[Piglit] [PATCH] Test case for glTexImage2D with depth cube map
Brian Paul
brian.e.paul at gmail.com
Mon Dec 19 15:23:11 PST 2011
On Mon, Dec 19, 2011 at 4:08 PM, Anuj Phogat <anuj.phogat at gmail.com> wrote:
> 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.
The only thing that jumps out at me is indentation. Piglit uses
8-space tabs. Oh, and there's one //-style comment.
-Brian
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