[Piglit] [PATCH] Add test to verify glTexSubImage2D() with depth formats

Anuj Phogat anuj.phogat at gmail.com
Thu Aug 7 10:34:56 PDT 2014


On Wed, Aug 6, 2014 at 5:53 AM, Brian Paul <brianp at vmware.com> wrote:
> 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.
>>
Test failed for texture sizes of {6, 12} and {130, 64} on i965. Tracked the
issue down to setting the correct value of GL_UNPACK_ALIGNMENT for
GL_UNSIGNED_SHORT type in test case. Test passes after setting the
value of 2 for GL_UNSIGNED_SHORT type. If it sounds good to you, I'll
make this change before pushing it upstream?

>> 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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