[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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