[Piglit] [PATCH 5/7] arb_texture_cube_map_array: add cube array shadow sampler

Brian Paul brianp at vmware.com
Thu Sep 6 08:00:32 PDT 2012


On 09/05/2012 09:34 PM, Dave Airlie wrote:
> This tests cubemap array shadow support, these are different as we have
> to pass the compare value not in the texture coord but in a separate attribute.
>
> Tested against NVIDIA 295 series.
>
> Signed-off-by: Dave Airlie<airlied at redhat.com>
> ---
>   .../arb_texture_cube_map_array/CMakeLists.gl.txt   |    1 +
>   .../sampler-cube-array-shadow.c                    |  288 ++++++++++++++++++++
>   2 files changed, 289 insertions(+), 0 deletions(-)
>   create mode 100644 tests/spec/arb_texture_cube_map_array/sampler-cube-array-shadow.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 562d192..3d3f19b 100644
> --- a/tests/spec/arb_texture_cube_map_array/CMakeLists.gl.txt
> +++ b/tests/spec/arb_texture_cube_map_array/CMakeLists.gl.txt
> @@ -12,3 +12,4 @@ link_libraries (
>   piglit_add_executable (arb_texture_cube_map_array-cubemap cubemap.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/sampler-cube-array-shadow.c b/tests/spec/arb_texture_cube_map_array/sampler-cube-array-shadow.c
> new file mode 100644
> index 0000000..a907121
> --- /dev/null
> +++ b/tests/spec/arb_texture_cube_map_array/sampler-cube-array-shadow.c
> @@ -0,0 +1,288 @@
> +/*
> + * Copyright © 2011 Intel Corporation
> + * 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.
> + */
> +
> +/* Author: Dave Airlie */
> +/*
> + * Test to verify samplerCubeArrayShadow support
> + *
> + * samplerCubeArrayShadow takes the compare value in an extra vertex attrib.
> + * This test works like sampler-cube-shadow except it uses the cube
> + * map array interfaces.
> + */
> +
> +#include "piglit-util-gl-common.h"
> +
> +PIGLIT_GL_TEST_MAIN(
> +    400 /*window_width*/,
> +    300 /*window_height*/,
> +    GLUT_RGB | GLUT_DOUBLE)
> +
> +static GLuint tex;
> +static GLint prog;
> +static GLint fs;
> +static GLint vs;
> +
> +/* These texture coordinates should have 1 or -1 in the major axis
> + * ('r' coordinate) selecting the face, a nearly-1-or-negative-1 value
> + * in the other two coordinates (s,t) and a reference value ('q' coordinate)
> + * used for shadow comparisons
> + */
> +static GLfloat cube_shadow_texcoords[6][4][5] = {
> +	{ /* GL_TEXTURE_CUBE_MAP_POSITIVE_X */
> +		{1.0,  0.99,  0.99, 0.0, -0.50},
> +		{1.0,  0.99, -0.99, 0.0, 0.00},
> +		{1.0, -0.99, -0.99, 0.0, 0.50},
> +		{1.0, -0.99,  0.99, 0.0, 0.00},
> +	},
> +	{ /* GL_TEXTURE_CUBE_MAP_NEGATIVE_X */
> +		{-1.0,  0.99, -0.99, 0.0, 0.90},
> +		{-1.0,  0.99,  0.99, 0.0, 0.20},
> +		{-1.0, -0.99,  0.99, 0.0,-0.50},
> +		{-1.0, -0.99, -0.99, 0.0, 0.20},
> +	},
> +	{ /* GL_TEXTURE_CUBE_MAP_POSITIVE_Y */
> +		{-0.99, 1.0, -0.99, 0.0, 0.35},
> +		{ 0.99, 1.0, -0.99, 0.0, 1.20},
> +		{ 0.99, 1.0,  0.99, 0.0, 0.35},
> +		{-0.99, 1.0,  0.99, 0.0, -0.50},
> +	},
> +	{ /* GL_TEXTURE_CUBE_MAP_NEGATIVE_Y */
> +		{-0.99, -1.0,  0.99, 0.0, 0.50},
> +		{-0.99, -1.0, -0.99, 0.0, -0.50},
> +		{ 0.99, -1.0, -0.99, 0.0, 0.50},
> +		{ 0.99, -1.0,  0.99, 0.0, 1.50},
> +	},
> +	{ /* GL_TEXTURE_CUBE_MAP_POSITIVE_Z */
> +		{-0.99,  0.99, 1.0, 0.0, 0.85},
> +		{-0.99, -0.99, 1.0, 0.0, 0.85},
> +		{ 0.99, -0.99, 1.0, 0.0, 0.85},
> +		{ 0.99,  0.99, 1.0, 0.0, 0.85},
> +	},
> +	{ /* GL_TEXTURE_CUBE_MAP_NEGATIVE_Z */
> +		{ 0.99,  0.99, -1.0, 0.0, 0.90},
> +		{-0.99,  0.99, -1.0, 0.0, 0.90},
> +		{-0.99, -0.99, -1.0, 0.0, 0.90},
> +		{ 0.99, -0.99, -1.0, 0.0, 0.90},
> +	},
> +};
> +
> +static const char *vertShaderText =
> +	"#version 130\n"
> +        "in float compf;\n"
> +        "out float compval;\n"
> +	"void main()\n"
> +	"{\n"
> +	"	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
> +	"	gl_TexCoord[0] = gl_MultiTexCoord0;\n"
> +        "       compval = compf;\n"
> +	"}\n";
> +
> +static const char *fragShaderText =
> +	"#version 130\n"
> +        "#extension GL_ARB_texture_cube_map_array : enable\n"
> +	"uniform samplerCubeArrayShadow cubeArrayShadow;\n"
> +        "in float compval;\n"
> +	"void main()\n"
> +	"{\n"
> +	"	float shadow  = texture(cubeArrayShadow, gl_TexCoord[0], compval);\n"
> +	"	gl_FragColor = vec4(shadow, shadow, shadow, 1.0);\n"
> +	"}\n";

The indentation of the shader strings looks inconsistent.


> +
> +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);
> +	piglit_UseProgram(prog);
> +}
> +
> +
> +static void
> +loadTex(void)
> +{
> +	#define height 2
> +	#define width 2

I think some compilers require the # to be in column 0.


> +	int i, j;
> +	GLfloat tex_vals[6][width][height];
> +
> +	/* Set the cubemap depth values for each face */
> +	for (i=0; i<  height; ++i) {
> +		for (j=0; j<  width; ++j) {
> +			tex_vals[0][i][j] = 0.0;
> +			tex_vals[1][i][j] = 0.2;
> +			tex_vals[2][i][j] = 0.35;
> +			tex_vals[3][i][j] = 0.50;
> +			tex_vals[4][i][j] = 0.75;
> +			tex_vals[5][i][j] = 1.0;
> +		}
> +	}
> +
> +	/* Render the epth cube texture using LUMINANCE */
> +	glGenTextures(1,&tex);
> +	glActiveTexture(GL_TEXTURE0);
> +	glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, tex);
> +	glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_GENERATE_MIPMAP, GL_FALSE);
> +	glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
> +	glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
> +	glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_S,
> +			GL_CLAMP_TO_EDGE);
> +	glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY,
> +			GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
> +	glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY,
> +			GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
> +	glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_DEPTH_TEXTURE_MODE,
> +			GL_LUMINANCE);
> +	glTexParameterf(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_COMPARE_MODE,
> +			GL_COMPARE_REF_TO_TEXTURE );
> +	glTexParameterf(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_COMPARE_FUNC,
> +			GL_LEQUAL);
> +
> +	glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, GL_DEPTH_COMPONENT,
> +		     width, height, 6, 0, GL_DEPTH_COMPONENT, GL_FLOAT, (void*)tex_vals);
> +	#undef height
> +	#undef width
> +}
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> +	piglit_require_extension("GL_ARB_texture_cube_map_array");
> +	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, loc2;
> +	GLboolean pass = GL_TRUE;

Inconsistent indentation.


> +	GLfloat white[4] = {1.0, 1.0, 1.0, 1.0};
> +	GLfloat black[4] = {0.0, 0.0, 0.0, 1.0};
> +
> +	loc1 = glGetUniformLocation(prog, "cubeArrayShadow");
> +	loc2 = piglit_GetAttribLocation(prog, "compf");
> +	
> +	glClear(GL_COLOR_BUFFER_BIT);
> +	glMatrixMode(GL_MODELVIEW);
> +
> +	glUniform1i(loc1, 0);
> +	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
> +	glEnableVertexAttribArray(loc2);
> +
> +	/* Apply each face of cubemap as texture to a polygon */
> +	/* Polygon 1 */
> +	glTexCoordPointer(4, GL_FLOAT, 5*sizeof(GLfloat), cube_shadow_texcoords[0]);
> +	glVertexAttribPointer(loc2, 1, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat),

Maybe replace all these occurances of 5*sizeof(GLfloat) with a 
'stride' variable.


> +			&cube_shadow_texcoords[0][0][4]);
> +	piglit_draw_rect(100, 125, 50, 50);
> +	/* Polygon 2 */
> +	glTexCoordPointer(4, GL_FLOAT, 5*sizeof(GLfloat), cube_shadow_texcoords[1]);
> +	glVertexAttribPointer(loc2, 1, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat),
> +			&cube_shadow_texcoords[1][0][4]);
> +	piglit_draw_rect(175, 125, 50, 50);
> +	/* Polygon 3 */
> +	glTexCoordPointer(4, GL_FLOAT, 5*sizeof(GLfloat), cube_shadow_texcoords[2]);
> +	glVertexAttribPointer(loc2, 1, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat),
> +			&cube_shadow_texcoords[2][0][4]);
> +	piglit_draw_rect(250, 125, 50, 50);
> +	/* Polygon 4 */
> +	glTexCoordPointer(4, GL_FLOAT, 5*sizeof(GLfloat), cube_shadow_texcoords[3]);
> +
> +	glVertexAttribPointer(loc2, 1, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat),
> +			&cube_shadow_texcoords[3][0][4]);
> +	piglit_draw_rect(100, 200, 50, 50);
> +	/* Polygon 5 */
> +	glTexCoordPointer(4, GL_FLOAT, 5*sizeof(GLfloat), cube_shadow_texcoords[4]);
> +	glVertexAttribPointer(loc2, 1, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat),
> +			&cube_shadow_texcoords[4][0][4]);
> +	piglit_draw_rect(175, 200, 50, 50);
> +	/* Polygon 6 */
> +	glTexCoordPointer(4, GL_FLOAT, 5*sizeof(GLfloat), cube_shadow_texcoords[5]);
> +	glVertexAttribPointer(loc2, 1, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat),
> +			&cube_shadow_texcoords[5][0][4]);
> +	piglit_draw_rect(250, 200, 50, 50);
> +
> +	/* Test the pixel color of polygons against the expected output */
> +	/* Polygon 1 */
> +	pass = piglit_probe_pixel_rgb(101, 170, white);
> +	pass = pass&&  piglit_probe_pixel_rgb(105, 130, white);
> +	pass = pass&&  piglit_probe_pixel_rgb(120, 145, white);
> +	pass = pass&&  piglit_probe_pixel_rgb(145, 126, white);
> +	pass = pass&&  piglit_probe_pixel_rgb(105, 174, black);
> +	pass = pass&&  piglit_probe_pixel_rgb(130, 155, black);
> +	pass = pass&&  piglit_probe_pixel_rgb(145, 170, black);
> +	pass = pass&&  piglit_probe_pixel_rgb(149, 130, black);
> +
> +	/* Polygon 2 */
> +	pass = pass&&  piglit_probe_pixel_rgb(176, 170, black);
> +	pass = pass&&  piglit_probe_pixel_rgb(180, 130, black);
> +	pass = pass&&  piglit_probe_pixel_rgb(195, 145, black);
> +	pass = pass&&  piglit_probe_pixel_rgb(220, 126, black);
> +	pass = pass&&  piglit_probe_pixel_rgb(224, 130, white);
> +	pass = pass&&  piglit_probe_pixel_rgb(205, 155, white);
> +	pass = pass&&  piglit_probe_pixel_rgb(220, 170, white);
> +	pass = pass&&  piglit_probe_pixel_rgb(180, 174, white);
> +
> +	/* Polygon 3 */
> +	pass = pass&&  piglit_probe_pixel_rgb(251, 130, white);
> +	pass = pass&&  piglit_probe_pixel_rgb(255, 170, white);
> +	pass = pass&&  piglit_probe_pixel_rgb(270, 155, white);
> +	pass = pass&&  piglit_probe_pixel_rgb(290, 174, white);
> +	pass = pass&&  piglit_probe_pixel_rgb(255, 126, black);
> +	pass = pass&&  piglit_probe_pixel_rgb(280, 145, black);
> +	pass = pass&&  piglit_probe_pixel_rgb(295, 130, black);
> +	pass = pass&&  piglit_probe_pixel_rgb(299, 170, black);
> +
> +	/* Polygon 4 */
> +	pass = pass&&  piglit_probe_pixel_rgb(101, 205, black);
> +	pass = pass&&  piglit_probe_pixel_rgb(105, 245, black);
> +	pass = pass&&  piglit_probe_pixel_rgb(120, 230, black);
> +	pass = pass&&  piglit_probe_pixel_rgb(145, 249, black);
> +	pass = pass&&  piglit_probe_pixel_rgb(105, 201, white);
> +	pass = pass&&  piglit_probe_pixel_rgb(130, 220, white);
> +	pass = pass&&  piglit_probe_pixel_rgb(145, 205, white);
> +	pass = pass&&  piglit_probe_pixel_rgb(149, 245, white);
> +
> +	/* Polygon 5&  6 are filled with a flat color. So probe using
> +	 * piglit_probe_rect_rgb
> +	 */
> +	pass = pass&&  piglit_probe_rect_rgba(175, 200, 50, 50, black);
> +	pass = pass&&  piglit_probe_rect_rgba(250, 200, 50, 50, white);

Would "pass = probe() && pass" be better?


> +
> +	pass = piglit_check_gl_error(GL_NO_ERROR)&&  pass;
> +	if (piglit_automatic)
> +		piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL);

Are those two lines really needed?  If we're in automatic mode, 
doesn't piglit_display() just get called once anyway?


> +	piglit_present_results();
> +	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}


Reviewed-by: Brian Paul <brianp at vmware.com>


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