgba[2]) / 255.0) / 0.25;
}
static bool probe_pix(int x, int y, int w, int h, int s, int m)
{
uint32_t rgba[w*h], *ptr;
bool err = false;
glReadPixels(x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, rgba);
ptr = rgba;
for (int i = 0; i < h; i++) {
for (int j = 0; j < w; j++) {
int slice, level;
bool complemented;
extract_pix((void *)(ptr++), &slice, &level, &complemented);
if ((slice != s) || (level != m) || (complemented != ((i / zoom) & 1))) {
printf("%ux%ux%u:%s: error at: S:L:C=%d:%d:%d, got %d:%d:%d at pix %d,%d (of %dx%d)\n",
size.x, size.y, size.z, fmt->name,
s, m, ((i / zoom) & 1), slice, level, complemented, j, i, w, h);
err = true;
if (!full)
return err;
}
}
}
return err;
}
static bool check_quads(void)
{
const int pad = 2;
float y = pad;
bool err = false;
/* draw quads for each level/slice: */
for (int m = 0; m < miplevels; m++) {
float w = u_minify(size.x, m);
float h = u_minify(size.y, m);
/* size in 3rd dim minifies for 3D but not 2D_ARRAY: */
int slices = is_array(target) ? size.z : u_minify(size.z, m);
float x = pad;
for (int s = 0; s < slices; s++) {
int rx = x * zoom;
int ry = y * zoom;
if ((rx >= gbm->width) || (ry >= gbm->height))
continue;
err |= probe_pix(rx, ry, w*zoom, h*zoom, s, m);
x += size.x + pad;
}
y += h + pad;
}
return err;
}
#ifdef HAVE_LIBPNG
static void write_png_file(char *filename, int width, int height, uint8_t *buffer)
{
FILE *fp = fopen(filename, "wb");
png_structp png = png_create_write_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);
png_infop info = png_create_info_struct(png);
png_init_io(png, fp);
png_set_IHDR(
png,
info,
width, height,
8,
PNG_COLOR_TYPE_RGBA,
PNG_INTERLACE_NONE,
PNG_COMPRESSION_TYPE_BASE,
PNG_FILTER_TYPE_BASE
);
png_write_info(png, info);
png_bytepp rows = (png_bytepp)png_malloc(png, height * sizeof(png_bytep));
for (int i = 0; i < height; i++)
rows[i] = (png_bytep)(buffer + (height - i - 1) * width * 4);
png_write_image(png, rows);
png_write_end(png, NULL);
fclose(fp);
png_destroy_write_struct(&png, &info);
free(rows);
}
#endif
static bool needs_check = true;
static void draw_and_check_quads(unsigned frame)
{
(void)frame;
update_texture();
if (needs_check)
printf("Testing %dx%dx%d:%s\n", size.x, size.y, size.z, fmt->name);
/* clear the color buffer */
glClearColor(0.5, 0.5, 0.5, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
float sw = gbm->width;
float sh = gbm->height;
sw /= zoom;
sh /= zoom;
const int pad = 2;
float y = pad;
/* draw quads for each level/slice: */
for (int m = 0; m < miplevels; m++) {
float w = u_minify(size.x, m);
float h = u_minify(size.y, m);
/* size in 3rd dim minifies for 3D but not 2D_ARRAY: */
int slices = is_array(target) ? size.z : u_minify(size.z, m);
float x = pad;
for (int s = 0; s < slices; s++) {
draw_quad(x/sw, y/sh, w/sw, h/sh, w, h, m, s);
x += size.x + pad;
}
y += h + pad;
}
if (needs_check) {
glFlush();
bool err = check_quads();
if (err)
error_frames++;
needs_check = false;
#ifdef HAVE_LIBPNG
if (png) {
uint8_t rgba[gbm->width*gbm->height*4];
glReadPixels(0, 0, gbm->width, gbm->height, GL_RGBA, GL_UNSIGNED_BYTE, rgba);
static char buf[64];
sprintf(buf, "kmscube-texturator-%dx%dx%d:%s.png",
size.x, size.y, size.z, fmt->name);
write_png_file(buf, gbm->width, gbm->height, rgba);
}
#endif
}
/* if we've hit max # of error frames, stop growing: */
if (error_frames >= max_error_frames)
goto bail;
if ((size.x < maxsz.x) || (size.y < maxsz.y) || (size.z < maxsz.z)) {
/* Increase width first, then height, then depth: */
size.x++;
if (size.x > maxsz.x) {
size.x = minsz.x;
size.y++;
}
if (size.y > maxsz.y) {
size.x = minsz.x;
size.y = minsz.y;
size.z++;
}
assert(size.z <= maxsz.z);
needs_check = true;
return;
}
bail:
if (stop) {
printf("Exiting with %d errors\n", error_frames);
exit((error_frames > 0) ? -1 : 0);
}
}
static void print_summary(void)
{
printf("testing %s %s at %ux%ux%u-%ux%ux%u with %dx zoom\n", fmt->name,
get_sampler(), minsz.x, minsz.y, minsz.z,
maxsz.x, maxsz.y, maxsz.z, zoom);
printf("VS:\n%s\n", vertex_shader_source);
printf("FS:\n%s\n", get_fs());
}
static const char *shortopts = "D:e:fsz";
static const struct option longopts[] = {
{"device", required_argument, 0, 'D'},
{"errors", required_argument, 0, 'e'},
{"full", no_argument, 0, 'f'},
{"stop", no_argument, 0, 's'},
{"zoom", no_argument, 0, 'z'},
#ifdef HAVE_LIBPNG
{"png", no_argument, 0, 'p'},
#endif
{0, 0, 0, 0}
};
static void usage(const char *name)
{
printf("Usage: %1$s [-Dz] <target> <format> <minsize> [<maxsize>]\n"
"\n"
"options:\n"
" -D, --device=DEVICE use the given device\n"
" -e, --errors=N stop after N frames with errors (default 5)\n"
" -f, --full check all pixels (do not stop after first faulty pixel)\n"
" -s, --stop exit after testing all sizes\n"
" -z, --zoom increase zoom (can be specified multiple times)\n"
#ifdef HAVE_LIBPNG
" -p, --png capture the screen to a png image\n"
#endif
"\n"
"where:\n"
" <target> is one of 2D/2DArray/3D\n"
" <format> is a GL sized internal-format without GL_ prefix\n"
" <size> is XxY (2D) or XxYxZ (2DArray/3D)\n"
"\n"
"example:\n"
" %1$s -z 3D RG16UI 37x65x4\n"
, name);
exit(-1);
}
static void parse_dims(const char *argv0, const char *sizestr, struct size *size)
{
if (target == GL_TEXTURE_2D) {
if (sscanf(sizestr, "%ux%ux", &size->x, &size->y) != 2) {
printf("invalid size: %s\n", sizestr);
usage(argv0);
}
size->z = 1;
} else {
if (sscanf(sizestr, "%ux%ux%ux", &size->x, &size->y, &size->z) != 3) {
printf("invalid size: %s\n", sizestr);
usage(argv0);
}
}
}
int main(int argc, char *argv[])
{
const char *device = "/dev/dri/card0";
int ret, opt;
while ((opt = getopt_long_only(argc, argv, shortopts, longopts, NULL)) != -1) {
switch (opt) {
case 'D':
device = optarg;
break;
case 'e':
max_error_frames = atoi(optarg);
break;
case 'f':
full = true;
break;
case 's':
stop = true;
break;
case 'z':
zoom++;
break;
#ifdef HAVE_LIBPNG
case 'p':
png = true;
break;
#endif
default:
usage(argv[0]);
}
}
if ((optind + 2) >= argc) {
usage(argv[0]);
}
/* parse remaining args: */
const char *targetstr = argv[optind + 0];
const char *fmtstr = argv[optind + 1];
const char *minstr = argv[optind + 2];
const char *maxstr = ((optind + 3) < argc) ? argv[optind + 3] : NULL;
if (!strcmp(targetstr, "2D")) {
target = GL_TEXTURE_2D;
} else if (!strcmp(targetstr, "2DArray")) {
target = GL_TEXTURE_2D_ARRAY;
} else if (!strcmp(targetstr, "3D")) {
target = GL_TEXTURE_3D;
} else {
printf("invalid target: %s\n", targetstr);
usage(argv[0]);
}
for (unsigned i = 0; i < ARRAY_SIZE(fmts); i++) {
if (!strcmp(fmtstr, fmts[i].name)) {
fmt = &fmts[i];
break;
}
}
if (!fmt) {
printf("invalid format: %s\n", fmtstr);
usage(argv[0]);
}
parse_dims(argv[0], minstr, &minsz);
if (maxstr) {
parse_dims(argv[0], maxstr, &maxsz);
} else {
maxsz = minsz;
}
size = minsz;
print_summary();
/* no real need for atomic here: */
drm = init_drm_legacy(device, NULL, 0);
if (!drm) {
printf("failed to initialize DRM\n");
return -1;
}
gbm = init_gbm(drm->fd, drm->mode->hdisplay, drm->mode->vdisplay,
DRM_FORMAT_MOD_LINEAR);
if (!gbm) {
printf("failed to initialize GBM\n");
return -1;
}
ret = init_egl(&_egl, gbm, 0);
if (ret) {
printf("failed to initialize EGL\n");
return -1;
}
_egl.draw = draw_and_check_quads;
setup_gl();
return drm->run(gbm, egl);
}
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