[Piglit] [PATCH] Add test to verify glTexSubImage2D() with depth formats
Brian Paul
brianp at vmware.com
Wed Aug 6 05:53:32 PDT 2014
On 08/05/2014 08:07 PM, Anuj Phogat wrote:
> This test verifies the bug fix in i965 drivers in mesa commit 984a02b.
> Reproduces another bug in the driver with GL_DEPTH_COMPONENT16
> internal format.
>
> Signed-off-by: Anuj Phogat <anuj.phogat at gmail.com>
> ---
> tests/texturing/CMakeLists.gl.txt | 1 +
> tests/texturing/texsubimage-depth-formats.c | 196 ++++++++++++++++++++++++++++
> 2 files changed, 197 insertions(+)
> create mode 100644 tests/texturing/texsubimage-depth-formats.c
>
> diff --git a/tests/texturing/CMakeLists.gl.txt b/tests/texturing/CMakeLists.gl.txt
> index b121163..d2fdef5 100644
> --- a/tests/texturing/CMakeLists.gl.txt
> +++ b/tests/texturing/CMakeLists.gl.txt
> @@ -75,6 +75,7 @@ piglit_add_executable (texwrap texwrap.c)
> piglit_add_executable (depth-tex-modes depth-tex-modes.c depth-tex-modes-common.c)
> piglit_add_executable (depth-tex-modes-rg depth-tex-modes-rg.c depth-tex-modes-common.c)
> piglit_add_executable (depth-tex-modes-glsl depth-tex-modes-glsl.c)
> +piglit_add_executable (texsubimage-depth-formats texsubimage-depth-formats.c)
> piglit_add_executable (depth-tex-compare depth-tex-compare.c)
> piglit_add_executable (depth-cube-map depth-cube-map.c)
> piglit_add_executable (sized-texture-format-channels sized-texture-format-channels.c)
> diff --git a/tests/texturing/texsubimage-depth-formats.c b/tests/texturing/texsubimage-depth-formats.c
> new file mode 100644
> index 0000000..ed0508d
> --- /dev/null
> +++ b/tests/texturing/texsubimage-depth-formats.c
> @@ -0,0 +1,196 @@
> +/*
> + * Copyright © 2014 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 texsubimage-depth-formats.c
> + *
> + * Test glTexSubimage2D() with different depth formats and X, Y offsets.
> + **/
> +
> +#include "piglit-util-gl.h"
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> +
> + config.supports_gl_compat_version = 10;
> +
> + config.window_width = 128;
> + config.window_height = 128;
Can you use the default window size?
> + config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
> +
> +PIGLIT_GL_TEST_CONFIG_END
> +
> +static GLuint tex[4];
> +struct size {
> + int width, height;
> +};
> +
> +/* For ease of testing, use even dimensions. */
> +static const struct size tex_size[] = {
> + { 6, 12 },
> + { 8, 14 },
> + { 12, 22 },
> + { 16, 32 },
> + { 130, 64 }
> +};
> +
> +struct format_info {
> + const char *name;
> + GLenum internal_format, format, type;
> + int size;
> +};
> +static const struct format_info formats[] = {
> + { "GL_DEPTH_COMPONENT16", GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, sizeof(short) },
> + { "GL_DEPTH_COMPONENT32F", GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, sizeof(float) },
> + { "GL_DEPTH24_STENCIL8", GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, sizeof(int) },
> + { "GL_DEPTH32F_STENCIL8", GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, sizeof(int) + sizeof(float) }
Nowadays we can use piglit_get_gl_enum_name() instead of putting strings
list this in our test tables. Not a big deal though.
> +};
> +
> +static void
> +load_texture(int formats_idx, int tex_size_idx)
> +{
> + unsigned i;
> + unsigned w_by_2 = tex_size[tex_size_idx].width / 2;
> + unsigned h_by_2 = tex_size[tex_size_idx].height / 2;
> + unsigned n_pixels = w_by_2 * h_by_2;
> + unsigned buffer_size = n_pixels * formats[formats_idx].size;
> + void* texDepthData[4];
> +
> + for (i = 0; i < 4; i++)
> + texDepthData[i] = malloc(buffer_size);
> +
> + for (i = 0; i < n_pixels; i++) {
> + switch (formats[formats_idx].type) {
> + case GL_UNSIGNED_INT_24_8:
> + ((unsigned *)texDepthData[0])[i] = 0x400000BB;
> + ((unsigned *)texDepthData[1])[i] = 0x7F0000BB;
> + ((unsigned *)texDepthData[2])[i] = 0xC00000BB;
> + ((unsigned *)texDepthData[3])[i] = 0xFF0000BB;
> + break;
> + case GL_UNSIGNED_SHORT:
> + ((unsigned short *)texDepthData[0])[i] = 0x4000;
> + ((unsigned short *)texDepthData[1])[i] = 0x7F00;
> + ((unsigned short *)texDepthData[2])[i] = 0xC000;
> + ((unsigned short *)texDepthData[3])[i] = 0xFF00;
> + break;
> + case GL_FLOAT:
> + ((float *)texDepthData[0])[i] = 0.25;
> + ((float *)texDepthData[1])[i] = 0.50;
> + ((float *)texDepthData[2])[i] = 0.75;
> + ((float *)texDepthData[3])[i] = 1.00;
> + break;
> + case GL_FLOAT_32_UNSIGNED_INT_24_8_REV:
> + ((float *)texDepthData[0])[2 * i] = 0.25;
> + ((float *)texDepthData[1])[2 * i] = 0.50;
> + ((float *)texDepthData[2])[2 * i] = 0.75;
> + ((float *)texDepthData[3])[2 * i] = 1.00;
> +
> + ((unsigned *)texDepthData[0])[2 * i + 1] = 0xBB;
> + ((unsigned *)texDepthData[1])[2 * i + 1] = 0xBB;
> + ((unsigned *)texDepthData[2])[2 * i + 1] = 0xBB;
> + ((unsigned *)texDepthData[3])[2 * i + 1] = 0xBB;
> + break;
> + }
> + }
> +
> + glBindTexture(GL_TEXTURE_2D, tex[formats_idx]);
> + 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,
> + formats[formats_idx].internal_format,
> + tex_size[tex_size_idx].width,
> + tex_size[tex_size_idx].height, 0,
> + formats[formats_idx].format,
> + formats[formats_idx].type, NULL);
> +
> + /* Use glTexSubImage2D() to initialize each texture quadrant with
> + * different depth data.
> + */
> + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w_by_2, h_by_2,
> + formats[formats_idx].format, formats[formats_idx].type,
> + texDepthData[0]);
> + glTexSubImage2D(GL_TEXTURE_2D, 0, w_by_2, 0, w_by_2, h_by_2,
> + formats[formats_idx].format, formats[formats_idx].type,
> + texDepthData[1]);
> + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, h_by_2, w_by_2, h_by_2,
> + formats[formats_idx].format, formats[formats_idx].type,
> + texDepthData[2]);
> + glTexSubImage2D(GL_TEXTURE_2D, 0, w_by_2, h_by_2, w_by_2, h_by_2,
> + formats[formats_idx].format, formats[formats_idx].type,
> + texDepthData[3]);
> +
> + for (i = 0; i < 4; i++)
> + free(texDepthData[i]);
> +}
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> + piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
> + glClearColor(0.0, 0.0, 0.0, 1.0);
> +}
> +
> +enum piglit_result
> +piglit_display(void)
> +{
> + int i, j;
> + bool result, pass = true;
> + const int w = piglit_width / 2, h = piglit_height / 2;
> + const float expected[4][4] = {{ 0.25, 0.25, 0.25, 1.00 },
> + { 0.50, 0.50, 0.50, 1.00 },
> + { 0.75, 0.75, 0.75, 1.00 },
> + { 1.00, 1.00, 1.00, 1.00 }};
> + glClear(GL_COLOR_BUFFER_BIT);
> + glEnable(GL_TEXTURE_2D);
> + glGenTextures(ARRAY_SIZE(formats), tex);
> +
> + for (i = 0; i < ARRAY_SIZE(formats); i++) {
> + for (j = 0; j < ARRAY_SIZE(tex_size); j++) {
> + result = true;
> + load_texture(i, j);
> +
> + glBindTexture(GL_TEXTURE_2D, tex[i]);
> + piglit_draw_rect_tex(0, 0, piglit_width, piglit_height,
> + 0, 0, 1, 1);
> + result = result && piglit_check_gl_error(GL_NO_ERROR);
> +
> + /* Probe four quadrants of the rectangle */
> + result = piglit_probe_rect_rgba(0, 0, w, h, expected[0])
> + && result;
> + result = piglit_probe_rect_rgba(w, 0, w, h, expected[1])
> + && result;
> + result = piglit_probe_rect_rgba(0, h, w, h, expected[2])
> + && result;
> + result = piglit_probe_rect_rgba(w, h, w, h, expected[3])
> + && result;
> + pass = pass && result;
> +
> + printf("internal_format = %s, width = %d, height = %d,"
> + " result = %s\n", formats[i].name,
> + tex_size[j].width, tex_size[j].height,
> + result ? "pass" : "fail");
> + }
> + }
> + piglit_present_results();
> + return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}
>
Looks good otherwise.
Reviewed-by: Brian Paul <brianp at vmware.com>
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