[Piglit] [PATCH 3/9] GL 3.2: Test layered framebuffers blit properly.
Jacob Penner
jkpenner91 at gmail.com
Mon Aug 26 11:44:25 PDT 2013
---
tests/spec/gl-3.2/layered-rendering/blit.c | 352 +++++++++++++++++++++++++++++
1 file changed, 352 insertions(+)
create mode 100644 tests/spec/gl-3.2/layered-rendering/blit.c
diff --git a/tests/spec/gl-3.2/layered-rendering/blit.c b/tests/spec/gl-3.2/layered-rendering/blit.c
new file mode 100644
index 0000000..d897840
--- /dev/null
+++ b/tests/spec/gl-3.2/layered-rendering/blit.c
@@ -0,0 +1,352 @@
+/*
+ * 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.c
+ *
+ * Section 4.3.2(Reading and Copying Pixels) From GL spec 3.2 core:
+ * If the read framebuffer is layered (see section 4.4.7), pixel values are
+ * read from layer zero. If the draw framebuffer is layered, pixel values are
+ * written to layer zero. If both read and draw framebuffers are layered, the
+ * blit operation is still performed only on layer zero.
+ *
+ * Test Layout
+ * *-------*-------* test1:
+ * | | | Source tex is layered, Dest tex is layered
+ * | test3 | test4 | test2:
+ * | | | Source tex is layered, Dest tex is not layered
+ * *-------*-------* test3:
+ * | | | Source tex is not layered, Dest tex is layered
+ * | test1 | test2 | test4:
+ * | | | Source tex is not layered, Dest tex is not layered
+ * *-------*-------*
+ *
+ * src dest Each Test
+ * *---*---* Display source tex layers on left
+ * | | | layer 1 Blit source tex to dest tex
+ * *---*---* Display resulting layers
+ * | | | layer 2
+ * *---*---*
+ */
+
+#include "piglit-util-gl-common.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+ config.supports_gl_compat_version = 32;
+ config.supports_gl_core_version = 32;
+
+ config.window_width = 128;
+ config.window_height = 128;
+ config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+/* Values Set in piglit init */
+const int texWidth = 32;
+const int texHeight = 32;
+const int texDepth = 2;
+const int texelsPerLayer = 32 * 32;
+const int floatPerLayer = 32 * 32 * 3;
+
+static const float srcColors[2][3] = {
+ {1, 0, 0}, {0, 1, 0}
+};
+
+static const float desColors[2][3] = {
+ {0, 0, 1}, {0, 1, 1}
+};
+
+/*
+ * Blit the passed texture to the screen. If texture is layered,
+ * loops through each layer and blit it to the screen.
+ */
+bool
+display_texture(int x, int y, int w, int h,
+ GLuint tex, int layers)
+{
+ GLuint tempFBO;
+ int i, dx1, dy1, dx2, dy2;
+ GLenum fbStatus;
+
+ dx1 = x;
+ dx2 = x+w;
+
+ /* Gen temp fbo to work with */
+ glGenFramebuffers(1, &tempFBO);
+
+ if(layers == 1) {
+ dy1 = y;
+ dy2 = y+h;
+
+ glBindFramebuffer(GL_FRAMEBUFFER, tempFBO);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, tex, 0);
+
+ /* Blit layer to screen */
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, tempFBO);
+ glBlitFramebuffer(0, 0, texWidth, texHeight,
+ dx1, dy1, dx2, dy2,
+ GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ }
+ else {
+ /* loop through each layer */
+ for( i = 0; i < layers; i++) {
+ dy1 = y + i*(h/layers);
+ dy2 = y + (i+1)*(h/layers);
+
+ /* Bind new layer to display */
+ glBindFramebuffer(GL_FRAMEBUFFER, tempFBO);
+ glFramebufferTextureLayer(GL_FRAMEBUFFER,
+ GL_COLOR_ATTACHMENT0,
+ tex, 0, i);
+
+ fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if(fbStatus != GL_FRAMEBUFFER_COMPLETE) {
+ printf("Framebuffer Status: %s\n",
+ piglit_get_gl_enum_name(fbStatus));
+ return false;
+ }
+
+ /* Blit layer to screen */
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, tempFBO);
+ glBlitFramebuffer(0, 0, texWidth, texHeight,
+ dx1, dy1, dx2, dy2,
+ GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ }
+ }
+
+ /* Cleanup temp fbo */
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glDeleteFramebuffers(1, &tempFBO);
+
+ return piglit_check_gl_error(GL_NO_ERROR);
+}
+
+void
+gen_color_data(float *colorData, int texelsPerLayer, int layers, bool useSrcTex)
+{
+ int i, j;
+ for(j = 0; j < layers; j++)
+ for(i = 0; i < texelsPerLayer; i++) {
+ int offset = j * texelsPerLayer * 3 + i * 3;
+ if(useSrcTex) {
+ colorData[offset + 0] = srcColors[j][0];
+ colorData[offset + 1] = srcColors[j][1];
+ colorData[offset + 2] = srcColors[j][2];
+ }
+ else {
+ colorData[offset + 0] = desColors[j][0];
+ colorData[offset + 1] = desColors[j][1];
+ colorData[offset + 2] = desColors[j][2];
+ }
+ }
+}
+
+void
+create_bind_texture(GLenum textureType, GLuint *texture, bool useSrcTex)
+{
+ piglit_check_gl_error(GL_NO_ERROR);
+
+ glGenTextures(1, texture);
+ glBindTexture(textureType, *texture);
+
+ glTexParameteri(textureType, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(textureType, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(textureType, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(textureType, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(textureType, GL_TEXTURE_WRAP_R, GL_REPEAT);
+
+ if(textureType == GL_TEXTURE_2D) {
+ float colorData[floatPerLayer];
+ gen_color_data(colorData, texelsPerLayer, 1, useSrcTex);
+ glTexImage2D(textureType, 0, GL_RGB, texWidth, texHeight, 0,
+ GL_RGB, GL_FLOAT, colorData);
+ }
+ else if(textureType == GL_TEXTURE_3D) {
+ float colorData[texDepth * floatPerLayer];
+ gen_color_data(colorData, texelsPerLayer, texDepth, useSrcTex);
+ glTexImage3D(textureType, 0, GL_RGB, texWidth, texHeight,
+ texDepth, 0, GL_RGB, GL_FLOAT, colorData);
+ }
+
+ if(!piglit_check_gl_error(GL_NO_ERROR)) {
+ glDeleteTextures(1, texture);
+ *texture = 0;
+ }
+}
+
+bool
+testFramebufferBlitLayered(int x, int y, int w, int h,
+ bool sLayered, bool dLayered)
+{
+ bool pass = true;
+ GLuint srcFBO, desFBO;
+ GLuint srcTex, desTex;
+ GLenum fbStatus;
+ int srclayers = (sLayered) ? (texDepth) : (1);
+ int deslayers = (dLayered) ? (texDepth) : (1);
+
+ /* Set up source fbo */
+ glGenFramebuffers(1, &srcFBO);
+ glBindFramebuffer(GL_FRAMEBUFFER, srcFBO);
+
+ piglit_check_gl_error(GL_NO_ERROR);
+ if(sLayered) {
+ create_bind_texture(GL_TEXTURE_3D, &srcTex, true);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ srcTex, 0);
+ }
+ else {
+ create_bind_texture(GL_TEXTURE_2D, &srcTex, true);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, srcTex, 0);
+ }
+
+ /* Check source framebuffer status */
+ fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if(fbStatus != GL_FRAMEBUFFER_COMPLETE) {
+ printf("FtestFramebufferBlitLayered srcFBO Status: %s\n",
+ piglit_get_gl_enum_name(fbStatus));
+ return false;
+ }
+
+ /* Set up dest fbo */
+ glGenFramebuffers(1, &desFBO);
+ glBindFramebuffer(GL_FRAMEBUFFER, desFBO);
+
+ if(dLayered) {
+ create_bind_texture(GL_TEXTURE_3D, &desTex, false);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ desTex, 0);
+ }
+ else {
+ create_bind_texture(GL_TEXTURE_2D, &desTex, false);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, desTex, 0);
+ }
+
+ /* Check dest framebuffer status */
+ fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if(fbStatus != GL_FRAMEBUFFER_COMPLETE) {
+ printf("testFramebufferBlitLayered desFBO Status: %s\n",
+ piglit_get_gl_enum_name(fbStatus));
+ return false;
+ }
+
+ /* Check for if any errors have occured */
+ if(!piglit_check_gl_error(GL_NO_ERROR)) {
+ printf("Error setting up framebuffers for test.\n");
+ return false;
+ }
+
+ /* Blit from source to dest framebuffers */
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, srcFBO);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, desFBO);
+ glBlitFramebuffer(0, 0, texWidth, texHeight,
+ 0, 0, texWidth, texHeight,
+ GL_COLOR_BUFFER_BIT, GL_LINEAR);
+
+ /* Display the results */
+ display_texture(x, y, w/2, h, srcTex, srclayers);
+ display_texture(x+w/2, y, w/2, h, desTex, deslayers);
+
+ /* Check for pass condition */
+ if(sLayered) {
+ pass = piglit_probe_rect_rgb(x, y, w/2, h/2, srcColors[0])
+ && pass;
+ pass = piglit_probe_rect_rgb(x, y+h/2, w/2, h/2, srcColors[1])
+ && pass;
+ }
+ else {
+ pass = piglit_probe_rect_rgb(x, y, w/2, h, srcColors[0])
+ && pass;
+ }
+
+ if(dLayered) {
+ pass = piglit_probe_rect_rgb(x+w/2, y, w/2, h/2, srcColors[0])
+ && pass;
+ pass = piglit_probe_rect_rgb(x+w/2, y+h/2, w/2, h/2,
+ desColors[1])
+ && pass;
+ }
+ else {
+ pass = piglit_probe_rect_rgb(x+w/2, y, w/2, h, srcColors[0])
+ && pass;
+ }
+
+
+ /* Clean up */
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glDeleteFramebuffers(1, &srcFBO);
+ glDeleteFramebuffers(1, &desFBO);
+ glDeleteTextures(1, &srcTex);
+ glDeleteTextures(1, &desTex);
+
+ /* Check for if any errors have occured */
+ if(!piglit_check_gl_error(GL_NO_ERROR)) {
+ printf("Error setting up framebuffers for test.\n");
+ return false;
+ }
+
+ return pass;
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+
+}
+
+enum piglit_result
+piglit_display(void)
+{
+ bool pass = true;
+ int hw = piglit_width/2;
+ int hh = piglit_height/2;
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glClearColor(1,1,1,1);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ /* Source is layered, Dest is layered */
+ pass = testFramebufferBlitLayered( 0, 0, hw, hh, true, true) && pass;
+
+ /* Source is layered, Dest is not layered */
+ pass = testFramebufferBlitLayered(hw, 0, hw, hh, true, false) && pass;
+
+ /* Source not is layered, Dest is layered */
+ pass = testFramebufferBlitLayered( 0, hh, hw, hh, false, true) && pass;
+
+ /* Source not is layered, Dest is not layered */
+ pass = testFramebufferBlitLayered(hw, hh, hw, hh, false, false) && pass;
+
+ /* Check for if any errors have occured */
+ pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+
+ piglit_present_results();
+
+ return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
--
1.8.3.1
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