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

Anuj Phogat anuj.phogat at gmail.com
Mon Dec 19 15:08:01 PST 2011


On Mon 05 Dec 2011 03:52:50 PM PST, Anuj Phogat wrote

> Test case for glTexImage2D with depth cube map
>
> Signed-off-by: Anuj Phogat <anuj at aphogat.(none)>
> ---
>  tests/all.tests                   |    1 +
>  tests/texturing/CMakeLists.gl.txt |    1 +
>  tests/texturing/depth-cube-map.c  |  204 +++++++++++++++++++++++++++++++++++++
>  3 files changed, 206 insertions(+), 0 deletions(-)
>  create mode 100644 tests/texturing/depth-cube-map.c
>
> diff --git a/tests/all.tests b/tests/all.tests
> index 61a020d..273f524 100644
> --- a/tests/all.tests
> +++ b/tests/all.tests
> @@ -633,6 +633,7 @@ add_plain_test(texturing, 'depth-tex-modes')
>  add_plain_test(texturing, 'depth-tex-modes-glsl')
>  add_plain_test(texturing, 'depth-tex-modes-rg')
>  add_plain_test(texturing, 'depth-tex-compare')
> +add_plain_test(texturing, 'depth-cube-map')
>  add_plain_test(texturing, 'fragment-and-vertex-texturing')
>  add_plain_test(texturing, 'fxt1-teximage')
>  add_plain_test(texturing, 'gen-teximage')
> diff --git a/tests/texturing/CMakeLists.gl.txt b/tests/texturing/CMakeLists.gl.txt
> index e717e15..bf240a3 100644
> --- a/tests/texturing/CMakeLists.gl.txt
> +++ b/tests/texturing/CMakeLists.gl.txt
> @@ -66,6 +66,7 @@ add_executable (depth-tex-modes      depth-tex-modes.c depth-tex-modes-common.c)
>  add_executable (depth-tex-modes-rg   depth-tex-modes-rg.c depth-tex-modes-common.c)
>  add_executable (depth-tex-modes-glsl depth-tex-modes-glsl.c)
>  add_executable (depth-tex-compare depth-tex-compare.c)
> +add_executable (depth-cube-map depth-cube-map.c)
>  add_executable (sized-texture-format-channels sized-texture-format-channels.c)
>  add_executable (tex-border-1 tex-border-1.c)
>  add_executable (tex-skipped-unit tex-skipped-unit.c)
> diff --git a/tests/texturing/depth-cube-map.c b/tests/texturing/depth-cube-map.c
> new file mode 100644
> index 0000000..9cb1c05
> --- /dev/null
> +++ b/tests/texturing/depth-cube-map.c
> @@ -0,0 +1,204 @@
> +/*
> + * 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 cubemap depth texture support in GL version >= 3.0
> + */
> +
> +#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;
> +
> +static GLfloat vertices[12] =  {150.0, 125.0, 0.0,
> +                                150.0, 175.0, 0.0,
> +                                100.0, 125.0, 0.0,
> +                                100.0, 175.0, 0.0};
> +
> +static GLuint elements[4] = {0, 1, 2, 3};
> +
> +static const char *vertShaderText =
> +   "attribute vec3 textureCoords;\n"
> +   "void main()\n"
> +   "{ \n"
> +   "gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
> +   " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
> +   "} \n";
> +
> +static const char *fragShaderText =
> +   "uniform samplerCube depthcubeTex;\n"
> +   "void main()\n"
> +   "{ \n"
> +   "       vec4 depthcolor  = textureCube(depthcubeTex, gl_TexCoord[0].xyz);\n" 
> +   "       gl_FragColor = vec4(depthcolor.xyz, 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);
> +   glVertexPointer(3, GL_FLOAT, 0, vertices);
> +   glEnableClientState(GL_VERTEX_ARRAY);
> +   glEnableClientState(GL_TEXTURE_COORD_ARRAY);
> +}
> +
> +
> +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 texture data*/
> +   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 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);
> +   
> +   /*Set a different color texture 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)
> +{
> +   /*Check if EXT_gpu_shader4 is supported*/
> +   if (!piglit_is_extension_supported("EXT_gpu_shader4"))
> +      /*If EXT_gpu_shader4 is not supported 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 ColorPosX[3] = {0.0, 0.0, 0.0};
> +   GLfloat ColorNegX[3] = {0.2, 0.2, 0.2};
> +   GLfloat ColorPosY[3] = {0.35, 0.35, 0.35};
> +   GLfloat ColorNegY[3] = {0.5, 0.5, 0.5};
> +   GLfloat ColorPosZ[3] = {0.75, 0.75, 0.75};
> +   GLfloat ColorNegZ[3] = {1.0, 1.0, 1.0};
> +
> +   loc1 = glGetUniformLocation(prog, "depthcubeTex");
> +   glClear(GL_COLOR_BUFFER_BIT);
> +   glMatrixMode(GL_MODELVIEW);
> +   
> +   /*Apply each face of cubemap as a texture to a polygon*/
> +   glUniform1i(loc1, 0);
> +   glTexCoordPointer(3, GL_FLOAT, 0, cube_face_texcoords[0]);
> +   glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements);
> +   
> +   glPushMatrix();
> +   glTranslatef(75.0, 0.0, 0.0);
> +   glTexCoordPointer(3, GL_FLOAT, 0, cube_face_texcoords[3]);
> +   glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements);
> +   
> +   glTranslatef(75.0, 0.0, 0.0);
> +   glTexCoordPointer(3, GL_FLOAT, 0, cube_face_texcoords[1]);
> +   glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements);
> +   glPopMatrix();
> +   
> +   glPushMatrix();
> +   glTranslatef(0.0, 75.0, 0.0);
> +   glTexCoordPointer(3, GL_FLOAT, 0, cube_face_texcoords[4]);
> +   glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements);
> +
> +   glTranslatef(75.0, 0.0, 0.0);
> +   glTexCoordPointer(3, GL_FLOAT, 0, cube_face_texcoords[2]);
> +   glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements);
> +
> +   glTranslatef(75.0, 0.0, 0.0);
> +   glTexCoordPointer(3, GL_FLOAT, 0, cube_face_texcoords[5]);
> +   glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements);
> +   glPopMatrix();
> +
> +   glFinish();
> +
> +   /*Test the pixel color of polygons against the expected output*/
> +   pass = piglit_probe_pixel_rgb(110, 135, ColorPosX);
> +   pass = pass && piglit_probe_pixel_rgb(185, 135, ColorNegX);
> +   pass = pass && piglit_probe_pixel_rgb(260, 135, ColorPosY);
> +   pass = pass && piglit_probe_pixel_rgb(110, 210, ColorNegY);
> +   pass = pass && piglit_probe_pixel_rgb(185, 210, ColorPosZ);
> +   pass = pass && piglit_probe_pixel_rgb(260, 210, ColorNegZ);
> +   
> +   piglit_check_gl_error(GL_NO_ERROR, PIGLIT_FAIL);
> +   piglit_present_results();
> +   return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}

Brian, I posted this updated patch after incorporating your suggestions.
Please let me know if you are fine with the changes.

Thanks
Anuj


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