[Piglit] [PATCH] gl-3.2-depth-tex-sampling: test OpenGL 3.2 core depth texture sampling

Brian Paul brianp at vmware.com
Thu Dec 5 14:26:12 PST 2013


The spec says (d,d,d,1) should be returned.  NVIDIA's current driver fails.
---
 tests/all.tests                        |    1 +
 tests/spec/gl-3.2/CMakeLists.gl.txt    |    1 +
 tests/spec/gl-3.2/depth-tex-sampling.c |  211 ++++++++++++++++++++++++++++++++
 3 files changed, 213 insertions(+)
 create mode 100644 tests/spec/gl-3.2/depth-tex-sampling.c

diff --git a/tests/all.tests b/tests/all.tests
index 014f8d9..5f0ceb2 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -729,6 +729,7 @@ gl31['required-texture-attachment-formats'] = concurrent_test('gl-3.0-required-t
 
 spec['!OpenGL 3.2/minmax'] = concurrent_test('gl-3.2-minmax')
 spec['!OpenGL 3.2/clear-no-buffers'] = concurrent_test('gl-3.2-clear-no-buffers')
+spec['!OpenGL 3.2/depth-tex-sampling'] = concurrent_test('gl-3.2-depth-tex-sampling')
 spec['!OpenGL 3.2/get-buffer-parameter-i64v'] = concurrent_test('gl-3.2-get-buffer-parameter-i64v')
 spec['!OpenGL 3.2/get-integer-64iv'] = concurrent_test('gl-3.2-get-integer-64iv')
 spec['!OpenGL 3.2/get-integer-64v'] = concurrent_test('gl-3.2-get-integer-64v')
diff --git a/tests/spec/gl-3.2/CMakeLists.gl.txt b/tests/spec/gl-3.2/CMakeLists.gl.txt
index c8725be..595cc10 100644
--- a/tests/spec/gl-3.2/CMakeLists.gl.txt
+++ b/tests/spec/gl-3.2/CMakeLists.gl.txt
@@ -11,6 +11,7 @@ link_libraries (
 
 piglit_add_executable (gl-3.2-minmax minmax.c)
 piglit_add_executable (gl-3.2-clear-no-buffers clear-no-buffers.c)
+piglit_add_executable (gl-3.2-depth-tex-sampling depth-tex-sampling.c)
 piglit_add_executable (gl-3.2-get-buffer-parameter-i64v get-buffer-parameter-i64v.c)
 piglit_add_executable (gl-3.2-get-integer-64iv get-integer-64iv.c)
 piglit_add_executable (gl-3.2-get-integer-64v get-integer-64v.c)
diff --git a/tests/spec/gl-3.2/depth-tex-sampling.c b/tests/spec/gl-3.2/depth-tex-sampling.c
new file mode 100644
index 0000000..7d2988c
--- /dev/null
+++ b/tests/spec/gl-3.2/depth-tex-sampling.c
@@ -0,0 +1,211 @@
+/*
+ * 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
+ * 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.
+ */
+
+/*
+ * In the GL 3.2 core profile, GL_DEPTH_TEXTURE_MODE is deprecated.
+ * Sampling a depth texture should always return (d, d, d, 1) which
+ * corresponds to the legacy GL_DEPTH_TEXTURE_MODE = GL_LUMINANCE.
+ *
+ * NVIDIA's driver, however, seems to return (d, 0, 0, 1).
+ *
+ * From the OpenGL 3.2 specification, page 332:
+ *  "Depth texture mode - DEPTH_TEXTURE_MODE. Section 3.8.15 is to be
+ *   changed so that r is returned to texture samplers directly, and
+ *   the OpenGL Shading Language 1.30 Specification is to be changed
+ *   so that (r,r,r,1) is always returned from depth texture samplers
+ *   in this case."
+ *
+ * Brian Paul
+ * 5 Dec 2013
+ */
+
+
+#include "piglit-util-gl-common.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+	config.supports_gl_core_version = 32;
+	config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA;
+PIGLIT_GL_TEST_CONFIG_END
+
+
+#define TEX_SIZE 64
+
+static GLuint tex, prog, vao;
+
+
+static GLuint
+make_depth_texture(void)
+{
+	GLfloat texels[TEX_SIZE][TEX_SIZE];
+	GLuint tex, i, j;
+	GLenum format = GL_DEPTH_COMPONENT;
+
+	/* Z = 0 at bottom, Z = 1 at top */
+	for (i = 0; i < TEX_SIZE; i++) {
+		for (j = 0; j < TEX_SIZE; j++) {
+			float z = i / (float) (TEX_SIZE - 1);
+			texels[i][j] = z;
+		}
+	}
+
+	glGenTextures(1, &tex);
+	glBindTexture(GL_TEXTURE_2D, tex);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+	glTexImage2D(GL_TEXTURE_2D, 0, format,
+		     TEX_SIZE, TEX_SIZE, 0,
+		     format, GL_FLOAT, texels);
+
+	piglit_check_gl_error(GL_NO_ERROR);
+
+	/* this call should generate an error in the core profile */
+	glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
+	if (!piglit_check_gl_error(GL_INVALID_ENUM)) {
+		piglit_report_result(PIGLIT_FAIL);
+	}
+
+	return tex;
+}
+
+
+static GLuint
+make_shader_program(void)
+{
+	static const char *vs_text =
+		"#version 150\n"
+		"in vec4 pos_in;\n"
+		"in vec2 texcoord_in;\n"
+		"smooth out vec2 texcoord;\n"
+		"void main()\n"
+		"{\n"
+		"   gl_Position = pos_in;\n"
+		"   texcoord = texcoord_in;\n"
+		"}\n";
+	static const char *fs_text =
+		"#version 150\n"
+		"uniform sampler2D tex;\n"
+		"smooth in vec2 texcoord;\n"
+		"out vec4 color;\n"
+		"void main()\n"
+		"{\n"
+		"   color = texture(tex, texcoord);\n"
+		"   // enabling the next line fixes NVIDIA failure\n"
+		"   // color = vec4(vec3(color.x), 1.0);\n"
+		"}\n";
+
+	GLuint prog;
+	GLint u;
+
+	prog = piglit_build_simple_program(vs_text, fs_text);
+	glUseProgram(prog);
+
+	u = glGetUniformLocation(prog, "tex");
+	glUniform1i(u, 0);  /* bind tex unit 0, just to be safe */
+
+	glBindAttribLocation(prog, 0, "pos_in");
+	glBindAttribLocation(prog, 1, "texcoord_in");
+
+	glLinkProgram(prog);
+
+	piglit_check_gl_error(GL_NO_ERROR);
+
+	return prog;
+}
+
+
+static GLuint
+make_vao(void)
+{
+	static const float pos_tc[4][4] = {
+		{ -1.0, -1.0,  0.0, 0.0 },
+		{  1.0, -1.0,  1.0, 0.0 },
+		{  1.0,  1.0,  1.0, 1.0 },
+		{ -1.0,  1.0,  0.0, 1.0 }
+	};
+	const int stride = sizeof(pos_tc[0]);
+	GLuint vbo, vao;
+
+	glGenVertexArrays(1, &vao);
+	glBindVertexArray(vao);
+
+	glGenBuffers(1, &vbo);
+	glBindBuffer(GL_ARRAY_BUFFER, vbo);
+	glBufferData(GL_ARRAY_BUFFER, sizeof(pos_tc), pos_tc, GL_STATIC_DRAW);
+	piglit_check_gl_error(GL_NO_ERROR);
+
+	glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, stride, (void *) 0);
+	glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (void *) 8);
+
+	glEnableVertexAttribArray(0);
+	glEnableVertexAttribArray(1);
+
+	piglit_check_gl_error(GL_NO_ERROR);
+
+	return vbo;
+}
+
+
+void
+piglit_init(int argc, char **argv)
+{
+	tex = make_depth_texture();
+	prog = make_shader_program();
+	vao = make_vao();
+}
+
+
+enum piglit_result
+piglit_display(void)
+{
+	static const float black[4] = { 0.0, 0.0, 0.0, 1.0 };
+	static const float white[4] = { 1.0, 1.0, 1.0, 1.0 };
+	static const float gray[4] = { 0.5, 0.5, 0.5, 1.0 };
+	bool pass = true;
+
+	glViewport(0, 0, piglit_width, piglit_height);
+
+	/* This should draw a grayscale gradient ranging from black
+	 * at the bottom of the window to white at the top.
+	 */
+	glClearColor(0.2, 0.2, 0.8, 1.0);
+	glClear(GL_COLOR_BUFFER_BIT);
+	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+	if (!piglit_probe_pixel_rgba(0, 0, black))
+		pass = false;
+
+	if (!piglit_probe_pixel_rgba(0, piglit_height/2, gray))
+		pass = false;
+
+	if (!piglit_probe_pixel_rgba(0, piglit_height-1, white))
+		pass = false;
+
+	piglit_present_results();
+
+	piglit_check_gl_error(GL_NO_ERROR);
+
+	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
-- 
1.7.10.4



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