[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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