glsl-1.30: Verify proper conversion of large floats to uints.

This patch adds two new tests that exercise a bug in Mesa/i965:
conversion from float to uint was being done in a two step process:
convert first to int and then to uint.  Since i965 uses saturating
arithmetic in float->int conversion, this caused conversion to give
the wrong result for values greater than 0x7fffffff.

I'll be submitting a Mesa fix shortly.

Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
util: Make a separate function to compare in-memory images.

This patch splits off a new piglit-util function,
piglit_compare_images_color(), from the existing
piglit_probe_image_color() function.  The new function compares two
images in memory, so that the caller can take responsibility for
calling glReadPixels().

In addition, this patch creates a function
piglit_compute_probe_tolerance(), which detemines the correct
tolerance thresholds to use when comparing images.

These functions will be needed in order to test proper behaviour of
MSAA with different buffer formats, since the MSAA format test needs
to be able to read the rendered image using glReadPixels, make
adjustments to it in memory, and then compare the results.
msaa: Make it possible to change output type when drawing sunbursts.

In order to test that MSAA works properly for integer framebuffers, we
will need to be able to output ivec4 and uvec4 types when rendering
the test image.  This patch makes that possible by adapting the
Sunburst GLSL program so that it can be compiled to output ivec4's,
uvec4's, or vec4's.
msaa: Make it possible to scale and offset ColorGradientSunburst.

In order to test that MSAA works properly for integer framebuffers, we
will need to be able to adjust the outputs of the
ColorGradientSunburst program to cover the range of signed or unsigned
integers, rather than the range [0, 1] that is appropriate for testing
normalized color framebuffers.

This patch makes that possible by adding "scale" and "offset"
parameters to the ColorGradientSunburst program.
msaa/formats: Adapt test pattern drawing to handle integer formats.

This patch adapts the MSAA "formats" test so that it can draw to
integer framebuffers, by creating 3 instantiations of the
ColorGradientSunburst class, one for testing vec4's (for floating
point and normalized formats), one for testing ivec4's (for signed
integer formats), and one for testing uvec4's (for unsigned integer
formats).

The test determines which ColorGradientSunburst to use by querying
GL_FRAMEBUFFERATTACHMENT_COMPONENT_TYPE.
msaa/formats: Adapt glReadPixels() call to handle integer formats.

This patch adapts the MSAA "formats" test to pass the proper
parameters to glReadPixels() when checking that the proper image has
been rendered.  Since glReadPixels() requires an integral type when
reading pixels from an integer framebuffer, we read the pixels into a
temporary integer buffer and then copy them (using the CPU) into a
floating point buffer for comparison to the reference image.
msaa/formats: Compare integer formats properly.

This patch adapts the MSAA "formats" test to use
piglit_compare_images_color() to check pass/fail instead of
piglit_probe_image_color().  This will allow integer formats to be
tested.
msaa/formats: Use a scale and offset for testing integer formats.

This patch adapts the MSAA "formats" test so that when drawing into
integer framebuffers, it applies the necessary scale and offset to
cover the entire range of possible integer values.  When reading
pixels back from the framebuffer, the test applies the inverse scale
and offset, so that the result can be compared to the reference RGBA
image.
msaa/formats: Make it possible to specify a test set on the command line.
msaa/formats: Add EXT_texture_integer tests.

The MSAA "formats" test now properly tests integer framebuffer
formats.  This patch updates all.tests to cause integer framebuffer
formats to be tested.
msaa/formats: Adjust tolerance appropriately for floating-point formats.

When setting up a floating-point format, the GL implementation
responds to queries GL_ATTACHMENT_{RED,GREEN,BLUE,ALPHA}_SIZE with the
total number of bits in the floating-point value, regardless of
whether those bits are used for sign, exponent, or mantissa.  However,
for the purpose of setting a reasonable tolerance for pass/fail
comparisons, we really should only account for mantissa bits.

This patch modifies the MSAA "formats" test to detect when the buffer
format is GL_FLOAT, and if so, convert the channel size into the
number of mantissa bits, so that we don't test floating-point formats
to an unreasonably tight tolerance.
msaa/formats: Add floating point format tests.

The MSAA "formats" test now properly tests floating point formats.
This patch updates all.tests to cause those formats to be tested.
msaa/formats: Fix visualization of RED and RG formats

The switch statement in visualize_image() wasn't properly handling
formats whose base internal format is GL_RED or GL_RG.  As a result,
tests of these formats showed up as a black screen.  This patch addes
switch cases to handle the formats properly.
msaa/formats: Add ARB_texture_rg tests.

The MSAA "formats" test now properly tests RED and RG format
framebuffers.  This patch updates all.tests to cause those formats to
be tested.
msaa: Verify accuracy of sRGB MSAA resolves.

From the GL spec, version 4.2, section 4.1.11 (Additional Multisample
Fragment Operations):

    If a framebuffer object is not bound, after all operations have
    been completed on the multisample buffer, the sample values for
    each color in the multisample buffer are combined to produce a
    single color value, and that value is written into the
    corresponding color buffers selected by DrawBuffer or
    DrawBuffers. An implementation may defer the writing of the color
    buffers until a later time, but the state of the framebuffer must
    behave as if the color buffers were updated as each fragment was
    processed. The method of combination is not specified. If the
    framebuffer contains sRGB values, then it is recommended that the
    an average of sample values is computed in a linearized space, as
    for blending (see section 4.1.7).

This patch adds a new "srgb" mode to the MSAA accuracy test, which
verifies that the formula used by the implementation to blend sRGB
samples matches the GL spec's recommendations.  When an "srgb"
accuracy test is requested, the test is modified to do the following
things:

- Render using a buffer format of SRGB8_ALPHA8 instead of RGBA.

- When manually downsampling the reference image, enable
  FRAMEBUFFER_SRGB, so that the data output by the manual downsampler
  gets converted from linear color space into sRGB color space.  This
  ensures that the reference image is generated according to the
  spec's recommendations.

- Convert pixels from sRGB color space to linear color space before
  comparing the test image and the reference image.  This ensures that
  the RMS error is computed in linear color space, so that the RMS
  error computed for sRGB mode is comparable with the RMS error
  computed for linear RGBA color.
msaa/formats: Fix testing of sRGB formats.

sRGB buffers use a different blending operation to do multisample
resolves from non-sRGB buffers.  Accordingly, when testing sRGB
formats, we need to use an sRGB reference image.  This patch modifies
the MSAA "formats" test so that when testing an sRGB format, it
renders the reference image using SRGB8_ALPHA8 format rather than RGBA
format.

This required rearranging the initialization order used in the test,
so that the framebuffer under test is initialized first, so that we
can query it to see whether it is sRGB before initializing the
reference framebuffer.
msaa/formats: Add EXT_texture_sRGB tests.

The MSAA "formats" test now properly tests sRGB format framebuffers.
This patch updates all.tests to cause those formats to be tested.
msaa: Test that the "centroid" interpolation qualifier works correctly.

This patch adds tests to verify that:

- When GL_MULTISAMPLE is disabled, the "centroid" keyword is ignored,
  and interpolation is performed at pixel centers (consistent with the
  GL rules for non-antialiased rendering).

- When GL_MULTISAMPLE is enabled and the "centroid" keyword is used,
  interpolation is performed at a location within the boundary of the
  triangle.  The test also verifies that errors introduced into
  derivatives are kept within reasonable bounds.

- When GL_MULTISAMPLE is enabled and the "centroid" keyword is absent,
  derivatives are accurate.

Verified using nVidia's proprietary binary driver for Linux.