[Piglit] [PATCH] Add test case for samplerCubeShadow supoort in GL 3.0

Anuj Phogat anuj.phogat at gmail.com
Thu Dec 15 13:49:26 PST 2011


Adding a test case to verify samplerCubeShadow support in OpenGL 3.0.

Signed-off-by: Anuj Phogat <anuj.phogat at gmail.com>
---
This is an updated patch which includes suggested changes in the test case.
Major changes:
 - Indentation, trailing white spaces
 - Use of piglit_draw_rect()
 - Use of piglit_probe_rect_rgba() for flat colored polygons
 - More pixel tests inside polygons 
Please let me know if i have missed anything.

 tests/all.tests                       |    1 +
 tests/texturing/CMakeLists.gl.txt     |    1 +
 tests/texturing/sampler-cube-shadow.c |  288 +++++++++++++++++++++++++++++++++
 3 files changed, 290 insertions(+), 0 deletions(-)
 create mode 100644 tests/texturing/sampler-cube-shadow.c

diff --git a/tests/all.tests b/tests/all.tests
index b713de0..cf00df2 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -658,6 +658,7 @@ add_plain_test(texturing, 'rgtc-teximage-01')
 add_plain_test(texturing, 'rgtc-teximage-02')
 add_plain_test(texturing, 's3tc-teximage')
 add_plain_test(texturing, 's3tc-texsubimage')
+add_plain_test(texturing, 'sampler-cube-shadow')
 add_concurrent_test(texturing, 'sized-texture-format-channels')
 add_plain_test(texturing, 'streaming-texture-leak')
 add_plain_test(texturing, 'tex-border-1')
diff --git a/tests/texturing/CMakeLists.gl.txt b/tests/texturing/CMakeLists.gl.txt
index 727ecf3..b8bd4fa 100644
--- a/tests/texturing/CMakeLists.gl.txt
+++ b/tests/texturing/CMakeLists.gl.txt
@@ -52,6 +52,7 @@ ENDIF (UNIX)
 add_executable (s3tc-teximage s3tc-teximage.c)
 add_executable (fxt1-teximage fxt1-teximage.c)
 add_executable (s3tc-texsubimage s3tc-texsubimage.c)
+add_executable (sampler-cube-shadow sampler-cube-shadow.c)
 add_executable (streaming-texture-leak streaming-texture-leak.c)
 add_executable (tex-miplevel-selection tex-miplevel-selection.c)
 add_executable (tex3d tex3d.c)
diff --git a/tests/texturing/sampler-cube-shadow.c b/tests/texturing/sampler-cube-shadow.c
new file mode 100644
index 0000000..9f3754b
--- /dev/null
+++ b/tests/texturing/sampler-cube-shadow.c
@@ -0,0 +1,288 @@
+/*
+ * 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 */
+/*
+ * Test to verify samplerCubeShadow support
+ * It is valid for GL version >= 3.0 and GLSL version >= 1.30
+ *
+ * This test works by drawing 6 polygons using each cubemap face as a depth
+ * texture for shadow comparisons. Color of pixels inside the polygon is
+ * decided by shadow comparison between texture's depth value and provided
+ * reference value ('q'texture coordinate)
+ */
+
+#include "piglit-util.h"
+
+int piglit_width = 400, piglit_height = 300;
+int piglit_window_mode = GLUT_RGB | GLUT_DOUBLE;
+
+static GLuint tex;
+static GLint prog;
+static GLint fs;
+static GLint vs;
+
+/* These texture coordinates should have 1 or -1 in the major axis
+ * ('r' coordinate) selecting the face, a nearly-1-or-negative-1 value
+ * in the other two coordinates (s,t) and a reference value ('q' coordinate)
+ * used for shadow comparisons
+ */
+static GLfloat cube_shadow_texcoords[6][4][4] = {
+	{ /* GL_TEXTURE_CUBE_MAP_POSITIVE_X */
+		{1.0,  0.99,  0.99, -0.50},
+		{1.0,  0.99, -0.99,  0.00},
+		{1.0, -0.99, -0.99,  0.50},
+		{1.0, -0.99,  0.99,  0.00},
+	},
+	{ /* GL_TEXTURE_CUBE_MAP_NEGATIVE_X */
+		{-1.0,  0.99, -0.99,  0.90},
+		{-1.0,  0.99,  0.99,  0.20},
+		{-1.0, -0.99,  0.99, -0.50},
+		{-1.0, -0.99, -0.99,  0.20},
+	},
+	{ /* GL_TEXTURE_CUBE_MAP_POSITIVE_Y */
+		{-0.99, 1.0, -0.99,  0.35},
+		{ 0.99, 1.0, -0.99,  1.20},
+		{ 0.99, 1.0,  0.99,  0.35},
+		{-0.99, 1.0,  0.99, -0.50},
+	},
+	{ /* GL_TEXTURE_CUBE_MAP_NEGATIVE_Y */
+		{-0.99, -1.0,  0.99,  0.50},
+		{-0.99, -1.0, -0.99, -0.50},
+		{ 0.99, -1.0, -0.99,  0.50},
+		{ 0.99, -1.0,  0.99,  1.50},
+	},
+	{ /* GL_TEXTURE_CUBE_MAP_POSITIVE_Z */
+		{-0.99,  0.99, 1.0, 0.85},
+		{-0.99, -0.99, 1.0, 0.85},
+		{ 0.99, -0.99, 1.0, 0.85},
+		{ 0.99,  0.99, 1.0, 0.85},
+	},
+	{ /* GL_TEXTURE_CUBE_MAP_NEGATIVE_Z */
+		{ 0.99,  0.99, -1.0, 0.90},
+		{-0.99,  0.99, -1.0, 0.90},
+		{-0.99, -0.99, -1.0, 0.90},
+		{ 0.99, -0.99, -1.0, 0.90},
+	},
+};
+
+static const char *vertShaderText =
+	"#version 130\n"
+	"void main()\n"
+	"{\n"
+	"	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
+	"	gl_TexCoord[0] = gl_MultiTexCoord0;\n"
+	"}\n";
+
+static const char *fragShaderText =
+	"#version 130\n"
+	"uniform samplerCubeShadow cubeShadow;\n"
+	"void main()\n"
+	"{\n"
+	"	float shadow  = texture(cubeShadow, gl_TexCoord[0]);\n"
+	"	gl_FragColor = vec4(shadow, shadow, shadow, 1.0);\n"
+	"}\n";
+
+static void
+shaderSetup(void)
+{
+	vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vertShaderText);
+	fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fragShaderText);
+	prog = piglit_link_simple_program(vs, fs);
+	glUseProgram(prog);
+}
+
+
+static void
+loadTex(void)
+{
+	#define height 2
+	#define width 2
+	int i, j;
+
+	GLfloat texDepthDataPosX[width][height];
+	GLfloat texDepthDataNegX[width][height];
+	GLfloat texDepthDataPosY[width][height];
+	GLfloat texDepthDataNegY[width][height];
+	GLfloat texDepthDataPosZ[width][height];
+	GLfloat texDepthDataNegZ[width][height];
+
+	/* Set the cubemap depth values for each face */
+	for (i=0; i < height; ++i) {
+		for (j=0; j < width; ++j) {
+		    texDepthDataPosX[i][j] = 0.0;
+		    texDepthDataNegX[i][j] = 0.2;
+		    texDepthDataPosY[i][j] = 0.35;
+		    texDepthDataNegY[i][j] = 0.50;
+		    texDepthDataPosZ[i][j] = 0.75;
+		    texDepthDataNegZ[i][j] = 1.0;
+		}
+	}
+
+	/* Render the epth cube 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_LINEAR);
+	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+	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);
+	glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE,
+			GL_COMPARE_REF_TO_TEXTURE );
+	glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_FUNC,
+			GL_LEQUAL);
+
+	/* Set a different depth value to each face of cubemap */
+	glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_DEPTH_COMPONENT,
+		     width, height, 0, GL_DEPTH_COMPONENT,
+		     GL_FLOAT, texDepthDataPosX);
+	glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_DEPTH_COMPONENT,
+		     width, height, 0, GL_DEPTH_COMPONENT,
+		     GL_FLOAT, texDepthDataNegX);
+	glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_DEPTH_COMPONENT,
+		     width, height, 0, GL_DEPTH_COMPONENT,
+		     GL_FLOAT, texDepthDataPosY);
+	glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_DEPTH_COMPONENT,
+		     width, height, 0, GL_DEPTH_COMPONENT,
+		     GL_FLOAT, texDepthDataNegY);
+	glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_DEPTH_COMPONENT,
+		     width, height, 0, GL_DEPTH_COMPONENT,
+		     GL_FLOAT, texDepthDataPosZ);
+	glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_DEPTH_COMPONENT,
+		     width, height, 0, GL_DEPTH_COMPONENT,
+		     GL_FLOAT, texDepthDataNegZ);
+	#undef height
+	#undef width
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+	/* GL version must be 3.0 */
+	piglit_require_gl_version(30);
+	loadTex();
+	glMatrixMode(GL_PROJECTION);
+	glPushMatrix();
+	glLoadIdentity();
+	glOrtho(0, piglit_width, 0, piglit_height, -1, 1);
+	glMatrixMode(GL_MODELVIEW);
+	glPushMatrix();
+	glLoadIdentity();
+	glClearColor(0.1, 0.1, 0.1, 1.0);
+	shaderSetup();
+}
+
+enum piglit_result
+piglit_display(void)
+{
+	GLint loc1;
+	GLboolean pass = GL_TRUE;
+	GLfloat white[4] = {1.0, 1.0, 1.0, 1.0};
+	GLfloat black[4] = {0.0, 0.0, 0.0, 1.0};
+
+	loc1 = glGetUniformLocation(prog, "cubeShadow");
+	glClear(GL_COLOR_BUFFER_BIT);
+	glMatrixMode(GL_MODELVIEW);
+
+	glUniform1i(loc1, 0);
+	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+
+	/* Apply each face of cubemap as texture to a polygon */
+	/* Polygon 1 */
+	glTexCoordPointer(4, GL_FLOAT, 0, cube_shadow_texcoords[0]);
+	piglit_draw_rect(100, 125, 50, 50);
+	/* Polygon 2 */
+	glTexCoordPointer(4, GL_FLOAT, 0, cube_shadow_texcoords[1]);
+	piglit_draw_rect(175, 125, 50, 50);
+	/* Polygon 3 */
+	glTexCoordPointer(4, GL_FLOAT, 0, cube_shadow_texcoords[2]);
+	piglit_draw_rect(250, 125, 50, 50);
+	/* Polygon 4 */
+	glTexCoordPointer(4, GL_FLOAT, 0, cube_shadow_texcoords[3]);
+	piglit_draw_rect(100, 200, 50, 50);
+	/* Polygon 5 */
+	glTexCoordPointer(4, GL_FLOAT, 0, cube_shadow_texcoords[4]);
+	piglit_draw_rect(175, 200, 50, 50);
+	/* Polygon 6 */
+	glTexCoordPointer(4, GL_FLOAT, 0, cube_shadow_texcoords[5]);
+	piglit_draw_rect(250, 200, 50, 50);
+
+	/* Test the pixel color of polygons against the expected output */
+	/* Polygon 1 */
+	pass = piglit_probe_pixel_rgb(101, 170, white);
+	pass = pass && piglit_probe_pixel_rgb(105, 130, white);
+	pass = pass && piglit_probe_pixel_rgb(120, 145, white);
+	pass = pass && piglit_probe_pixel_rgb(145, 126, white);
+	pass = pass && piglit_probe_pixel_rgb(105, 174, black);
+	pass = pass && piglit_probe_pixel_rgb(130, 155, black);
+	pass = pass && piglit_probe_pixel_rgb(145, 170, black);
+	pass = pass && piglit_probe_pixel_rgb(149, 130, black);
+
+	/* Polygon 2 */
+	pass = pass && piglit_probe_pixel_rgb(176, 170, black);
+	pass = pass && piglit_probe_pixel_rgb(180, 130, black);
+	pass = pass && piglit_probe_pixel_rgb(195, 145, black);
+	pass = pass && piglit_probe_pixel_rgb(220, 126, black);
+	pass = pass && piglit_probe_pixel_rgb(224, 130, white);
+	pass = pass && piglit_probe_pixel_rgb(205, 155, white);
+	pass = pass && piglit_probe_pixel_rgb(220, 170, white);
+	pass = pass && piglit_probe_pixel_rgb(180, 174, white);
+
+	/* Polygon 3 */
+	pass = pass && piglit_probe_pixel_rgb(251, 130, white);
+	pass = pass && piglit_probe_pixel_rgb(255, 170, white);
+	pass = pass && piglit_probe_pixel_rgb(270, 155, white);
+	pass = pass && piglit_probe_pixel_rgb(290, 174, white);
+	pass = pass && piglit_probe_pixel_rgb(255, 126, black);
+	pass = pass && piglit_probe_pixel_rgb(280, 145, black);
+	pass = pass && piglit_probe_pixel_rgb(295, 130, black);
+	pass = pass && piglit_probe_pixel_rgb(299, 170, black);
+
+	/* Polygon 4 */
+	pass = pass && piglit_probe_pixel_rgb(101, 205, black);
+	pass = pass && piglit_probe_pixel_rgb(105, 245, black);
+	pass = pass && piglit_probe_pixel_rgb(120, 230, black);
+	pass = pass && piglit_probe_pixel_rgb(145, 249, black);
+	pass = pass && piglit_probe_pixel_rgb(105, 201, white);
+	pass = pass && piglit_probe_pixel_rgb(130, 220, white);
+	pass = pass && piglit_probe_pixel_rgb(145, 205, white);
+	pass = pass && piglit_probe_pixel_rgb(149, 245, white);
+
+	/* Polygon 5 & 6 are filled with a flat color. So probe using
+	 * piglit_probe_rect_rgb
+	 */
+	pass = pass && piglit_probe_rect_rgba(175, 200, 50, 50, black);
+	pass = pass && piglit_probe_rect_rgba(250, 200, 50, 50, white);
+
+	piglit_check_gl_error(GL_NO_ERROR, PIGLIT_FAIL);
+	piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL);
+	piglit_present_results();
+	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
-- 
1.7.7.4



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