[Piglit] [PATCH 7/9] GL 3.2: Test ReadPixels() works properly with layered framebuffers.

Jacob Penner jkpenner91 at gmail.com
Mon Aug 26 11:51:31 PDT 2013


---
 tests/spec/gl-3.2/layered-rendering/readpixels.c | 223 +++++++++++++++++++++++
 1 file changed, 223 insertions(+)
 create mode 100644 tests/spec/gl-3.2/layered-rendering/readpixels.c

diff --git a/tests/spec/gl-3.2/layered-rendering/readpixels.c b/tests/spec/gl-3.2/layered-rendering/readpixels.c
new file mode 100644
index 0000000..494bd95
--- /dev/null
+++ b/tests/spec/gl-3.2/layered-rendering/readpixels.c
@@ -0,0 +1,223 @@
+/*
+ * 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 readpixel.c
+ *
+ * Section 4.4.7(Framebuffer Objects) From GL spec 3.2 core:
+ *
+ * When commands such as ReadPixels read from a layered framebuffer, the
+ * image at layer zero of the selected attachment is always used to obtain
+ * pixel values.
+ *
+ * Test Layout
+ *
+ *       tex1     tex2
+ *    *--------*--------*      texture 1 will start with different colors in
+ *    | layer2 | layer2 |     each layer.
+ *    *--------*--------*
+ *    | layer1 | layer1 |      texture 2 will start with all layers set to
+ *    *--------*--------*     black.
+ *
+ * Final Result
+ *    After using glReadPixels() to retrieve data from tex1 and assigning
+ *   the data to tex2, the tex2 color for layer1 will be the same as the color
+ *   for tex1's layer1 and tex2's color in layer 2 should still be black.
+ */
+
+#include "piglit-util-gl-common.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+	config.supports_gl_compat_version = 31;
+	config.supports_gl_core_version = 31;
+
+	config.window_width  = 128;
+	config.window_height = 128;
+	config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+static GLuint fbo;
+static GLuint texture[2];
+
+static const float colors[3][3] = {
+	{0.0, 1.0, 0.0},
+	{0.0, 0.0, 1.0},
+	{0.0, 0.0, 0.0}
+};
+
+bool
+display_layered_texture(int x, int y, int w, int h, int texWidth, int texHeight,
+			GLenum textureType, GLuint texture, int layers) {
+	GLuint tempFBO;
+	unsigned int i;
+	int dx1, dy1, dx2, dy2;
+
+	dx1 = x;
+	dx2 = x+w;
+
+	/* Gen temp fbo */
+	glGenFramebuffers(1, &tempFBO);
+
+	/* loop through each layer, attaching the individual layer to the
+	 * temp fbo, then blit fbo to the correct location on screen
+	 */
+	for(i = 0; i < layers; i++) {
+		GLenum framebufferStatus;
+
+		dy1 = y + (i)  *(h/layers);
+		dy2 = y + (i+1)*(h/layers);
+
+		glBindFramebuffer(GL_FRAMEBUFFER, tempFBO);
+		glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+					  texture, 0, i);
+
+		framebufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+		if(framebufferStatus != GL_FRAMEBUFFER_COMPLETE) {
+			printf("Framebuffer Status: %s\n",
+			       piglit_get_gl_enum_name(framebufferStatus));
+			return false;
+		}
+
+		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);
+}
+
+GLuint
+CreateTextureLayered(int w, int h, int d, GLenum dataType, void *data)
+{
+	GLuint tex;
+
+	glGenTextures(1, &tex);
+	glBindTexture(GL_TEXTURE_3D, tex);
+	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT);
+	glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB, w, h, d, 0, GL_RGB,
+		     dataType, data);
+	glBindTexture(GL_TEXTURE_3D, 0);
+
+	if(!piglit_check_gl_error(GL_NO_ERROR)) {
+		return 0;
+	}
+	else {
+		return tex;
+	}
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+	int i, j;
+	float colorData[2][piglit_width*piglit_height*3];
+	float *resultData = malloc(2*3*piglit_width*piglit_height*sizeof(float));
+
+	/* fill in colorData */
+	for(j = 0; j < 2; j++)
+	for(i = 0; i < piglit_width*piglit_height; i++) {
+		colorData[j][i*3+0] = colors[j][0];
+		colorData[j][i*3+1] = colors[j][1];
+		colorData[j][i*3+2] = colors[j][2];
+	}
+
+	/* clear resultData to a color */
+	for(i = 0; i < 2*piglit_width*piglit_height; i++) {
+		resultData[i*3+0] = colors[j][0];
+		resultData[i*3+1] = colors[j][1];
+		resultData[i*3+2] = colors[j][2];
+	}
+
+	glGenFramebuffers(1, &fbo);
+	glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+	/* Create the Source framebuffer object */
+	texture[0] = CreateTextureLayered(piglit_width, piglit_height, 2,
+					  GL_FLOAT, colorData);
+
+	/* Check if texture was generated */
+	if(texture[0] == 0) {
+		piglit_report_result(PIGLIT_FAIL);
+	}
+
+	glBindTexture(GL_TEXTURE_3D, texture[0]);
+	glFramebufferTexture3D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+			       GL_TEXTURE_3D, texture[0], 0, 0);
+
+	/* Get Pixel Data */
+	glReadPixels(0, 0, piglit_width, piglit_height,
+		     GL_RGB, GL_FLOAT, resultData);
+
+	/* Create new texture with the retrieved pixel data */
+	texture[1] = CreateTextureLayered(piglit_width, piglit_height, 2,
+					  GL_FLOAT, resultData);
+
+	if(!piglit_check_gl_error(GL_NO_ERROR)) {
+		piglit_report_result(PIGLIT_FAIL);
+	}
+}
+
+enum piglit_result
+piglit_display(void)
+{
+	bool pass = true;
+
+	/* Display Source Texture */
+	display_layered_texture(0, 0, piglit_width/2, piglit_height,
+				piglit_width, piglit_height, GL_TEXTURE_3D,
+				texture[0], 2);
+
+	/* Display Dest Texture */
+	display_layered_texture(piglit_width/2, 0, piglit_width/2,
+				piglit_height, piglit_width, piglit_height,
+				GL_TEXTURE_3D, texture[1], 2);
+
+	pass = piglit_probe_rect_rgb(0, 0, piglit_width, piglit_height/2,
+				     colors[0]) && pass;
+
+	pass = piglit_probe_rect_rgb(0, piglit_height/2, piglit_width/2,
+				     piglit_height/2, colors[1]) && pass;
+
+	pass = piglit_probe_rect_rgb(piglit_width/2, piglit_height/2,
+				     piglit_width/2, piglit_height/2,
+				     colors[2]) && pass;
+
+	if(!piglit_check_gl_error(GL_NO_ERROR)) {
+		pass = false;
+	}
+
+	piglit_present_results();
+	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
-- 
1.8.3.1



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