[Piglit] [PATCH] Tests glTexImage2D with depth cube map

Anuj Phogat anuj.phogat at gmail.com
Mon Nov 28 19:29:40 PST 2011


From: Anuj Phogat <anuj.phogat at gmail.com>

Here is the updated piglit test case for depth cube map with glTexImage2D. Now it renders all the faces of cubemap
on 6 polygons and then compares the pixel color of each polygon with expected output. All the review comments are incorporated
in this update.
 
 Thanks
 -Anuj

Signed-off-by: Anuj Phogat <anuj.phogat at gmail.com>
---
 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 bacd301..fe62f71 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -621,6 +621,7 @@ 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 3392020..a8037e0 100644
--- a/tests/texturing/CMakeLists.gl.txt
+++ b/tests/texturing/CMakeLists.gl.txt
@@ -65,6 +65,7 @@ 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 (tex-border-1 tex-border-1.c)
 add_executable (tex-skipped-unit tex-skipped-unit.c)
 add_executable (tex-swizzle tex-swizzle.c)
diff --git a/tests/texturing/depth-cube-map.c b/tests/texturing/depth-cube-map.c
new file mode 100644
index 0000000..84bd834
--- /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 < width; ++i) {
+       for (j=0; j < height; ++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);
+   glutSwapBuffers();
+   return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
-- 
1.7.7



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