expected[e*4], expected[e*4+1],
expected[e*4+2], expected[e*4+3]);
printf("Got: %.3f, %.3f, %.3f, %.3f\n",
- probe[0], probe[1], probe[2], probe[2]);
+ probe[0], probe[1], probe[2], probe[3]);
pass = false;
goto done;
}
util_report_result(pass);
}
+static void
+test_texture_barrier(struct pipe_context *ctx, bool use_fbfetch)
+{
+ struct cso_context *cso;
+ struct pipe_resource *cb;
+ void *fs, *vs;
+ struct pipe_sampler_view *view = NULL;
+ const char *text;
+
+ if (!ctx->screen->get_param(ctx->screen, PIPE_CAP_TEXTURE_BARRIER)) {
+ util_report_result_helper(SKIP, "%s: %s", __func__,
+ use_fbfetch ? "FBFETCH" : "sampler");
+ return;
+ }
+ if (use_fbfetch &&
+ !ctx->screen->get_param(ctx->screen, PIPE_CAP_TGSI_FS_FBFETCH)) {
+ util_report_result_helper(SKIP, "%s: %s", __func__,
+ use_fbfetch ? "FBFETCH" : "sampler");
+ return;
+ }
+
+ cso = cso_create_context(ctx, 0);
+ cb = util_create_texture2d(ctx->screen, 256, 256,
+ PIPE_FORMAT_R8G8B8A8_UNORM);
+ util_set_common_states_and_clear(cso, ctx, cb);
+
+ if (use_fbfetch) {
+ /* Fragment shader. */
+ text = "FRAG\n"
+ "DCL OUT[0], COLOR[0]\n"
+ "DCL TEMP[0]\n"
+ "IMM[0] FLT32 { 0.1, 0.2, 0.3, 0.4}\n"
+
+ "FBFETCH TEMP[0], OUT[0]\n"
+ "ADD OUT[0], TEMP[0], IMM[0]\n"
+ "END\n";
+ } else {
+ struct pipe_sampler_view templ = {{0}};
+ templ.format = cb->format;
+ templ.target = cb->target;
+ templ.swizzle_r = PIPE_SWIZZLE_X;
+ templ.swizzle_g = PIPE_SWIZZLE_Y;
+ templ.swizzle_b = PIPE_SWIZZLE_Z;
+ templ.swizzle_a = PIPE_SWIZZLE_W;
+ view = ctx->create_sampler_view(ctx, cb, &templ);
+ ctx->set_sampler_views(ctx, PIPE_SHADER_FRAGMENT, 0, 1, &view);
+
+ /* Fragment shader. */
+ text = "FRAG\n"
+ "DCL SV[0], POSITION\n"
+ "DCL SAMP[0]\n"
+ "DCL SVIEW[0], 2D, FLOAT\n"
+ "DCL OUT[0], COLOR[0]\n"
+ "DCL TEMP[0]\n"
+ "IMM[0] FLT32 { 0.1, 0.2, 0.3, 0.4}\n"
+ "IMM[1] INT32 { 0, 0, 0, 0}\n"
+
+ "F2I TEMP[0].xy, SV[0].xyyy\n"
+ "MOV TEMP[0].z, IMM[1].xxxx\n"
+ "TXF TEMP[0], TEMP[0].xyzz, SAMP[0], 2D\n"
+ "ADD OUT[0], TEMP[0], IMM[0]\n"
+ "END\n";
+ }
+
+ struct tgsi_token tokens[1000];
+ struct pipe_shader_state state;
+
+ if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) {
+ assert(0);
+ util_report_result_helper(FAIL, "%s: %s", __func__,
+ use_fbfetch ? "FBFETCH" : "sampler");
+ return;
+ }
+ pipe_shader_state_from_tgsi(&state, tokens);
+#if 0
+ tgsi_dump(state.tokens, 0);
+#endif
+
+ fs = ctx->create_fs_state(ctx, &state);
+ cso_set_fragment_shader_handle(cso, fs);
+
+ /* Vertex shader. */
+ vs = util_set_passthrough_vertex_shader(cso, ctx, false);
+
+ for (int i = 0; i < 2; i++) {
+ ctx->texture_barrier(ctx,
+ use_fbfetch ? PIPE_TEXTURE_BARRIER_FRAMEBUFFER :
+ PIPE_TEXTURE_BARRIER_SAMPLER);
+ util_draw_fullscreen_quad(cso);
+ }
+
+ /* Probe pixels. */
+ static const float expected[] = {0.3, 0.5, 0.7, 0.9};
+ bool pass = util_probe_rect_rgba(ctx, cb, 0, 0,
+ cb->width0, cb->height0, expected);
+
+ /* Cleanup. */
+ cso_destroy_context(cso);
+ ctx->delete_vs_state(ctx, vs);
+ ctx->delete_fs_state(ctx, fs);
+ pipe_sampler_view_reference(&view, NULL);
+ pipe_resource_reference(&cb, NULL);
+
+ util_report_result_helper(pass, "%s: %s", __func__,
+ use_fbfetch ? "FBFETCH" : "sampler");
+}
+
/**
* Run all tests. This should be run with a clean context after
* context_create.
null_sampler_view(ctx, TGSI_TEXTURE_BUFFER);
util_test_constant_buffer(ctx, NULL);
test_sync_file_fences(ctx);
+ test_texture_barrier(ctx, false);
+ test_texture_barrier(ctx, true);
ctx->destroy(ctx);