[Piglit] [PATCH] arb_shader_texture_lod-texgradcube: Test explicit derivatives for cube maps

Brian Paul brianp at vmware.com
Wed Apr 3 16:55:17 PDT 2013


On 04/03/2013 05:14 PM, sroland at vmware.com wrote:
> From: Roland Scheidegger<sroland at vmware.com>
>
> Similar to arb_shader_texture_lod-texgrad, but using cube maps instead.
> Given the somewhat undefined behavior of explicit gradients with cube
> maps, the main purpose of the test is really to test that those work at
> all, as there doesn't seem to be any other test covering this.
> That said, drivers which simply drop explicit derivatives on the floor
> (like softpipe) pass this perfectly as it simply compares implicit vs.
> explicit behavior (which, given the fuzzy specification, might not be
> really required to be the same here, though given the chosen values, that
> is the major axis derivatives being zero, it might seem like a reasonable
> assumption).
> I guess something which would also test that the implementation is really
> using explicit derivatives instead of implicit ones would also be desirable,
> but I'll leave that for now, I couldn't really come up with something.
> ---
>   .../execution/CMakeLists.gl.txt                    |    1 +
>   .../arb_shader_texture_lod/execution/texgradcube.c |  195 ++++++++++++++++++++
>   2 files changed, 196 insertions(+)
>   create mode 100644 tests/spec/arb_shader_texture_lod/execution/texgradcube.c
>
> diff --git a/tests/spec/arb_shader_texture_lod/execution/CMakeLists.gl.txt b/tests/spec/arb_shader_texture_lod/execution/CMakeLists.gl.txt
> index c403939..2366fa9 100644
> --- a/tests/spec/arb_shader_texture_lod/execution/CMakeLists.gl.txt
> +++ b/tests/spec/arb_shader_texture_lod/execution/CMakeLists.gl.txt
> @@ -10,5 +10,6 @@ link_libraries (
>   )
>
>   piglit_add_executable (arb_shader_texture_lod-texgrad texgrad.c)
> +piglit_add_executable (arb_shader_texture_lod-texgradcube texgradcube.c)
>
>   # vim: ft=cmake:
> diff --git a/tests/spec/arb_shader_texture_lod/execution/texgradcube.c b/tests/spec/arb_shader_texture_lod/execution/texgradcube.c
> new file mode 100644
> index 0000000..90f7ddc
> --- /dev/null
> +++ b/tests/spec/arb_shader_texture_lod/execution/texgradcube.c
> @@ -0,0 +1,195 @@
> +/*
> + * Copyright (c) 2013 VMware, Inc.
> + *
> + * 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
> + * on the rights to use, copy, modify, merge, publish, distribute, sub
> + * license, 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
> + * NON-INFRINGEMENT.  IN NO EVENT SHALL THE AUTHORS AND/OR THEIR
> + * SUPPLIERS 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:
> + *    Roland Scheidegger<sroland at vmware.com>
> + *
> + * Based on arb_shader_texture_lod-texgrad:
> + *    Marek Olšák<maraeo at gmail.com>
> + */
> +
> +#include "piglit-util-gl-common.h"
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> +
> +	config.supports_gl_compat_version = 10;
> +
> +	config.window_width = 512;
> +	config.window_height = 256;
> +	config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
> +
> +PIGLIT_GL_TEST_CONFIG_END
> +
> +#define TEX_WIDTH 256
> +#define TEX_HEIGHT 256
> +
> +static const float colors[][3] = {
> +	{1.0, 0.0, 0.0},
> +	{0.0, 1.0, 0.0},
> +	{0.0, 0.0, 1.0},
> +	{1.0, 1.0, 0.0},
> +	{0.0, 1.0, 1.0},
> +	{1.0, 0.0, 1.0},
> +	{0.5, 0.0, 0.5},
> +	{1.0, 1.0, 1.0},
> +};
> +
> +static const char *sh_tex =
> +	"uniform samplerCube tex;"
> +	"void main()"
> +	"{"
> +	"   gl_FragColor = textureCube(tex, gl_TexCoord[0].xyz);"
> +	"}";
> +
> +static const char *sh_texgrad =
> +	"#extension GL_ARB_shader_texture_lod : enable\n"
> +	"uniform samplerCube tex;"
> +	"void main()"
> +	"{"
> +	"   gl_FragColor = textureCubeGradARB(tex, gl_TexCoord[0].xyz,"
> +	"                                     dFdx(gl_TexCoord[0].xyz),"
> +	"                                     dFdy(gl_TexCoord[0].xyz));"
> +	"}";
> +
> +static GLint prog_tex, prog_texgrad;
> +
> +void piglit_init(int argc, char **argv)
> +{
> +	GLuint tex, fb;
> +	GLenum status;
> +	int i, j, dim;
> +	static GLuint fs_tex, fs_texgrad;
> +
> +	piglit_require_GLSL();
> +	piglit_require_extension("GL_EXT_framebuffer_object");
> +	piglit_require_extension("GL_ARB_shader_texture_lod");
> +
> +	fs_tex = piglit_compile_shader_text(GL_FRAGMENT_SHADER, sh_tex);
> +	fs_texgrad = piglit_compile_shader_text(GL_FRAGMENT_SHADER, sh_texgrad);
> +	prog_tex = piglit_link_simple_program(0, fs_tex);
> +	prog_texgrad = piglit_link_simple_program(0, fs_texgrad);
> +
> +	glGenTextures(1,&tex);
> +	glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
> +
> +	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
> +	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
> +
> +	for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; j++) {
> +		for (i = 0, dim = TEX_WIDTH; dim>0; i++, dim /= 2) {
> +			glTexImage2D(j, i, GL_RGBA,
> +				     dim, dim,
> +				     0,
> +				     GL_RGBA, GL_UNSIGNED_BYTE, NULL);
> +		}
> +	}
> +	assert(glGetError() == 0);
> +
> +	glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
> +	glDisable(GL_TEXTURE_CUBE_MAP);
> +
> +	glGenFramebuffersEXT(1,&fb);
> +	glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb);
> +
> +	for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; j++) {
> +		for (i = 0, dim = TEX_WIDTH; dim>0; i++, dim /= 2) {
> +			glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
> +						  GL_COLOR_ATTACHMENT0_EXT,
> +						  j,
> +						  tex,
> +						  i);
> +
> +			status = glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT);
> +			if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
> +				fprintf(stderr, "FBO incomplete\n");
> +				piglit_report_result(PIGLIT_SKIP);
> +			}
> +
> +			glClearColor(colors[i][0],
> +				     colors[i][1],
> +				     colors[i][2],
> +				     0.0);
> +			glClear(GL_COLOR_BUFFER_BIT);
> +
> +			assert(glGetError() == 0);
> +		}
> +	}
> +
> +	glDeleteFramebuffersEXT(1,&fb);
> +	glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
> +
> +	glMatrixMode(GL_PROJECTION);
> +	glLoadIdentity();
> +	glFrustum(-0.1, 0.1, -0.1, 0.1, 0.1, 1000.0);
> +
> +	glMatrixMode(GL_MODELVIEW);
> +	glLoadIdentity();
> +	glTranslatef(-0.5, -0.5, -1.2);
> +	glRotatef(68, 0, 1, 0);
> +	glScalef(2000, 1, 1);
> +
> +	glEnable(GL_TEXTURE_CUBE_MAP);
> +	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
> +
> +	piglit_set_tolerance_for_bits(7, 7, 7, 7);
> +
> +	printf("Left: textureCube, Right: textureCubeGradARB\n");
> +}
> +
> +static void draw_quad()
> +{
> +	glBegin(GL_QUADS);
> +	glTexCoord3f(-0.5, -0.5, 1);
> +	glVertex2f(0, 0);
> +	glTexCoord3f(0.5, -0.5, 1);
> +	glVertex2f(1, 0);
> +	glTexCoord3f(0.5, 0.5, 1);
> +	glVertex2f(1, 1);
> +	glTexCoord3f(-0.5, 0.5, 1);
> +	glVertex2f(0, 1);
> +	glEnd();
> +}
> +
> +enum piglit_result piglit_display(void)
> +{
> +	GLboolean pass = GL_TRUE;
> +
> +	glViewport(0, 0, piglit_width, piglit_height);
> +	glClearColor(0.5, 0.5, 0.5, 0.5);
> +	glClear(GL_COLOR_BUFFER_BIT);
> +
> +	glViewport(0, 0, piglit_width/2, piglit_height);
> +	glUseProgram(prog_tex);
> +	draw_quad();
> +
> +	glViewport(piglit_width/2, 0, piglit_width/2, piglit_height);
> +	glUseProgram(prog_texgrad);
> +	draw_quad();
> +
> +	if (!piglit_probe_rect_halves_equal_rgba(0, 0, piglit_width, piglit_height))
> +		pass = GL_FALSE;
> +
> +	piglit_present_results();
> +
> +	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}

It looks like you're building a complete mipmap but only testing the 
0th mipmap level.  Could you hit those other levels by drawing some 
smaller quads?

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


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