[Piglit] [PATCH 2/7] arb_texture_cube_map_array: basic cubemap test

Dave Airlie airlied at gmail.com
Wed Sep 5 20:34:47 PDT 2012


This creates a cube map array of 2 cubes, and tests the upload via
glTexImage3D and rendering of each layer happens correctly.

note it needs to redefine the common cubemap stuff as they are in the
wrong order for cubemap arrays.

Signed-off-by: Dave Airlie <airlied at redhat.com>
---
 tests/spec/CMakeLists.txt                          |    1 +
 .../arb_texture_cube_map_array/CMakeLists.gl.txt   |   12 +
 .../spec/arb_texture_cube_map_array/CMakeLists.txt |    1 +
 tests/spec/arb_texture_cube_map_array/cubemap.c    |  406 ++++++++++++++++++++
 4 files changed, 420 insertions(+), 0 deletions(-)
 create mode 100644 tests/spec/arb_texture_cube_map_array/CMakeLists.gl.txt
 create mode 100644 tests/spec/arb_texture_cube_map_array/CMakeLists.txt
 create mode 100644 tests/spec/arb_texture_cube_map_array/cubemap.c

diff --git a/tests/spec/CMakeLists.txt b/tests/spec/CMakeLists.txt
index cd374d1..d4eea6f 100644
--- a/tests/spec/CMakeLists.txt
+++ b/tests/spec/CMakeLists.txt
@@ -18,6 +18,7 @@ add_subdirectory (arb_uniform_buffer_object)
 add_subdirectory (ati_draw_buffers)
 add_subdirectory (arb_texture_buffer_object)
 add_subdirectory (arb_texture_compression)
+add_subdirectory (arb_texture_cube_map_array)
 add_subdirectory (arb_texture_float)
 add_subdirectory (arb_texture_storage)
 add_subdirectory (arb_timer_query)
diff --git a/tests/spec/arb_texture_cube_map_array/CMakeLists.gl.txt b/tests/spec/arb_texture_cube_map_array/CMakeLists.gl.txt
new file mode 100644
index 0000000..c8f90f8
--- /dev/null
+++ b/tests/spec/arb_texture_cube_map_array/CMakeLists.gl.txt
@@ -0,0 +1,12 @@
+include_directories(
+	${GLEXT_INCLUDE_DIR}
+	${OPENGL_INCLUDE_PATH}
+)
+
+link_libraries (
+	piglitutil_${piglit_target_api}
+	${OPENGL_gl_LIBRARY}
+	${OPENGL_glu_LIBRARY}
+)
+
+piglit_add_executable (arb_texture_cube_map_array-cubemap cubemap.c)
diff --git a/tests/spec/arb_texture_cube_map_array/CMakeLists.txt b/tests/spec/arb_texture_cube_map_array/CMakeLists.txt
new file mode 100644
index 0000000..144a306
--- /dev/null
+++ b/tests/spec/arb_texture_cube_map_array/CMakeLists.txt
@@ -0,0 +1 @@
+piglit_include_target_api()
diff --git a/tests/spec/arb_texture_cube_map_array/cubemap.c b/tests/spec/arb_texture_cube_map_array/cubemap.c
new file mode 100644
index 0000000..f18740c
--- /dev/null
+++ b/tests/spec/arb_texture_cube_map_array/cubemap.c
@@ -0,0 +1,406 @@
+/*
+ * 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
+ *
+ */
+
+#include "piglit-util-gl-common.h"
+
+#define PAD		5
+
+#define NUM_LAYERS 2
+
+PIGLIT_GL_TEST_MAIN(
+    (64 * 6 + PAD * 9) * 2 /*window_width*/,
+    400*NUM_LAYERS /*window_height*/,
+    GLUT_DOUBLE | GLUT_RGB)
+
+int max_size;
+
+static const char *prog = "arb_texture_cube_map_array-cubemap";
+
+static 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},
+};
+
+/* These texture coordinates should have 1 or -1 in the major axis selecting
+ * the face, and a nearly-1-or-negative-1 value in the other two coordinates
+ * which will be used to produce the s,t values used to sample that face's
+ * image.
+ */
+GLfloat a_cube_face_texcoords[6][4][4] = {
+	{ /* GL_TEXTURE_CUBE_MAP_POSITIVE_X */
+		{1.0,  0.99,  0.99, 0.0},
+		{1.0,  0.99, -0.99, 0.0},
+		{1.0, -0.99, -0.99, 0.0},
+		{1.0, -0.99,  0.99, 0.0},
+	},
+	{ /* GL_TEXTURE_CUBE_MAP_NEGATIVE_X */
+		{-1.0,  0.99, -0.99, 0.0},
+		{-1.0,  0.99,  0.99, 0.0},
+		{-1.0, -0.99,  0.99, 0.0},
+		{-1.0, -0.99, -0.99, 0.0},
+	},
+	{ /* GL_TEXTURE_CUBE_MAP_POSITIVE_Y */
+		{-0.99, 1.0, -0.99, 0.0},
+		{ 0.99, 1.0, -0.99, 0.0},
+		{ 0.99, 1.0,  0.99, 0.0},
+		{-0.99, 1.0,  0.99, 0.0},
+	},
+	{ /* GL_TEXTURE_CUBE_MAP_NEGATIVE_Y */
+		{-0.99, -1.0,  0.99, 0.0},
+		{-0.99, -1.0, -0.99, 0.0},
+		{ 0.99, -1.0, -0.99, 0.0},
+		{ 0.99, -1.0,  0.99, 0.0},
+	},
+	{ /* GL_TEXTURE_CUBE_MAP_POSITIVE_Z */
+		{-0.99,  0.99, 1.0, 0.0},
+		{-0.99, -0.99, 1.0, 0.0},
+		{ 0.99, -0.99, 1.0, 0.0},
+		{ 0.99,  0.99, 1.0, 0.0},
+	},
+
+
+	{ /* GL_TEXTURE_CUBE_MAP_NEGATIVE_Z */
+		{ 0.99,  0.99, -1.0, 0.0},
+		{-0.99,  0.99, -1.0, 0.0},
+		{-0.99, -0.99, -1.0, 0.0},
+		{ 0.99, -0.99, -1.0, 0.0},
+	},
+};
+
+const char *a_cube_face_names[6] = {
+	"POSITIVE_X",
+	"NEGATIVE_X",
+	"POSITIVE_Y",
+	"NEGATIVE_Y",
+	"POSITIVE_Z",
+	"NEGATIVE_Z",
+};
+
+const GLenum a_cube_face_targets[6] = {
+	GL_TEXTURE_CUBE_MAP_POSITIVE_X,
+	GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
+	GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
+	GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
+	GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
+	GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
+};
+
+static void
+check_error(int line)
+{
+   GLenum err = glGetError();
+   if (err) {
+      printf("%s: GL error 0x%x at line %d\n", prog, err, line);
+   }
+}
+
+static const char *frag_shader = 
+ "#extension GL_ARB_texture_cube_map_array : enable\n"
+ "uniform samplerCubeArray tex; \n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = texture(tex, gl_TexCoord[0]);\n"
+  "}\n";
+
+static GLuint frag_shader_cube_array;
+static GLuint program_cube_array;
+
+#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)
+{
+	GLfloat *color1;
+	GLfloat *color2;
+	GLfloat *tex;
+	int x, y;
+	int face;
+	//	int color = 0;
+	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 = face / 6;
+		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++) {
+				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];
+			}
+		}
+		*color = (*color + 1) % ARRAY_SIZE(colors);
+	}
+	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 GLboolean
+test_results(int x, int y, int size, int level, int face, GLboolean mipmapped,
+	     int color, int layer)
+{
+	GLfloat *color1 = colors[color];
+	GLfloat *color2 = colors[(color + 1) % ARRAY_SIZE(colors)];
+	GLboolean pass = GL_TRUE;
+	int x1 = x + size / 4, x2 = x + size * 3 / 4;
+	int y1 = y + size / 4, y2 = y + size * 3 / 4;
+
+	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,
+		       a_cube_face_names[face],
+		       mipmapped ? ", mipmapped" : "");
+	}
+
+	return pass;
+}
+
+static GLboolean
+draw_at_size(int size, int x_offset, int y_offset,
+	     GLboolean mipmapped)
+{
+	GLfloat row_y = PAD + y_offset;
+	int dim, face;
+	int color = 0, level = 0;
+	GLuint texname;
+	GLboolean pass = GL_TRUE;
+	GLint loc;
+	
+	glUseProgram(program_cube_array);
+	loc = glGetUniformLocation(program_cube_array, "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.
+	 */
+	if (mipmapped) {
+		glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY_ARB,
+				GL_TEXTURE_MIN_FILTER,
+				GL_NEAREST_MIPMAP_NEAREST);
+	} else {
+		glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY_ARB,
+				GL_TEXTURE_MIN_FILTER,
+				GL_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);
+		if (!mipmapped)
+			break;
+
+		level++;
+	}
+
+	color = 0;
+	level = 0;
+	for (dim = size; dim > 0; dim /= 2) {
+		GLfloat row_x = PAD + x_offset;
+
+		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 + (400 * layer);
+
+			if (realface == 0)
+			    color = layer;
+			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,
+						    mipmapped,
+						    color, layer) && pass;
+			}
+
+			color = (color + 1) % ARRAY_SIZE(colors);
+		}
+
+		if (!mipmapped)
+			break;
+
+		row_y += dim + PAD;
+		level++;
+	}
+
+	glDeleteTextures(1, &texname);
+
+	glUseProgram(0);
+
+	return pass;
+}
+
+
+enum piglit_result
+piglit_display(void)
+{
+	int dim;
+	GLboolean pass = GL_TRUE;
+	int i = 0, y_offset = 0;
+	int row_dim = 0;
+
+	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);
+
+	/* First, do each size from MAX_SIZExMAX_SIZE to 1x1 as a
+	 * single texture level.
+	 */
+	y_offset = 0;
+	for (dim = max_size; dim > 0; dim /= 2) {
+		pass = draw_at_size(dim, 0, y_offset, GL_FALSE) && pass;
+		y_offset += dim + PAD;
+	}
+
+	/* Next, do each size with mipmaps from MAX_SIZExMAX_SIZE
+	 * to 1x1.
+	 */
+	y_offset = 0;
+	for (dim = max_size; dim > 0; dim /= 2) {
+		int x_offset = (i % 2 == 1) ? 0 : piglit_width / 2;
+
+		row_dim = (row_dim < dim) ? dim : row_dim;
+
+		pass &= draw_at_size(dim, x_offset, y_offset, GL_TRUE);
+		if (i % 2 == 0) {
+			y_offset += row_dim * 2 + (ffs(dim) + 3) * PAD;
+			row_dim = 0;
+		}
+		i++;
+	}
+
+	glutSwapBuffers();
+
+	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 = piglit_compile_shader_text(GL_FRAGMENT_SHADER, frag_shader);
+	check_error(__LINE__);
+	program_cube_array = piglit_link_simple_program(0, frag_shader_cube_array);
+	check_error(__LINE__);
+}
-- 
1.7.1



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