[Piglit] [PATCH] glsl-1.30: add basic test for testing textureOffset functionality.

Brian Paul brianp at vmware.com
Tue Mar 5 08:05:40 PST 2013


On 03/05/2013 08:37 AM, sroland at vmware.com wrote:
> From: Roland Scheidegger<sroland at vmware.com>
>
> This is pretty rough and doesn't really test all that much (just
> textureOffsetLod, but there's other texturing functions with offsets),
> doesn't test different wrap modes, NPOT sizes etc., but there's no
> other test using "ordinary" texture opcodes and texel offsets, so
> it's a start (and in fact it exposed a bug in the mesa state tracker).
> Tested with llvmpipe (pass) and softpipe (fail) which is as expected -
> hopefully the math is ok...
> Inspired from fs-texelFetchOffset.
> ---
>   tests/spec/glsl-1.30/execution/CMakeLists.gl.txt   |    1 +
>   .../spec/glsl-1.30/execution/fs-textureOffset-2D.c |  158 ++++++++++++++++++++
>   2 files changed, 159 insertions(+)
>   create mode 100644 tests/spec/glsl-1.30/execution/fs-textureOffset-2D.c
>
> diff --git a/tests/spec/glsl-1.30/execution/CMakeLists.gl.txt b/tests/spec/glsl-1.30/execution/CMakeLists.gl.txt
> index 6737bb1..3c0b2d5 100644
> --- a/tests/spec/glsl-1.30/execution/CMakeLists.gl.txt
> +++ b/tests/spec/glsl-1.30/execution/CMakeLists.gl.txt
> @@ -13,6 +13,7 @@ link_libraries (
>   piglit_add_executable (fs-discard-exit-2 fs-discard-exit-2.c)
>   piglit_add_executable (fs-texelFetch-2D fs-texelFetch-2D.c)
>   piglit_add_executable (fs-texelFetchOffset-2D fs-texelFetchOffset-2D.c)
> +piglit_add_executable (fs-textureOffset-2D fs-textureOffset-2D.c)
>   IF (NOT MSVC)
>   	piglit_add_executable (isinf-and-isnan isinf-and-isnan.c)
>   ENDIF (NOT MSVC)
> diff --git a/tests/spec/glsl-1.30/execution/fs-textureOffset-2D.c b/tests/spec/glsl-1.30/execution/fs-textureOffset-2D.c
> new file mode 100644
> index 0000000..4c050fb
> --- /dev/null
> +++ b/tests/spec/glsl-1.30/execution/fs-textureOffset-2D.c
> @@ -0,0 +1,158 @@
> +/*
> + * Copyright 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.
> + */
> +
> +/**
> + * \file fs-textureOffset-2D.c
> + *
> + * Tests the built-in function textureLodOffset() in the fragment shader.
> + *
> + * Creates a mipmapped 64x32 2D texture and draws a series of squares whose
> + * color contains a texel fetched from each quadrant of the rgbw texture.
> + *
> + * Author: Roland Scheidegger
> + */
> +#include "piglit-util-gl-common.h"
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> +
> +	config.supports_gl_compat_version = 10;
> +
> +	config.window_width = 90;
> +	config.window_height = 150;

width=90 might cause trouble on Windows.  Windows will bump up the 
size to 120 pixels (IIRC).  This has caused other tests to fail in the 
past.


> +	config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE;
> +
> +PIGLIT_GL_TEST_CONFIG_END
> +
> +const int tex_size = 64;
> +
> +static int pos_location, lod_location;
> +
> +static const char vert[] =
> +"#version 130\n"
> +"void main()\n"
> +"{\n"
> +"	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
> +"}\n";
> +
> +static const char fragtexlodoffset[] =
> +"#version 130\n"
> +"uniform vec2 pos;\n"
> +"uniform float lod;\n"
> +"uniform sampler2D tex;\n"
> +"void main()\n"
> +"{\n"
> +"       const ivec2 offset = ivec2(-2, 2);\n"
> +"       vec4 texel = textureLodOffset(tex, pos, lod, offset);\n"
> +"	gl_FragColor = texel;\n"
> +"}\n";
> +
> +#ifdef _MSC_VER
> +#undef max
> +#endif
> +static float max(float x, float y) { return (x>  y) ? x : y; }
> +
> +enum piglit_result
> +piglit_display(void)
> +{
> +	int l, q;
> +	bool pass = true;
> +	float red[4]   = {1.0, 0.0, 0.0, 1.0};
> +	float green[4]   = {0.0, 1.0, 0.0, 1.0};
> +	float blue[4]  = {0.0, 0.0, 1.0, 1.0};
> +	float white[4]  = {1.0, 1.0, 1.0, 1.0};
> +	float undefined[4] = {0.0, 0.0, 0.0, 0.0};
> +
> +	glClearColor(0.5, 0.5, 0.5, 1.0);
> +	glClear(GL_COLOR_BUFFER_BIT);
> +
> +	/* XXX: test other wrap modes */	
> +	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
> +	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
> +
> +	for (l = 0; (tex_size>>  l)>  0; l++) {
> +		const int width = tex_size>>  l;
> +		const int height = max(width / 2, 1);
> +		const int y = 10 + 20 * l;
> +
> +		glUniform1f(lod_location, (float)l);
> +
> +		/* Draw 4 squares with a color sample for each quad */
> +		for (q = 0; q<  4; q++) {
> +			const float tex_x = (q / 2) * 0.5f + 0.25f;
> +			const float tex_y = (q % 2) * 0.5f + 0.25f;
> +			float *c = undefined;
> +			const int x = 10+20*q;
> +
> +			if (((q / 2) * 0.5f + 0.25f) * width + (-2.0f)<  0.5f * width) {
> +				if (((q % 2) * 0.5f + 0.25f) * height + (+2.0f)<  0.5f * height)
> +					c = red;
> +				else
> +					c = blue;
> +			}
> +			else {
> +				if (((q % 2) * 0.5f + 0.25f) * height + (+2.0f)<  0.5f * height)
> +					c = green;
> +				else
> +					c = white;
> +			}
> +				
> +			glUniform2f(pos_location, tex_x, tex_y);
> +			piglit_draw_rect(x, y, 10, 10);
> +
> +			if (width>  2&&  c != undefined) /* below 1 wide no test */
> +				pass&= piglit_probe_rect_rgba(x, y, 10, 10, c);
> +		}
> +	}
> +
> +	piglit_present_results();
> +
> +	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> +	int vs, fs, prog;
> +
> +	piglit_require_GLSL_version(130);
> +
> +	glActiveTexture(GL_TEXTURE0);
> +	/* XXX test npot sizes, other samplers, ... */
> +	piglit_rgbw_texture(GL_RGBA, tex_size, tex_size / 2, true, false,
> +			    GL_UNSIGNED_NORMALIZED);
> +
> +	piglit_ortho_projection(piglit_width, piglit_height, false);

I'd move this projection call into the display function so if the 
window is resized the test might still work.


> +
> +	/* XXX test other texture instructions */
> +	vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vert);
> +	fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fragtexlodoffset);
> +	prog = piglit_link_simple_program(vs, fs);
> +
> +	lod_location = glGetUniformLocation(prog, "lod");
> +	pos_location = glGetUniformLocation(prog, "pos");
> +
> +	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
> +	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
> +
> +	glUseProgram(prog);
> +}

Looks OK otherwise.

Reviewed-by: Brian Paul <brianp at vmware.com>


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