[Piglit] [PATCH] textureGather: make sure to test out min/max offsets
Ilia Mirkin
imirkin at alum.mit.edu
Wed Apr 9 19:50:34 PDT 2014
This increases the texture size and uses min/max allowable offsets
instead of just -8/7. (Unfortunately this also slows the test down, as
it will create a 64x64 texture for a -32/31 min/max.)
Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu>
---
Tested on NVIDIA 331.49 with the additional modification of always using
version 150, since otherwise it freaks out. FTR, on a GF116, the min/max are
-32/31.
tests/texturing/shaders/textureGather.c | 104 +++++++++++++++++++-------------
1 file changed, 62 insertions(+), 42 deletions(-)
diff --git a/tests/texturing/shaders/textureGather.c b/tests/texturing/shaders/textureGather.c
index d10ada5..cb7fef0 100644
--- a/tests/texturing/shaders/textureGather.c
+++ b/tests/texturing/shaders/textureGather.c
@@ -9,9 +9,6 @@ PIGLIT_GL_TEST_CONFIG_BEGIN
PIGLIT_GL_TEST_CONFIG_END
-#define TEXTURE_WIDTH 32
-#define TEXTURE_HEIGHT 32
-
enum { NOSTAGE, VS, FS } stage = NOSTAGE;
enum { NONE = -1, RED, GREEN, BLUE, ALPHA, ZERO, ONE } swizzle = NONE;
enum { UNORM_T, FLOAT_T, INT_T, UINT_T, SHADOW_T, NUM_COMPTYPES } comptype = UNORM_T;
@@ -22,6 +19,12 @@ bool use_offsets = false;
int components = 0;
int comp_select = -1;
+int min_offset = 0;
+int max_offset = 0;
+
+int texture_width = 32;
+int texture_height = 32;
+
GLenum internalformat_for_components[][4] = {
{ GL_R16, GL_RG16, GL_RGB16, GL_RGBA16, },
{ GL_R32F, GL_RG32F, GL_RGB32F, GL_RGBA32F, },
@@ -50,7 +53,7 @@ piglit_display(void)
int i, j;
bool pass = true;
- glViewport(0, 0, TEXTURE_WIDTH, TEXTURE_HEIGHT);
+ glViewport(0, 0, texture_width, texture_height);
glClearColor(0.4, 0.4, 0.4, 0.4);
glClear(GL_COLOR_BUFFER_BIT);
@@ -66,11 +69,11 @@ piglit_display(void)
if (stage == FS)
glDrawArrays(GL_TRIANGLES, 0, 6);
else
- glDrawArrays(GL_POINTS, 0, TEXTURE_WIDTH * TEXTURE_HEIGHT);
+ glDrawArrays(GL_POINTS, 0, texture_width * texture_height);
- for (j = 1; j < TEXTURE_HEIGHT - 1; j++)
- for (i = 1; i < TEXTURE_WIDTH - 1; i++) {
- float *pe = &expected[4 * (j * TEXTURE_WIDTH + i)];
+ for (j = 1; j < texture_height - 1; j++)
+ for (i = 1; i < texture_width - 1; i++) {
+ float *pe = &expected[4 * (j * texture_width + i)];
pass = piglit_probe_pixel_rgba(i, j, pe) && pass;
}
@@ -94,17 +97,17 @@ pixel_value(int i, int j, int offset_sel)
if (use_offset) {
/* apply texel offset */
- i += -8;
- j += 7;
+ i += min_offset;
+ j += max_offset;
} else if (use_offsets) {
switch (offset_sel) {
case 0:
- i += -8;
- j += 7;
+ i += min_offset;
+ j += max_offset;
break;
case 1:
- i += 7;
- j += -8;
+ i += max_offset;
+ j += min_offset;
break;
case 2:
i += 3;
@@ -119,19 +122,19 @@ pixel_value(int i, int j, int offset_sel)
if (address_mode == GL_REPEAT) {
/* WRAP at border */
- i += TEXTURE_WIDTH;
- j += TEXTURE_HEIGHT;
- i %= TEXTURE_WIDTH;
- j %= TEXTURE_HEIGHT;
+ i += texture_width;
+ j += texture_height;
+ i %= texture_width;
+ j %= texture_height;
}
else if (address_mode == GL_CLAMP_TO_EDGE) {
if (i < 0) i = 0;
if (j < 0) j = 0;
- if (i > TEXTURE_WIDTH - 1) i = TEXTURE_WIDTH - 1;
- if (j > TEXTURE_HEIGHT - 1) j = TEXTURE_HEIGHT - 1;
+ if (i > texture_width - 1) i = texture_width - 1;
+ if (j > texture_height - 1) j = texture_height - 1;
}
- return i + j * TEXTURE_WIDTH;
+ return i + j * texture_width;
}
static float
@@ -146,10 +149,10 @@ make_image(int num_channels, int use_channel)
unsigned char *pp = pixels;
int i, j, ch;
- for (j = 0; j < TEXTURE_HEIGHT; j++)
- for (i = 0; i < TEXTURE_WIDTH; i++)
+ for (j = 0; j < texture_height; j++)
+ for (i = 0; i < texture_width; i++)
for (ch = 0; ch < num_channels; ch++)
- *pp++ = (ch == use_channel) ? (i+j*TEXTURE_WIDTH) : 128;
+ *pp++ = (ch == use_channel) ? (i+j*texture_width) : 128;
}
static float shadow_compare(float x)
@@ -163,8 +166,8 @@ make_expected(void)
float *pe = expected;
int i, j;
- for (j = 0; j < TEXTURE_HEIGHT; j++)
- for (i = 0; i < TEXTURE_WIDTH; i++) {
+ for (j = 0; j < texture_height; j++)
+ for (i = 0; i < texture_width; i++) {
if (comptype == SHADOW_T) {
if (use_offsets) {
*pe++ = shadow_compare(norm_value(pixel_value(i, j, 0)));
@@ -198,12 +201,12 @@ static void
upload_verts(void)
{
if (stage == VS) {
- float v[4 * TEXTURE_WIDTH * TEXTURE_HEIGHT], *pv = v;
+ float v[4 * texture_width * texture_height], *pv = v;
int i, j;
- for (j = 0; j < TEXTURE_HEIGHT; j++)
- for (i = 0; i < TEXTURE_WIDTH; i++) {
- *pv++ = (i + 0.5f) * 2 / TEXTURE_WIDTH - 1;
- *pv++ = (j + 0.5f) * 2 / TEXTURE_HEIGHT - 1;
+ for (j = 0; j < texture_height; j++)
+ for (i = 0; i < texture_width; i++) {
+ *pv++ = (i + 0.5f) * 2 / texture_width - 1;
+ *pv++ = (j + 0.5f) * 2 / texture_height - 1;
*pv++ = 0;
*pv++ = 1;
}
@@ -238,6 +241,16 @@ do_requires(void)
piglit_report_result(PIGLIT_SKIP);
}
+ /* get the offset limits */
+ glGetIntegerv(GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_ARB, &min_offset);
+ glGetIntegerv(GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_ARB, &max_offset);
+
+ /* increase width/height if necessary */
+ if (use_offset || use_offsets) {
+ texture_width = MAX2(texture_width, (max_offset + 1) * 2);
+ texture_height = MAX2(texture_height, (max_offset + 1) * 2);
+ }
+
/* if we are trying to swizzle, check that we can! */
if (swizzle != -1)
piglit_require_extension("GL_EXT_texture_swizzle");
@@ -280,7 +293,7 @@ upload_2d(GLenum target, void *pixels)
{
glTexImage2D(target, 0,
internalformat_for_components[comptype][components - 1],
- TEXTURE_WIDTH, TEXTURE_HEIGHT,
+ texture_width, texture_height,
0, format_for_components[comptype][components-1],
GL_UNSIGNED_BYTE, pixels);
}
@@ -288,7 +301,7 @@ upload_2d(GLenum target, void *pixels)
static void
upload_array_slice(GLenum target, int slice, void *pixels)
{
- glTexSubImage3D(target, 0, 0, 0, slice, TEXTURE_WIDTH, TEXTURE_HEIGHT, 1,
+ glTexSubImage3D(target, 0, 0, 0, slice, texture_width, texture_height, 1,
format_for_components[comptype][components-1],
GL_UNSIGNED_BYTE, pixels);
}
@@ -298,7 +311,7 @@ upload_3d(GLenum target, void *pixels)
{
glTexImage3D(target, 0,
internalformat_for_components[comptype][components - 1],
- TEXTURE_WIDTH, TEXTURE_HEIGHT,
+ texture_width, texture_height,
slices_for_sampler[sampler], 0,
format_for_components[comptype][components-1],
GL_UNSIGNED_BYTE, pixels);
@@ -318,8 +331,8 @@ do_texture_setup(void)
{
GLuint tex;
GLenum target = target_for_sampler[sampler];
- pixels = malloc(components * sizeof(unsigned char) * TEXTURE_WIDTH * TEXTURE_HEIGHT);
- expected = malloc(4 * sizeof(float) * TEXTURE_WIDTH * TEXTURE_HEIGHT);
+ pixels = malloc(components * sizeof(unsigned char) * texture_width * texture_height);
+ expected = malloc(4 * sizeof(float) * texture_width * texture_height);
glGenTextures(1, &tex);
glBindTexture(target, tex);
@@ -374,6 +387,7 @@ do_shader_setup(void)
GLint prog;
GLint sampler_loc, offset_loc;
char *vs_code, *fs_code;
+ char *offset_coords;
char *prefix[] = { "" /* unorm */, "" /* float */, "i" /* int */, "u" /* uint */, "" /* shadow */ };
char *scale[] = {
"vec4(1)", /* unorm + GL_ONE swizzle */
@@ -400,6 +414,12 @@ do_shader_setup(void)
char *comp_expr[] = {"", ", 0", ", 1", ", 2", ", 3"};
bool need_shader5 = (comp_select != -1) || use_offsets || use_nonconst || (comptype == SHADOW_T) || sampler == SAMPLER_2DRECT;
+ if (use_offsets)
+ asprintf(&offset_coords, "const ivec2 osets[4] = ivec2[4](ivec2(%d, %d), ivec2(%d, %d), ivec2(3, 3), ivec2(-3, -3));\n",
+ min_offset, max_offset, max_offset, min_offset);
+ else if (use_offset)
+ asprintf(&offset_coords, ", ivec2(%d,%d)", min_offset, max_offset);
+
if (stage == VS) {
asprintf(&vs_code, "#version %s\n"
"#extension GL_ARB_explicit_attrib_location: require\n"
@@ -422,12 +442,12 @@ do_shader_setup(void)
prefix[comptype],
samplersuffix[sampler],
comptype == SHADOW_T ? "Shadow" : "",
- use_offsets ? "const ivec2 osets[4] = ivec2[4](ivec2(-8,7), ivec2(7, -8), ivec2(3, 3), ivec2(-3, -3));\n" :use_nonconst ? "uniform ivec2 o1,o2;\n" : "",
+ use_offsets ? offset_coords :use_nonconst ? "uniform ivec2 o1,o2;\n" : "",
swizzle == ONE ? scale[0] : scale[comptype],
use_offsets ? "Offsets" : (use_offset ? "Offset" : ""),
vs_tc_expr[sampler],
comptype == SHADOW_T ? ", 0.5" : "",
- use_offsets ? ", osets" : use_nonconst ? ", o1+o2" : use_offset ? ", ivec2(-8,7)" : "",
+ use_offsets ? ", osets" : use_nonconst ? ", o1+o2" : use_offset ? offset_coords : "",
comp_expr[1 + comp_select]);
asprintf(&fs_code,
"#version %s\n"
@@ -467,12 +487,12 @@ do_shader_setup(void)
prefix[comptype],
samplersuffix[sampler],
comptype == SHADOW_T ? "Shadow" : "",
- use_offsets ? "const ivec2 osets[4] = ivec2[4](ivec2(-8,7), ivec2(7, -8), ivec2(3, 3), ivec2(-3, -3));\n" :use_nonconst ? "uniform ivec2 o1,o2;\n" : "",
+ use_offsets ? offset_coords :use_nonconst ? "uniform ivec2 o1,o2;\n" : "",
swizzle == ONE ? scale[0] : scale[comptype],
use_offsets ? "Offsets" : (use_offset ? "Offset" : ""),
fs_tc_expr[sampler],
comptype == SHADOW_T ? ", 0.5" : "",
- use_offsets ? ", osets" : use_nonconst ? ", o1+o2" : use_offset ? ", ivec2(-8,7)" : "",
+ use_offsets ? ", osets" : use_nonconst ? ", o1+o2" : use_offset ? offset_coords : "",
comp_expr[1 + comp_select]);
}
@@ -484,9 +504,9 @@ do_shader_setup(void)
if (use_nonconst) {
offset_loc = glGetUniformLocation(prog, "o1");
- glUniform2i(offset_loc, -8, 0);
+ glUniform2i(offset_loc, min_offset, 0);
offset_loc = glGetUniformLocation(prog, "o2");
- glUniform2i(offset_loc, 0, 7);
+ glUniform2i(offset_loc, 0, max_offset);
}
}
--
1.8.3.2
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