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

Anuj Phogat anuj.phogat at gmail.com
Mon Dec 19 16:15:02 PST 2011


From: Anuj Phogat <anuj at aphogat.(none)>

This test verify the depth cube map support in GL 3.0

Signed-off-by: Anuj Phogat <anuj.phogat at gmail.com>
---
 Updated patch with indentation and white spaces corrections

 tests/all.tests                   |    1 +
 tests/texturing/CMakeLists.gl.txt |    1 +
 tests/texturing/depth-cube-map.c  |  236 +++++++++++++++++++++++++++++++++++++
 3 files changed, 238 insertions(+), 0 deletions(-)
 create mode 100644 tests/texturing/depth-cube-map.c

diff --git a/tests/all.tests b/tests/all.tests
index b713de0..b6f3d96 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -637,6 +637,7 @@ 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 727ecf3..cbeacff 100644
--- a/tests/texturing/CMakeLists.gl.txt
+++ b/tests/texturing/CMakeLists.gl.txt
@@ -67,6 +67,7 @@ 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..39d69c9
--- /dev/null
+++ b/tests/texturing/depth-cube-map.c
@@ -0,0 +1,236 @@
+/*
+ * 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.
+ */
+
+/*
+ * file depth-cube-map.c
+ * Test to verify cubemap depth texture support in GL version >= 3.0
+ *
+ * author: Anuj Phogat
+ */
+
+#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();
+	piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL);
+	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
-- 
1.7.7.4



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