[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
More information about the Piglit
mailing list