[Piglit] [PATCH 2/2] GL 3.2: Test glFramebufferTexture()
Jacob Penner
jkpenner91 at gmail.com
Thu Sep 26 13:46:11 PDT 2013
---
tests/all.tests | 1 +
.../gl-3.2/layered-rendering/CMakeLists.gl.txt | 1 +
.../gl-3.2/layered-rendering/framebuffertexture.c | 280 +++++++++++++++++++++
3 files changed, 282 insertions(+)
create mode 100644 tests/spec/gl-3.2/layered-rendering/framebuffertexture.c
diff --git a/tests/all.tests b/tests/all.tests
index adc258d..572ee8a 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -752,6 +752,7 @@ spec['!OpenGL 3.2/get-integer-64v'] = concurrent_test('gl-3.2-get-integer-64v')
spec['!OpenGL 3.2/layered-rendering/blit'] = concurrent_test('gl-3.2-layered-rendering-blit')
spec['!OpenGL 3.2/layered-rendering/clear-color'] = concurrent_test('gl-3.2-layered-rendering-clear-color')
spec['!OpenGL 3.2/layered-rendering/clear-depth'] = concurrent_test('gl-3.2-layered-rendering-clear-depth')
+spec['!OpenGL 3.2/layered-rendering/framebuffertexture'] = concurrent_test('gl-3.2-layered-rendering-framebuffertexture')
spec['!OpenGL 3.2/layered-rendering/framebuffertexture-buffer-textures'] = concurrent_test('gl-3.2-layered-rendering-framebuffertexture-buffer-textures')
spec['!OpenGL 3.2/layered-rendering/readpixels'] = concurrent_test('gl-3.2-layered-rendering-readpixels')
spec['!OpenGL 3.2/layered-rendering/gl-layer'] = concurrent_test('gl-3.2-layered-rendering-gl-layer')
diff --git a/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt b/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt
index a7c56f4..b046e0a 100644
--- a/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt
+++ b/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt
@@ -12,6 +12,7 @@ link_libraries (
piglit_add_executable (gl-3.2-layered-rendering-blit blit.c)
piglit_add_executable (gl-3.2-layered-rendering-clear-color clear-color.c)
piglit_add_executable (gl-3.2-layered-rendering-clear-depth clear-depth.c)
+piglit_add_executable (gl-3.2-layered-rendering-framebuffertexture framebuffertexture.c)
piglit_add_executable (gl-3.2-layered-rendering-framebuffertexture-buffer-textures framebuffertexture-buffer-textures.c)
piglit_add_executable (gl-3.2-layered-rendering-readpixels readpixels.c)
piglit_add_executable (gl-3.2-layered-rendering-gl-layer gl-layer.c)
diff --git a/tests/spec/gl-3.2/layered-rendering/framebuffertexture.c b/tests/spec/gl-3.2/layered-rendering/framebuffertexture.c
new file mode 100644
index 0000000..e5c75e2
--- /dev/null
+++ b/tests/spec/gl-3.2/layered-rendering/framebuffertexture.c
@@ -0,0 +1,280 @@
+/*
+ * 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 framebuffertexture.c
+ *
+ * Test that all textures can be attached with glFramebufferTexture().
+ *
+ * Section 4.4.2(Framebuffer Objects) From GL spec 3.2 core:
+ *
+ * "To render directly into a texture image, a specified level of a texture
+ * object can be attached as one of the logical buffers of the currently
+ * bound framebuffer object by calling:
+ *
+ * void FramebufferTexture( enum target, enum attachment,
+ * uint texture, int level );
+ *
+ * If texture is the name of a three-dimensional texture, cube map texture,
+ * one-or two-dimensional array texture, or two-dimensional multisample array
+ * texture, the texture level attached to the framebuffer attachment point
+ * is an array of images, and the framebuffer attachment is considered layered."
+ */
+
+#include "piglit-util-gl-common.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+ config.supports_gl_compat_version = 32;
+ config.supports_gl_core_version = 32;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+GLenum textureType[] = {
+ GL_TEXTURE_1D,
+ GL_TEXTURE_1D_ARRAY,
+ GL_TEXTURE_2D,
+ GL_TEXTURE_2D_ARRAY,
+ GL_TEXTURE_2D_MULTISAMPLE,
+ GL_TEXTURE_2D_MULTISAMPLE_ARRAY,
+ GL_TEXTURE_3D,
+ GL_TEXTURE_CUBE_MAP,
+ GL_TEXTURE_RECTANGLE
+};
+
+const char *vs_source = {
+ "#version 150\n"
+ "in vec4 piglit_vertex;\n"
+ "void main() {\n"
+ " gl_Position = piglit_vertex;\n"
+ "}\n"
+};
+
+const char *fs_source = {
+ "#version 150\n"
+ "void main() {\n"
+ " gl_FragColor = vec4(0, 1, 0, 1);\n"
+ "}\n"
+};
+
+
+bool check_framebuffer_status(GLenum target, GLenum expected) {
+ GLenum observed = glCheckFramebufferStatus(target);
+ if(expected != observed) {
+ printf("Unexpected framebuffer status!\n"
+ " Observed: %s\n Expected: %s\n",
+ piglit_get_gl_enum_name(observed),
+ piglit_get_gl_enum_name(expected));
+ return false;
+ }
+ return true;
+}
+
+GLuint
+create_bind_texture(GLenum textureType) {
+ int i;
+ GLuint texture;
+ glGenTextures(1, &texture);
+ glBindTexture(textureType, texture);
+
+ switch(textureType) {
+ case GL_TEXTURE_1D:
+ glTexParameteri(textureType, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(textureType, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(textureType, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(textureType, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexImage1D(textureType, 0, GL_RGBA, 6, 0, GL_RGBA,
+ GL_UNSIGNED_INT, NULL);
+ break;
+ case GL_TEXTURE_RECTANGLE:
+ glTexImage2D(textureType, 0, GL_RGBA, 6, 6,
+ 0, GL_RGBA, GL_UNSIGNED_INT, NULL);
+ break;
+ case GL_TEXTURE_2D:
+ case GL_TEXTURE_1D_ARRAY:
+ glTexParameteri(textureType, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(textureType, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(textureType, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(textureType, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexImage2D(textureType, 0, GL_RGBA, 6, 6,
+ 0, GL_RGBA, GL_UNSIGNED_INT, NULL);
+ break;
+ case GL_TEXTURE_3D:
+ case GL_TEXTURE_2D_ARRAY:
+ glTexParameteri(textureType, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(textureType, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(textureType, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(textureType, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(textureType, GL_TEXTURE_WRAP_R, GL_REPEAT);
+ glTexImage3D(textureType, 0, GL_RGBA, 6, 6, 6,
+ 0, GL_RGBA, GL_UNSIGNED_INT, NULL);
+ break;
+ case GL_TEXTURE_CUBE_MAP:
+ for(i = 0; i < 6; i++) {
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0,
+ GL_RGBA, 6, 6, 0,
+ GL_RGBA, GL_UNSIGNED_INT,
+ NULL);
+ }
+ break;
+ case GL_TEXTURE_2D_MULTISAMPLE:
+ glTexImage2DMultisample(textureType, 0, GL_RGB, 6, 6, GL_FALSE);
+ break;
+ case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
+ glTexImage3DMultisample(textureType, 0, GL_RGB,
+ 6, 6, 6, GL_FALSE);
+ break;
+ }
+
+ return texture;
+}
+
+/* Take a framebuffer object, that has a GL_TEXTURE_2D_MULTISAMPLE
+ * or a layer of a GL_TEXTURE_2D_MULTISAMPLE_ARRAY attached to
+ * color attachment 0. Then blit that framebuffer object to
+ * a new fbo that has a GL_TEXTURE_2D attached. Finally
+ * attach the new GL_TEXTURE_2D to the original fbo.
+ */
+void
+ConvertMultiSample2DToTexture2D(GLuint fboRead) {
+ GLuint fboDraw, texture;
+
+ glGenFramebuffers(1, &fboDraw);
+ glGenTextures(1, &texture);
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, fboRead);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fboDraw);
+
+ texture = create_bind_texture(GL_TEXTURE_2D);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, texture, 0);
+
+ if(!check_framebuffer_status(GL_DRAW_FRAMEBUFFER,
+ GL_FRAMEBUFFER_COMPLETE) ||
+ !check_framebuffer_status(GL_READ_FRAMEBUFFER,
+ GL_FRAMEBUFFER_COMPLETE)) {
+
+ piglit_report_result(PIGLIT_FAIL);
+ }
+
+ glBlitFramebuffer(0, 0, 6, 6, 0, 0, 6, 6,
+ GL_COLOR_BUFFER_BIT, GL_NEAREST);
+
+ if(!piglit_check_gl_error(GL_NO_ERROR)) {
+ glDeleteTextures(1, &texture);
+ piglit_report_result(PIGLIT_FAIL);
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, fboRead);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, texture, 0);
+
+ glDeleteFramebuffers(1, &fboDraw);
+
+ if(!piglit_check_gl_error(GL_NO_ERROR)) {
+ glDeleteTextures(1, &texture);
+ piglit_report_result(PIGLIT_FAIL);
+ }
+}
+
+bool
+test_framebuffertexture(GLenum textureType)
+{
+ bool pass = true;
+ GLuint fbo, texture;
+
+ float expected[] = { 0, 1, 0 };
+
+ glGenFramebuffers(1, &fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+ texture = create_bind_texture(textureType);
+
+ /* Attach the texture to the framebuffer object */
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ texture, 0);
+
+ if(!piglit_check_gl_error(GL_NO_ERROR) ||
+ !check_framebuffer_status(GL_FRAMEBUFFER, GL_FRAMEBUFFER_COMPLETE)) {
+ glDeleteFramebuffers(1, &fbo);
+ glDeleteTextures(1, &texture);
+ printf("Texture Type: %s. Error during setup.\n",
+ piglit_get_gl_enum_name(textureType));
+ return false;
+ }
+
+ piglit_draw_rect(-1, -1, 2, 2);
+
+ /* If the texture is a multisample texture,
+ * convert it to a 2D texture */
+ if(textureType == GL_TEXTURE_2D_MULTISAMPLE ||
+ textureType == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
+ ConvertMultiSample2DToTexture2D(fbo);
+ }
+
+ /* Probe for the expected color value */
+ if(textureType == GL_TEXTURE_1D ||
+ textureType == GL_TEXTURE_1D_ARRAY) {
+ if(!piglit_probe_rect_rgb(0, 0, 6, 1, expected)) {
+ pass = false;
+ }
+ } else {
+ if(!piglit_probe_rect_rgb(0, 0, 6, 6, expected)) {
+ pass = false;
+ }
+ }
+
+ /* Clean up */
+ glDeleteFramebuffers(1, &fbo);
+ glDeleteTextures(1, &texture);
+
+ pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+
+ return pass;
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+ int i;
+ bool pass = true;
+ GLuint program = piglit_build_simple_program(vs_source, fs_source);
+ glUseProgram(program);
+
+ for(i = 0; i < ARRAY_SIZE(textureType); i++) {
+ if(!test_framebuffertexture(textureType[i])) {
+ printf("Texture Type: %s. FramebufferTexture()"
+ " Test Failed.\n",
+ piglit_get_gl_enum_name(textureType[i]));
+ pass = false;
+ }
+ }
+
+ piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL);
+}
+
+enum piglit_result
+piglit_display(void)
+{
+ /* YOU SHALL NOT PASS */
+ return PIGLIT_FAIL;
+}
--
1.8.3.1
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