[Piglit] [PATCH V2 2/3] Add test to verify the accuracy of scaled blitting with GL_LINEAR filter
Anuj Phogat
anuj.phogat at gmail.com
Fri Aug 9 14:56:52 PDT 2013
This test verifies the accuracy of scaled blitting from a single
sample buffer with GL_LINEAR filtering. It compares the output
from following rendering scenarios:
1. Scaled blit using a single sample framebuffer with texture /
renderbuffer attachment.
2. Scaled blit using a glsl shader program.
V2: Move the test to spec/arb_framebuffer_object directory.
Signed-off-by: Anuj Phogat <anuj.phogat at gmail.com>
---
tests/all.tests | 1 +
.../spec/arb_framebuffer_object/CMakeLists.gl.txt | 1 +
.../arb_framebuffer_object/blit-scaled-linear.cpp | 291 +++++++++++++++++++++
3 files changed, 293 insertions(+)
create mode 100644 tests/spec/arb_framebuffer_object/blit-scaled-linear.cpp
diff --git a/tests/all.tests b/tests/all.tests
index a914a2a..a2d600b 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -1105,6 +1105,7 @@ for format in ('rgba', 'depth', 'stencil'):
arb_framebuffer_object[test_name] = PlainExecTest(test_name + ' -auto')
add_plain_test(arb_framebuffer_object, 'fbo-alpha')
add_plain_test(arb_framebuffer_object, 'fbo-blit-stretch')
+add_plain_test(arb_framebuffer_object, 'fbo-blit-scaled-linear')
add_plain_test(arb_framebuffer_object, 'fbo-deriv')
add_plain_test(arb_framebuffer_object, 'fbo-luminance-alpha')
add_plain_test(arb_framebuffer_object, 'fbo-getframebufferattachmentparameter-01')
diff --git a/tests/spec/arb_framebuffer_object/CMakeLists.gl.txt b/tests/spec/arb_framebuffer_object/CMakeLists.gl.txt
index 9faeb8e..2a92f71 100644
--- a/tests/spec/arb_framebuffer_object/CMakeLists.gl.txt
+++ b/tests/spec/arb_framebuffer_object/CMakeLists.gl.txt
@@ -15,5 +15,6 @@ piglit_add_executable(get-renderbuffer-internalformat get-renderbuffer-internalf
piglit_add_executable(arb_framebuffer_object-negative-readpixels-no-rb negative-readpixels-no-rb.c)
piglit_add_executable(same-attachment-glFramebufferTexture2D-GL_DEPTH_STENCIL_ATTACHMENT same-attachment-glFramebufferTexture2D-GL_DEPTH_STENCIL_ATTACHMENT.c)
piglit_add_executable(same-attachment-glFramebufferRenderbuffer-GL_DEPTH_STENCIL_ATTACHMENT same-attachment-glFramebufferRenderbuffer-GL_DEPTH_STENCIL_ATTACHMENT.c)
+piglit_add_executable (fbo-blit-scaled-linear blit-scaled-linear.cpp)
# vim: ft=cmake:
diff --git a/tests/spec/arb_framebuffer_object/blit-scaled-linear.cpp b/tests/spec/arb_framebuffer_object/blit-scaled-linear.cpp
new file mode 100644
index 0000000..bc20cff
--- /dev/null
+++ b/tests/spec/arb_framebuffer_object/blit-scaled-linear.cpp
@@ -0,0 +1,291 @@
+/*
+ * Copyright © 2013 Intel Corporation
+ *
+ * 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.
+ */
+
+/** \file blit-scaled-linear.cpp
+ *
+ * This test verifies the accuracy of scaled blitting from a single sample
+ * buffer with GL_LINEAR filter.It compares the output from following
+ * rendering scenarios:
+ * 1. Scaled blit using a framebuffer with texture/renderbuffer attachment.
+ * 2. Scaled blit using glsl shader program.
+ */
+
+#include "piglit-test-pattern.h"
+#include "piglit-fbo.h"
+const int pattern_width = 258; const int pattern_height = 258;
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+ config.supports_gl_compat_version = 20;
+
+ config.window_width = pattern_width * 2;
+ config.window_height = pattern_height;
+ config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+static TestPattern *test_pattern;
+static unsigned prog, vao, vertex_buf;
+const int srcX0 = 0, srcY0 = 0, dstX0 = 0, dstY0 = 0;
+const int srcX1 = pattern_width / 2, srcY1 = pattern_height / 2;
+static Fbo fbo_tex, fbo_rb;
+
+void
+compile_shader(void)
+{
+ static const char *vert =
+ "#version 130\n"
+ "uniform mat4 proj;\n"
+ "in vec2 pos;\n"
+ "in vec2 texCoord;\n"
+ "out vec2 textureCoord;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = proj * vec4(pos, 0.0, 1.0);\n"
+ " textureCoord = texCoord;\n"
+ "}\n";
+ /* Bilinear filtering of samples using shader program */
+ static const char *frag =
+ "#version 130\n"
+ "#extension GL_ARB_texture_rectangle : enable\n"
+ "in vec2 textureCoord;\n"
+ "uniform sampler2DRect tex2d;\n"
+ "uniform float xmax;\n"
+ "uniform float ymax;\n"
+ "out vec4 out_color;\n"
+ "void main()\n"
+ "{\n"
+ " vec2 f;\n"
+ " vec4 c0, c1, c2, c3;\n"
+ " vec2 tex_coord = textureCoord - vec2(0.5, 0.5);\n"
+ "\n"
+ " tex_coord.xy = clamp(tex_coord.xy,\n"
+ " vec2(0.0, 0.0),\n"
+ " vec2 (xmax - 1.0, ymax - 1.0));\n"
+ "\n"
+ " f.x = fract(tex_coord.x);\n"
+ " f.y = fract(tex_coord.y);\n"
+ "\n"
+ " tex_coord.x = tex_coord.x - f.x;\n"
+ " tex_coord.y = tex_coord.y - f.y;\n"
+ "\n"
+ " c0 = texture2DRect(tex2d, tex_coord.xy + vec2(0, 0));\n"
+ " c1 = texture2DRect(tex2d, tex_coord.xy + vec2(1, 0));\n"
+ " c2 = texture2DRect(tex2d, tex_coord.xy + vec2(0, 1));\n"
+ " c3 = texture2DRect(tex2d, tex_coord.xy + vec2(1, 1));\n"
+ "\n"
+ " vec4 color_x1 = mix(c0, c1, f.x);\n"
+ " vec4 color_x2 = mix(c2, c3, f.x);\n"
+ "\n"
+ " out_color = mix(color_x1, color_x2, f.y);\n"
+ "}\n";
+ /* Compile program */
+ prog = glCreateProgram();
+ GLint vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vert);
+ glAttachShader(prog, vs);
+ piglit_check_gl_error(GL_NO_ERROR);
+ GLint fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, frag);
+ glAttachShader(prog, fs);
+ glBindAttribLocation(prog, 0, "pos");
+ glBindAttribLocation(prog, 1, "texCoord");
+ glLinkProgram(prog);
+ if (!piglit_link_check_status(prog)) {
+ piglit_report_result(PIGLIT_FAIL);
+ }
+
+ /* Set up vertex array object */
+ glGenVertexArrays(1, &vao);
+ glBindVertexArray(vao);
+
+ /* Set up vertex input buffer */
+ glGenBuffers(1, &vertex_buf);
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_buf);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 2, GL_INT, GL_FALSE, 4*sizeof(float),
+ (void *) 0);
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(1, 2, GL_INT, GL_FALSE, 4*sizeof(float),
+ (void *) (2*sizeof(float)));
+
+ /* Set up element input buffer to tesselate a quad into
+ * triangles
+ */
+ unsigned int indices[6] = { 0, 1, 2, 0, 2, 3 };
+ GLuint element_buf;
+ glGenBuffers(1, &element_buf);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, element_buf);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
+ GL_STATIC_DRAW);
+}
+
+void
+blit_scaled_linear_glsl(const Fbo *src_fbo, GLint samples)
+{
+ const float proj[4][4] = {
+ { 1, 0, 0, 0 },
+ { 0, 1, 0, 0 },
+ { 0, 0, 1, 0 },
+ { 0, 0, 0, 1 }};
+
+ int vertex_data[4][4] = {
+ { -1, -1, srcX0, srcY0 },
+ { -1, 1, srcX0, srcY1 },
+ { 1, 1, srcX1, srcY1 },
+ { 1, -1, srcX1, srcY0 }};
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_RECTANGLE, src_fbo->color_tex);
+ glUseProgram(prog);
+ glBindVertexArray(vao);
+
+ /* Set up uniforms */
+ glUseProgram(prog);
+ glUniform1i(glGetUniformLocation(prog, "tex2d"), 0);
+ glUniform1f(glGetUniformLocation(prog, "xmin"), 0);
+ glUniform1f(glGetUniformLocation(prog, "ymin"), 0);
+ glUniform1f(glGetUniformLocation(prog, "xmax"),
+ fbo_rb.config.width);
+ glUniform1f(glGetUniformLocation(prog, "ymax"),
+ fbo_rb.config.height);
+ glUniformMatrix4fv(glGetUniformLocation(prog, "proj"), 1,
+ GL_TRUE, &proj[0][0]);
+
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_buf);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_data), vertex_data,
+ GL_STREAM_DRAW);
+ glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, (void *) 0);
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+ piglit_require_gl_version(21);
+ piglit_require_extension("GL_ARB_vertex_array_object");
+
+ /* Create two singlesample FBOs with same format and dimensions but
+ * different color attachment types.
+ */
+ FboConfig Config(0, pattern_width / 2, pattern_height / 2);
+ Config.attach_texture = true;
+ fbo_tex.setup(Config);
+ Config.attach_texture = false;
+ fbo_rb.setup(Config);
+
+ test_pattern = new Triangles();
+ test_pattern->compile();
+
+ compile_shader();
+ if (!piglit_check_gl_error(GL_NO_ERROR)) {
+ piglit_report_result(PIGLIT_FAIL);
+ }
+}
+
+bool test_blit_scaled_linear(Fbo fbo_test)
+{
+ GLfloat scale;
+ GLint samples;
+ bool pass = true, result = true;
+
+ /* Draw the test pattern into the framebuffer with texture
+ * attachment.
+ */
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_tex.handle);
+ glViewport(0, 0, srcX1, srcY1);
+ glGetIntegerv(GL_SAMPLES, &samples);
+ glClear(GL_COLOR_BUFFER_BIT);
+ test_pattern->draw(TestPattern::no_projection);
+
+ if(!fbo_test.config.attach_texture) {
+ /* Blit the framebuffer with texture attachment into the
+ * framebuffer with renderbuffer attachment.
+ */
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_tex.handle);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_rb.handle);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glBlitFramebuffer(0, 0,
+ fbo_tex.config.width,
+ fbo_tex.config.height,
+ 0, 0,
+ fbo_rb.config.width,
+ fbo_rb.config.height,
+ GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ }
+
+ for(scale = 0.1; scale < 2.5f; scale += 0.1) {
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, piglit_winsys_fbo);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ /* Do scaled blit of fbo_rb to left half of piglit_winsys_fbo
+ * with GL_LINEAR filter.
+ */
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_test.handle);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, piglit_winsys_fbo);
+ glClearColor(0.0, 1.0, 0.0, 1.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+ glEnable(GL_SCISSOR_TEST);
+ glScissor(0, 0, pattern_width, pattern_height);
+ glBlitFramebuffer(srcX0, srcY0,
+ srcX1, srcY1,
+ dstX0, dstY0,
+ dstX0 + srcX1 * scale, dstY0 + srcY1 * scale,
+ GL_COLOR_BUFFER_BIT,
+ GL_LINEAR);
+ glDisable(GL_SCISSOR_TEST);
+
+ /* Use fbo with texture attachment to blit in to right half of
+ * piglit_winsys_fbo using a glsl shader program for linear
+ * filtering.
+ */
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_tex.handle);
+ glViewport(pattern_width + dstX0, dstY0, srcX1 * scale, srcY1 * scale);
+ blit_scaled_linear_glsl(&fbo_tex, samples);
+
+ pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, piglit_winsys_fbo);
+ result = piglit_probe_rect_halves_equal_rgba(0, 0,
+ piglit_width,
+ piglit_height);
+ pass = result && pass;
+ piglit_present_results();
+ printf("Attachment = %12s, scale = %f, result = %s\n",
+ fbo_test.config.attach_texture ?
+ "TEXTURE" :
+ "RENDERBUFFER",
+ scale, result ? "pass" : "fail");
+ }
+ return pass;
+}
+
+enum piglit_result
+piglit_display()
+{
+ bool pass = true;
+ printf("Left Image: Linear scaled blit using glBlitFramebuffer.\n"
+ "Right Image: Linear scaled blit using glsl.\n");
+ pass = test_blit_scaled_linear(fbo_tex)
+ && pass;
+ pass = test_blit_scaled_linear(fbo_rb)
+ && pass;
+ return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
--
1.8.1.4
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