[Piglit] [PATCH 2/2] arb_texture_cube_map_array: test lod behaviour with cube map array

Dave Airlie airlied at gmail.com
Sat Nov 3 01:37:15 PDT 2012


In order to implement cube map array texture sampling, lod and
explicit lod need to go via a different route in the driver than
normal (at least for gallium drivers, we needed new opcodes).

This tests both explicit lod and lod bias shader forms, and
checks across two layers.

Signed-off-by: Dave Airlie <airlied at redhat.com>
---
 .../arb_texture_cube_map_array/CMakeLists.gl.txt   |   1 +
 .../spec/arb_texture_cube_map_array/cubemap-lod.c  | 379 +++++++++++++++++++++
 2 files changed, 380 insertions(+)
 create mode 100644 tests/spec/arb_texture_cube_map_array/cubemap-lod.c

diff --git a/tests/spec/arb_texture_cube_map_array/CMakeLists.gl.txt b/tests/spec/arb_texture_cube_map_array/CMakeLists.gl.txt
index 6504834..deccbfa 100644
--- a/tests/spec/arb_texture_cube_map_array/CMakeLists.gl.txt
+++ b/tests/spec/arb_texture_cube_map_array/CMakeLists.gl.txt
@@ -10,6 +10,7 @@ link_libraries (
 )
 
 piglit_add_executable (arb_texture_cube_map_array-cubemap cubemap.c)
+piglit_add_executable (arb_texture_cube_map_array-cubemap-lod cubemap-lod.c)
 piglit_add_executable (arb_texture_cube_map_array-teximage3d-invalid-values teximage3d-invalid-values.c)
 piglit_add_executable (arb_texture_cube_map_array-get get.c)
 piglit_add_executable (arb_texture_cube_map_array-sampler-cube-array-shadow sampler-cube-array-shadow.c)
diff --git a/tests/spec/arb_texture_cube_map_array/cubemap-lod.c b/tests/spec/arb_texture_cube_map_array/cubemap-lod.c
new file mode 100644
index 0000000..d452f09
--- /dev/null
+++ b/tests/spec/arb_texture_cube_map_array/cubemap-lod.c
@@ -0,0 +1,379 @@
+/*
+ * Copyright © 2012 Red Hat
+ *
+ * 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.
+ *
+ * Authors:
+ *    Dave Airlie
+ *
+ */
+
+/*
+ * arb_texture_cube_map_array-cubemap-lod
+ *
+ * This constructs a two layer mipmapped cube array, and tests
+ * setting an explicit lod to layer 3 and a lod bias of 3.0
+ * samples from the correct levels/layers, across both layers
+ * of rendering.
+ */
+
+#include "piglit-util-gl-common.h"
+
+#define PAD 5
+
+#define NUM_LAYERS 2
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+    config.supports_gl_compat_version = 10;
+
+    config.window_width =  (64 * 6 + PAD * 9) * 2;
+    config.window_height = 200*NUM_LAYERS;
+    config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGB;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+int max_size;
+
+static const GLfloat colors[][3] = {
+	{1.0, 1.0, 1.0},
+	{1.0, 1.0, 0.0},
+	{1.0, 0.0, 0.0},
+	{1.0, 0.0, 1.0},
+	{0.0, 0.0, 1.0},
+	{0.0, 1.0, 1.0},
+	{0.0, 1.0, 0.0},
+};
+
+/* we need a larger size than the common code so just copy them in */
+GLfloat a_cube_face_texcoords[6][4][4];
+
+void setup_texcoords(void)
+{
+	int i, j;
+	for (i = 0; i < 6; i++) {
+		for (j = 0; j < 4; j++) {
+			memcpy(a_cube_face_texcoords[i][j], cube_face_texcoords[i][j], 3 * sizeof(GLfloat));
+		}
+	}
+}
+
+static const char *frag_shader_biased = 
+ "#extension GL_ARB_texture_cube_map_array : enable\n"
+ "uniform samplerCubeArray tex; \n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = texture(tex, gl_TexCoord[0], 3.0f);\n"
+ "}\n";
+
+static const char *frag_shader_explicit =
+ "#extension GL_ARB_texture_cube_map_array : enable\n"
+ "uniform samplerCubeArray tex; \n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = textureLod(tex, gl_TexCoord[0], 3.0f);\n"
+ "}\n";
+
+static GLuint frag_shader_cube_array_biased;
+static GLuint program_cube_array_biased;
+static GLuint frag_shader_cube_array_explicit;
+static GLuint program_cube_array_explicit;
+
+#if defined(_MSC_VER)
+/**
+ * Find the first bit set in i and return the index set of that bit.
+ */
+static int
+ffs(int i)
+{
+	int bit;
+
+	if (i == 0) {
+		return 0;
+	}
+
+	for (bit = 1; !(i & 1); bit++) {
+		i = i >> 1;
+	}
+
+	return bit;
+}
+#endif
+
+static void
+set_image(int level, int size, int *color)
+{
+	const GLfloat *color1;
+	const GLfloat *color2;
+	GLfloat *tex;
+	int x, y;
+	int face;
+	int face_size;
+
+	face_size = size * size * 3;
+	tex = malloc(NUM_LAYERS * 6 * face_size * sizeof(GLfloat)); 
+
+	for (face = 0; face < NUM_LAYERS * 6; face++) {
+		if (face % 6 == 0)
+			*color = (level + (face / 6)) % ARRAY_SIZE(colors);
+
+		color1 = colors[*color];
+		color2 = colors[(*color + 1) % ARRAY_SIZE(colors)];
+
+		/* Set the texture for this face to one corner being color2 and the
+		 * rest color1.  If the texture is 1x1, then it's all color1.
+		 */
+		for (y = 0; y < size; y++) {
+			for (x = 0; x < size; x++) {
+				const GLfloat *chosen_color;
+				
+				if (y >= (size / 2) || x >= (size / 2))
+					chosen_color = color1;
+				else
+					chosen_color = color2;
+
+				tex[(face * face_size) + (y * size + x) * 3 + 0] = chosen_color[0];
+				tex[(face * face_size) + (y * size + x) * 3 + 1] = chosen_color[1];
+				tex[(face * face_size) + (y * size + x) * 3 + 2] = chosen_color[2];
+			}
+		}
+	}
+	glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, level, GL_RGB, size, size, 6 * NUM_LAYERS, 0, GL_RGB, GL_FLOAT, tex);
+
+	free(tex);
+}
+
+/**
+ * Tests that the mipmap drawn at (x,y)-(x+size,y+size) has the majority color,
+ * with color+1 in bottom left.
+ */
+static bool
+test_results(int x, int y, int size, int level, int face, bool biased,
+	     int color, int layer, int maxlevel)
+{
+	const GLfloat *color1 = colors[color];
+	const GLfloat *color2 = colors[(color + 1) % ARRAY_SIZE(colors)];
+	bool pass = true;
+	int x1 = x + size / 4, x2 = x + size * 3 / 4;
+	int y1 = y + size / 4, y2 = y + size * 3 / 4;
+
+	if (level >= maxlevel)
+		color2 = color1;
+
+	if (size == 1) {
+		pass = pass && piglit_probe_pixel_rgb(x1, y1, color1);
+	} else {
+		pass = pass && piglit_probe_pixel_rgb(x1, y1, color2);
+		pass = pass && piglit_probe_pixel_rgb(x2, y1, color1);
+		pass = pass && piglit_probe_pixel_rgb(x2, y2, color1);
+		pass = pass && piglit_probe_pixel_rgb(x1, y2, color1);
+	}
+
+	if (!pass) {
+		int base_size = size * (1 << level);
+		printf("Cube map failed at size %dx%d, level %d (%dx%d), face %s%s\n",
+		       base_size, base_size, level, size, size,
+		       cube_face_names[face],
+		       biased ? ", biased" : "");
+	}
+
+	return pass;
+}
+
+static bool
+draw_at_size(int size, int x_offset, int y_offset,
+	     bool biased)
+{
+	GLfloat row_y = PAD + y_offset;
+	int dim, face;
+	int color = 0, level = 0, maxlevel, baselevel = 3;
+	GLuint texname;
+	bool pass = true;
+	GLint loc;
+	
+	if (biased) {
+		glUseProgram(program_cube_array_biased);
+		loc = glGetUniformLocation(program_cube_array_biased, "tex");
+	} else {
+		glUseProgram(program_cube_array_explicit);
+		loc = glGetUniformLocation(program_cube_array_explicit, "tex");
+	}
+	glUniform1i(loc, 0); /* texture unit p */
+
+	/* Create the texture. */
+	glGenTextures(1, &texname);
+	glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY_ARB, texname);
+
+	/* For each face drawing, we want to only see that face's contents at
+	 * that mipmap level.
+	 */
+	glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY_ARB,
+			GL_TEXTURE_MIN_FILTER,
+			GL_NEAREST_MIPMAP_NEAREST);
+	glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY_ARB,
+			GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+	glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY_ARB,
+			GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+	glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY_ARB,
+			GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+	/* Fill in faces on each level */
+	for (dim = size; dim > 0; dim /= 2) {
+	        set_image(level, dim, &color);
+		level++;
+	}
+	maxlevel = level;
+	if (maxlevel >= ARRAY_SIZE(colors))
+		maxlevel = ARRAY_SIZE(colors) - 1;
+
+	color = 0;
+	level = baselevel;
+	for (dim = size; dim > 0; dim /= 2) {
+		GLfloat row_x = PAD + x_offset;
+
+		if (!biased)
+			level = baselevel;
+		for (face = 0; face < 6 * NUM_LAYERS; face++) {
+			GLint realface = face % 6;
+			GLint layer = face / 6;
+			GLfloat base_x = row_x + realface * (max_size + PAD);
+			GLfloat base_y = row_y + (200 * layer);
+
+			if (realface == 0) {
+				color = (level);
+				if (color >= ARRAY_SIZE(colors))
+					color = ARRAY_SIZE(colors) - 1;
+				color += layer;
+				color %= ARRAY_SIZE(colors);
+			}
+			glBegin(GL_QUADS);
+
+			a_cube_face_texcoords[realface][0][3] = layer;
+			a_cube_face_texcoords[realface][1][3] = layer;
+			a_cube_face_texcoords[realface][2][3] = layer;
+			a_cube_face_texcoords[realface][3][3] = layer;
+
+			glTexCoord4fv(a_cube_face_texcoords[realface][0]);
+			glVertex2f(base_x, base_y);
+
+			glTexCoord4fv(a_cube_face_texcoords[realface][1]);
+			glVertex2f(base_x + dim, base_y);
+
+			glTexCoord4fv(a_cube_face_texcoords[realface][2]);
+			glVertex2f(base_x + dim, base_y + dim);
+
+			glTexCoord4fv(a_cube_face_texcoords[realface][3]);
+			glVertex2f(base_x, base_y + dim);
+
+			glEnd();
+
+			if (dim > 2) {
+				pass = test_results(base_x, base_y,
+						    dim, level, realface,
+						    biased,
+						    color, layer, maxlevel) && pass;
+			}
+
+		}
+
+		row_y += dim + PAD;
+		level++;
+		if (level > maxlevel)
+			level = maxlevel;
+	}
+
+	glDeleteTextures(1, &texname);
+
+	glUseProgram(0);
+
+	return pass;
+}
+
+enum piglit_result
+piglit_display(void)
+{
+	int dim;
+	bool pass = true;
+	int i = 0, y_offset = 0;
+	int row_dim = 0;
+	bool biased = false;
+
+	piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
+
+	/* Clear background to gray */
+	glClearColor(0.5, 0.5, 0.5, 1.0);
+	glClear(GL_COLOR_BUFFER_BIT);
+
+	/* Next, do each size with mipmaps from MAX_SIZExMAX_SIZE
+	 * to 1x1.
+	 */
+again:
+	y_offset = 0;
+	for (dim = max_size; dim > max_size/2; dim /= 2) {
+		int x_offset = (i % 2 == 0) ? 0 : piglit_width / 2;
+
+		row_dim = (row_dim < dim) ? dim : row_dim;
+
+		pass &= draw_at_size(dim, x_offset, y_offset, biased);
+		if (i % 2 == 0) {
+			y_offset += row_dim * 2 + (ffs(dim) + 3) * PAD;
+			row_dim = 0;
+		}
+		i++;
+	}
+
+	if (biased == false) {
+		biased = true;
+		goto again;
+	}
+	piglit_present_results();
+
+	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+	int i;
+
+	piglit_require_extension("GL_ARB_texture_cube_map_array");
+
+	max_size = 64;
+
+	for (i = 1; i < argc; i++) {
+		if (strcmp(argv[i], "npot") == 0) {
+			piglit_require_extension("GL_ARB_texture_non_power_of_two");
+			max_size = 50;
+			break;
+		}
+	}
+
+	frag_shader_cube_array_biased = piglit_compile_shader_text(GL_FRAGMENT_SHADER, frag_shader_biased);
+	piglit_check_gl_error(GL_NO_ERROR);
+	program_cube_array_biased = piglit_link_simple_program(0, frag_shader_cube_array_biased);
+	piglit_check_gl_error(GL_NO_ERROR);
+
+	frag_shader_cube_array_explicit = piglit_compile_shader_text(GL_FRAGMENT_SHADER, frag_shader_explicit);
+	piglit_check_gl_error(GL_NO_ERROR);
+	program_cube_array_explicit = piglit_link_simple_program(0, frag_shader_cube_array_explicit);
+	piglit_check_gl_error(GL_NO_ERROR);
+
+	setup_texcoords();
+}
-- 
1.7.11.7



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