[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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