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

Roland Scheidegger sroland at vmware.com
Thu Apr 4 16:12:28 PDT 2013


Am 04.04.2013 17:48, schrieb Brian Paul:
> On 04/04/2013 09:33 AM, Roland Scheidegger wrote:
>> Am 04.04.2013 01:55, schrieb Brian Paul:
>>> 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?
>> No the test does hit all mip levels (or rather, 6 out of 8 here). Don't
>> ask me how but that's the same as the noncube version.
> 
> Ah, so the texcoords "cross" multiple mipmap levels?  I see.
Yes exactly.

> 
> 
>> It is true however that only one cube face is hit (but it doesn't matter
>> which one in any case as they are all the same color, and just the same
>> the texel doesn't matter neither - only the derivatives matter for
>> picking the right level). I guess I could make the faces which are
>> supposed to not get picked a different color though.
> 
> Your call.
I actually decided against this since because how the test works it
wouldn't really matter - if the wrong face would be chosen for explicit
derivatives surely the wrong face would be chosen for implicit
derivatives too.

Roland


More information about the Piglit mailing list