[Piglit] [PATCH] Test case for glTexImage2D with depth cube map
Anuj Phogat
anuj.phogat at gmail.com
Mon Nov 21 19:20:04 PST 2011
From: Anuj Phogat <anuj.phogat at gmail.com>
Hi,
I developed this testcase (depth-cube-map) to test depth cube map support on
mesa-dev. It draws a polygon using one of cube map faces as texture. Testing is done
by comparing the polygon's pixel color with texture color.
I would be happy to make any suggested changes/additions to this test case.
Thanks
Anuj
Signed-off-by: Anuj Phogat <anuj.phogat at gmail.com>
---
tests/texturing/depth-cube-map.c | 221 ++++++++++++++++++++++++++++++++++++++
1 files changed, 221 insertions(+), 0 deletions(-)
create mode 100644 tests/texturing/depth-cube-map.c
diff --git a/tests/texturing/depth-cube-map.c b/tests/texturing/depth-cube-map.c
new file mode 100644
index 0000000..8680769
--- /dev/null
+++ b/tests/texturing/depth-cube-map.c
@@ -0,0 +1,221 @@
+/*
+ * 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, Ben Holmes
+/*
+ * Test to verify cubemap depth texture support
+ */
+
+#include "piglit-util.h"
+
+int piglit_width = 400, piglit_height = 400;
+int piglit_window_mode = GLUT_RGB | GLUT_DOUBLE;
+
+static GLuint tex;
+static GLint prog;
+static GLint fs;
+static GLint vs;
+
+
+static GLfloat vertices[12] = {350.0, 50.0, 0.0,
+ 350.0, 350.0, 0.0,
+ 50.0, 50.0, 0.0,
+ 50.0, 350.0, 0.0};
+
+static GLfloat texCoords[12] = {1.0, 0.0, -1.0,
+ 1.0, 1.0, -1.0,
+ 0.0, 0.0, -1.0,
+ 0.0, 1.0, -1.0};
+
+static GLuint elements[4] = {0, 1, 2, 3};
+
+static const char *vertShaderText =
+ "attribute vec3 textureCoords;\n"
+ "varying vec3 texCoords;\n"
+ "void main()\n"
+ "{ \n"
+ " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
+ " texCoords = textureCoords;\n"
+ "} \n";
+
+static const char *fragShaderText =
+ "uniform samplerCube depthcubeTex;\n"
+ "varying vec3 texCoords;\n"
+ "void main()\n"
+ "{ \n"
+ " vec4 depth = textureCube(depthcubeTex, texCoords);\n"
+ " gl_FragColor = vec4(depth.xyz, 1.0);\n"
+ "} \n";
+
+static void compileLinkProg(void);
+static void loadTex(void);
+
+void
+piglit_init(int argc, char **argv)
+{
+ if (!GLEW_VERSION_2_0) {
+ printf("Requires OpenGL 2.0\n");
+ piglit_report_result(PIGLIT_SKIP);
+ }
+
+ if (piglit_automatic)
+ printf(" Depth Cube Map\n");
+
+ loadTex();
+
+ piglit_require_extension("GL_ARB_texture_rectangle");
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, 400, 0, 400, -1, 1);
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+
+ glEnable(GL_TEXTURE_CUBE_MAP);
+ glClearColor(0.0, 0.0, 0.0, 1.0);
+
+ compileLinkProg();
+}
+
+static void
+compileLinkProg(void)
+{
+ GLint stat;
+
+ vs = glCreateShader(GL_VERTEX_SHADER);
+ fs = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(vs, 1, (const GLchar **) &vertShaderText, NULL);
+ glShaderSource(fs, 1, (const GLchar **) &fragShaderText, NULL);
+ glCompileShader(vs);
+ glGetShaderiv(vs, GL_COMPILE_STATUS, &stat);
+ if (!stat) {
+ printf("error compiling vertex shader!\n");
+ exit(1);
+ }
+ glCompileShader(fs);
+ glGetShaderiv(fs, GL_COMPILE_STATUS, &stat);
+ if (!stat) {
+ printf("error compiling fragment shader!\n");
+ exit(1);
+ }
+
+ prog = glCreateProgram();
+ glAttachShader(prog, vs);
+ glAttachShader(prog, fs);
+ glBindAttribLocation(prog, 1, "textureCoords");
+ glLinkProgram(prog);
+ glUseProgram(prog);
+
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(GLfloat), vertices);
+ glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 3*sizeof(GLfloat), texCoords);
+ glEnableVertexAttribArray(0);
+ glEnableVertexAttribArray(1);
+}
+
+static void
+loadTex(void)
+{
+ #define height 2
+ #define width 2
+ int i, j;
+ unsigned int face;
+
+ GLfloat texDepthData[width][height];
+ GLfloat texDepthData1[width][height];
+ for (i=0; i < width; ++i) {
+ for (j=0; j < height; ++j) {
+ texDepthData[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);
+
+ for ( face = 0; face < 6; face++) {
+ // Set a white colored texture to all the faces of cubemap
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, GL_DEPTH_COMPONENT,
+ width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, texDepthData);
+ }
+
+ #undef height
+ #undef width
+}
+
+enum piglit_result
+piglit_display(void)
+{
+ GLint loc1;
+
+ GLboolean pass = GL_TRUE;
+ GLfloat white[3] = {1.0, 1.0, 1.0};
+ GLenum err;
+
+ loc1 = glGetUniformLocation(prog, "depthcubeTex");
+ glClear(GL_COLOR_BUFFER_BIT);
+ glMatrixMode(GL_MODELVIEW);
+
+ glUniform1i(loc1, 0);
+ glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements);
+ glFinish();
+ pass = piglit_probe_pixel_rgb(200, 200, white);
+
+ err = glGetError();
+ switch (err)
+ {
+ case GL_INVALID_ENUM:
+ printf("GL_INVALID_ENUM\n");
+ break;
+ case GL_INVALID_VALUE:
+ printf("GL_INVALID_VALUE\n");
+ break;
+ case GL_INVALID_OPERATION:
+ printf("GL_INVALID_OPERATION\n");
+ break;
+ case GL_STACK_OVERFLOW:
+ printf("GL_STACK_OVERLFOW\n");
+ break;
+ case GL_STACK_UNDERFLOW:
+ printf("GL_STACK_UNDERFLOW\n");
+ break;
+ case GL_OUT_OF_MEMORY:
+ printf("GL_OUT_OF_MEMORY\n");
+ break;
+
+ }
+ glutSwapBuffers();
+
+ return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+
+}
--
1.7.7
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