[Piglit] [PATCH] Test case for glTexImage2D with depth cube map

Brian Paul brian.e.paul at gmail.com
Wed Nov 23 09:06:55 PST 2011


On Mon, Nov 21, 2011 at 8:20 PM, Anuj Phogat <anuj.phogat at gmail.com> wrote:
> From: Anuj Phogat <anuj.phogat at gmail.com>
>
> Hi,
>
>   I developed this testcase (depth-cube-map) to test depth cube map support on
>   mesa-dev. It draws a polygon using one of cube map faces as texture. Testing is done
>   by comparing the polygon's pixel color with texture color.
>   I would be happy to make any suggested changes/additions to this test case.
>
> Thanks
> Anuj
>
> Signed-off-by: Anuj Phogat <anuj.phogat at gmail.com>
> ---
>  tests/texturing/depth-cube-map.c |  221 ++++++++++++++++++++++++++++++++++++++
>  1 files changed, 221 insertions(+), 0 deletions(-)
>  create mode 100644 tests/texturing/depth-cube-map.c
>
> diff --git a/tests/texturing/depth-cube-map.c b/tests/texturing/depth-cube-map.c
> new file mode 100644
> index 0000000..8680769
> --- /dev/null
> +++ b/tests/texturing/depth-cube-map.c
> @@ -0,0 +1,221 @@
> +/*
> + * Copyright © 2011 Intel Corporation
> + *
> + * 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.
> + */
> +
> +// author: Anuj Phogat, Ben Holmes
> +/*
> + * Test to verify cubemap depth texture support
> + */
> +
> +#include "piglit-util.h"
> +
> +int piglit_width = 400, piglit_height = 400;
> +int piglit_window_mode = GLUT_RGB | GLUT_DOUBLE;
> +
> +static GLuint tex;
> +static GLint prog;
> +static GLint fs;
> +static GLint vs;
> +
> +
> +static GLfloat vertices[12] = {350.0, 50.0, 0.0,
> +                               350.0, 350.0, 0.0,
> +                               50.0, 50.0, 0.0,
> +                               50.0, 350.0, 0.0};
> +
> +static GLfloat texCoords[12] = {1.0, 0.0, -1.0,
> +                               1.0, 1.0, -1.0,
> +                               0.0, 0.0, -1.0,
> +                               0.0, 1.0, -1.0};
> +
> +static GLuint elements[4] = {0, 1, 2, 3};
> +
> +static const char *vertShaderText =
> +       "attribute vec3 textureCoords;\n"
> +       "varying vec3 texCoords;\n"
> +       "void main()\n"
> +       "{ \n"
> +       "       gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
> +       "       texCoords = textureCoords;\n"
> +       "} \n";

Is there any particular reason why you're not using the pre-defined
gl_MultiTexCoord0 attribute and gl_TexCoord[0] varying variables?


> +static const char *fragShaderText =
> +       "uniform samplerCube depthcubeTex;\n"
> +       "varying vec3 texCoords;\n"
> +       "void main()\n"
> +       "{ \n"
> +       "       vec4 depth = textureCube(depthcubeTex, texCoords);\n"
> +       "       gl_FragColor = vec4(depth.xyz, 1.0);\n"
> +       "} \n";
> +
> +static void compileLinkProg(void);
> +static void loadTex(void);

We generally implement functions before they're called to avoid
forward prototypes like this.


> +void
> +piglit_init(int argc, char **argv)
> +{
> +       if (!GLEW_VERSION_2_0) {
> +               printf("Requires OpenGL 2.0\n");
> +               piglit_report_result(PIGLIT_SKIP);
> +       }
> +
> +       if (piglit_automatic)
> +               printf(" Depth Cube Map\n");
> +
> +       loadTex();
> +
> +       piglit_require_extension("GL_ARB_texture_rectangle");

I think you meant GL_ARB_texture_cube_map there, right?


> +       glMatrixMode(GL_PROJECTION);
> +       glPushMatrix();
> +       glLoadIdentity();
> +       glOrtho(0, 400, 0, 400, -1, 1);
> +
> +       glMatrixMode(GL_MODELVIEW);
> +       glPushMatrix();
> +       glLoadIdentity();
> +
> +       glEnable(GL_TEXTURE_CUBE_MAP);
> +       glClearColor(0.0, 0.0, 0.0, 1.0);
> +
> +       compileLinkProg();
> +}
> +
> +static void
> +compileLinkProg(void)
> +{
> +       GLint stat;
> +
> +       vs = glCreateShader(GL_VERTEX_SHADER);
> +       fs = glCreateShader(GL_FRAGMENT_SHADER);
> +       glShaderSource(vs, 1, (const GLchar **) &vertShaderText, NULL);
> +       glShaderSource(fs, 1, (const GLchar **) &fragShaderText, NULL);
> +       glCompileShader(vs);
> +       glGetShaderiv(vs, GL_COMPILE_STATUS, &stat);
> +       if (!stat) {
> +               printf("error compiling vertex shader!\n");
> +               exit(1);
> +       }
> +       glCompileShader(fs);
> +       glGetShaderiv(fs, GL_COMPILE_STATUS, &stat);
> +       if (!stat) {
> +               printf("error compiling fragment shader!\n");
> +               exit(1);
> +       }
> +       prog = glCreateProgram();
> +       glAttachShader(prog, vs);
> +       glAttachShader(prog, fs);
> +       glBindAttribLocation(prog, 1, "textureCoords");
> +       glLinkProgram(prog);
> +       glUseProgram(prog);

There are a bunch of piglit utility functions for compiling and
linking simple shaders like this.  Take a look at some other tests to
learn more.


> +
> +       glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(GLfloat), vertices);
> +       glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 3*sizeof(GLfloat), texCoords);
> +       glEnableVertexAttribArray(0);
> +       glEnableVertexAttribArray(1);
> +}
> +
> +static void
> +loadTex(void)
> +{
> +       #define height 2
> +       #define width 2
> +       int i, j;
> +       unsigned int face;
> +
> +       GLfloat texDepthData[width][height];
> +       GLfloat texDepthData1[width][height];
> +       for (i=0; i < width; ++i) {
> +               for (j=0; j < height; ++j) {
> +                    texDepthData[i][j] = 1.0;
> +               }
> +       }

I think the test would be better if the texture images weren't all
solid 1.0 (white).  Maybe make each cube face a different value/depth
and draw/probe each.


> +
> +       //render the cube depth texture using LUMINANCE
> +       glGenTextures(1, &tex);
> +       glActiveTexture(GL_TEXTURE0);
> +       glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
> +       glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_FALSE);
> +       glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
> +       glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
> +       glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
> +       glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
> +       glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
> +       glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
> +       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
> +
> +       for ( face = 0; face < 6; face++) {
> +            // Set a white colored texture to all the faces of cubemap
> +            glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, GL_DEPTH_COMPONENT,
> +                   width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, texDepthData);
> +       }
> +
> +       #undef height
> +       #undef width
> +}
> +
> +enum piglit_result
> +piglit_display(void)
> +{
> +       GLint loc1;
> +
> +       GLboolean pass = GL_TRUE;
> +       GLfloat white[3] = {1.0, 1.0, 1.0};
> +       GLenum err;
> +
> +       loc1 = glGetUniformLocation(prog, "depthcubeTex");
> +       glClear(GL_COLOR_BUFFER_BIT);
> +       glMatrixMode(GL_MODELVIEW);
> +
> +       glUniform1i(loc1, 0);
> +       glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements);
> +       glFinish();
> +       pass = piglit_probe_pixel_rgb(200, 200, white);
> +
> +       err = glGetError();
> +       switch (err)
> +       {
> +       case GL_INVALID_ENUM:
> +               printf("GL_INVALID_ENUM\n");
> +               break;
> +       case GL_INVALID_VALUE:
> +               printf("GL_INVALID_VALUE\n");
> +               break;
> +       case GL_INVALID_OPERATION:
> +               printf("GL_INVALID_OPERATION\n");
> +               break;
> +       case GL_STACK_OVERFLOW:
> +               printf("GL_STACK_OVERLFOW\n");
> +               break;
> +       case GL_STACK_UNDERFLOW:
> +               printf("GL_STACK_UNDERFLOW\n");
> +               break;
> +       case GL_OUT_OF_MEMORY:
> +               printf("GL_OUT_OF_MEMORY\n");
> +               break;
> +
> +       }

I think there's also a piglit utility for looking up GL error strings like this.


> +       glutSwapBuffers();
> +
> +       return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +
> +}
> --
> 1.7.7
>
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