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December 6, 2013 06:11
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Testcase for AMD Linux GL driver bug: imageStore stops working after using glTexImage2D to resize GL_R32UI texture
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#if 0 | |
# | |
# Testcase for AMD Linux GL driver bug: | |
# imageStore stops working after using glTexImage2D to resize GL_R32UI texture | |
# | |
# Description: The screen should be green, which indicates that imageStore | |
# successfully wrote the value. Press any key to resize the texture, which triggers | |
# the bug (screen turns blue). | |
# Bonus: red means your GPU/driver is potato. | |
# | |
input="$0" | |
output="${input%.*}" | |
"${CXX:-g++}" "$input" -o "$output" -lSDL2 -lGLEW -lGL || exit 1 | |
exec "$output" | |
exit 1 | |
#endif | |
#include <iostream> | |
#include <iomanip> | |
#include <string> | |
#include <SDL2/SDL.h> | |
#include <GL/glew.h> | |
#ifdef _WIN32 | |
#define MY_GLAPIENTRY __stdcall | |
#else | |
#define MY_GLAPIENTRY | |
#endif | |
static MY_GLAPIENTRY void debug_callback(GLenum source, GLenum type, GLuint id, | |
GLenum severity, GLsizei length, | |
const GLchar * message, void * userParam) | |
{ | |
std::cerr << "GL debug: " << message << '\n'; | |
} | |
int init_debug() | |
{ | |
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB); | |
glDebugMessageCallback(debug_callback, 0); | |
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, 0, GL_TRUE); | |
std::string debug_message = "GL debug output enabled"; | |
glDebugMessageInsert(GL_DEBUG_SOURCE_APPLICATION_ARB, GL_DEBUG_TYPE_OTHER_ARB, | |
1, GL_DEBUG_SEVERITY_LOW_ARB, debug_message.size(), | |
debug_message.c_str()); | |
} | |
void allocate_texture(GLuint texture, GLsizei s) | |
{ | |
glBindTexture(GL_TEXTURE_2D, texture); | |
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32UI, s, s, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, 0); | |
glBindTexture(GL_TEXTURE_2D, GL_NONE); | |
} | |
void check_fbo(GLuint fbo) | |
{ | |
glBindFramebuffer(GL_FRAMEBUFFER, fbo); | |
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); | |
glBindFramebuffer(GL_FRAMEBUFFER, GL_NONE); | |
if (status != GL_FRAMEBUFFER_COMPLETE) { | |
std::cerr << "GL framebuffer errror: 0x" << std::hex << status << std::endl; | |
} | |
} | |
static const GLuint vertex_attrib_location = 0; | |
const char vertex_source[] = | |
"#version 430 core\n" | |
"in vec3 vertex_position;\n" | |
"void main() {\n" | |
" gl_Position = vec4(vertex_position, 1.0f);\n" | |
"}\n"; | |
const char fragment_write_source[] = | |
"#version 430 core\n" | |
"layout(binding = 0, r32ui) coherent uniform uimage2D integer_image;\n" | |
"void main() {\n" | |
" imageStore(integer_image, ivec2(0, 0), uvec4(42));\n" | |
"}\n"; | |
const char fragment_read_source[] = | |
"#version 430 core\n" | |
"layout(binding = 0) uniform usampler2D integer_texture;\n" | |
"void main() {\n" | |
" uint value = texelFetch(integer_texture, ivec2(0, 0), 0)[0];\n" | |
" if (value == 42) {\n" | |
" // good (stored color)\n" | |
" gl_FragColor = vec4(0.0f, 1.0f, 0.0f, 1.0f);\n" | |
" } else if (value == 0) {\n" | |
" // bad (clear color)\n" | |
" gl_FragColor = vec4(0.0f, 0.0f, 1.0f, 1.0f);\n" | |
" } else {\n" | |
" // wtf (garbage)\n" | |
" gl_FragColor = vec4(1.0f, 0.0f, 0.0f, 1.0f);\n" | |
" }\n" | |
"}\n"; | |
void link_shader(GLuint program, GLenum type, const char * source) | |
{ | |
GLuint vertex = glCreateShader(type); | |
glShaderSource(vertex, 1, &source, 0); | |
glCompileShader(vertex); | |
glAttachShader(program, vertex); | |
} | |
GLuint link_program(const char * fragment_source) | |
{ | |
GLuint program = glCreateProgram(); | |
link_shader(program, GL_VERTEX_SHADER, vertex_source); | |
link_shader(program, GL_FRAGMENT_SHADER, fragment_source); | |
glBindAttribLocation(program, vertex_attrib_location, "vertex_position"); | |
glLinkProgram(program); | |
return program; | |
} | |
int main() | |
{ | |
////////////////////////////////////////////////////////////////////////////////////// | |
// Window and context creation | |
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS); | |
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4); | |
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); | |
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); | |
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG); | |
int x = SDL_WINDOWPOS_UNDEFINED, y = SDL_WINDOWPOS_UNDEFINED; | |
int w = 1024, h = 768; | |
SDL_Window * window = SDL_CreateWindow("driver bug", x, y, w, h, SDL_WINDOW_OPENGL); | |
SDL_GLContext context = SDL_GL_CreateContext(window); | |
glewInit(); | |
(void)glGetError(); // broken libs | |
std::cout << "GL version: " << glGetString(GL_VERSION) << '\n'; | |
init_debug(); | |
glViewport(0, 0, w, h); | |
////////////////////////////////////////////////////////////////////////////////////// | |
// Create objects | |
GLuint texture; | |
glGenTextures(1, &texture); | |
allocate_texture(texture, 8); | |
GLuint clear_fbo; | |
glGenFramebuffers(1, &clear_fbo); | |
glBindFramebuffer(GL_FRAMEBUFFER, clear_fbo); | |
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); | |
glDrawBuffer(GL_COLOR_ATTACHMENT0); | |
glBindFramebuffer(GL_FRAMEBUFFER, GL_NONE); | |
check_fbo(clear_fbo); | |
GLuint vbo; | |
glGenBuffers(1, &vbo); | |
glBindBuffer(GL_ARRAY_BUFFER, vbo); | |
float data[][3] = { | |
{ -1.f, -1.f, 0.f }, | |
{ -1.f, 1.f, 0.f }, | |
{ 1.f, -1.f, 0.f }, | |
{ 1.f, 1.f, 0.f } | |
}; | |
glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW); | |
glVertexAttribPointer(vertex_attrib_location, 3, GL_FLOAT, GL_FALSE, 0, 0); | |
glEnableVertexAttribArray(vertex_attrib_location); | |
// keep bound | |
GLuint write_program = link_program(fragment_write_source); | |
GLuint read_program = link_program(fragment_read_source); | |
////////////////////////////////////////////////////////////////////////////////////// | |
// Render loop | |
while (true) { | |
SDL_Event event; | |
while (SDL_PollEvent(&event)) { | |
switch (event.type) { | |
case SDL_QUIT: return 0; | |
case SDL_KEYDOWN: { | |
// Trigger the driver bug | |
// Any size differing from the original breaks it | |
allocate_texture(texture, 16); | |
check_fbo(clear_fbo); | |
break; | |
} | |
} | |
} | |
// Clear the texture | |
glBindFramebuffer(GL_FRAMEBUFFER, clear_fbo); | |
glClearColor(0.f, 0.f, 0.f, 0.f); | |
glClear(GL_COLOR_BUFFER_BIT); | |
glBindFramebuffer(GL_FRAMEBUFFER, GL_NONE); | |
glMemoryBarrier(GL_ALL_BARRIER_BITS); | |
// Write to the texture | |
glDrawBuffer(GL_NONE); | |
glBindImageTexture(0, texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI); | |
glUseProgram(write_program); | |
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); | |
glMemoryBarrier(GL_ALL_BARRIER_BITS); | |
// Read the texture, render to backbuffer | |
glDrawBuffer(GL_BACK); | |
glBindTexture(GL_TEXTURE_2D, texture); | |
glUseProgram(read_program); | |
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); | |
SDL_GL_SwapWindow(window); | |
if (GLenum error = glGetError()) { | |
std::cerr << "GL error 0x" << std::hex << error << std::endl; | |
break; | |
} | |
} | |
return 1; | |
} |
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