[Piglit] [PATCH] Add a rendering test for GL_ARB_stencil_texturing.
Pohjolainen, Topi
topi.pohjolainen at intel.com
Wed Feb 19 00:51:39 PST 2014
On Tue, Feb 11, 2014 at 08:12:27PM -0800, Kenneth Graunke wrote:
> The GL_ARB_stencil_texturing extension allows sampling from either the
> depth or stencil components of combined GL_DEPTH_STENCIL textures. To
> select which component to sample, applications can call TexParameter
> with a pname of GL_DEPTH_STENCIL_TEXTURE_MODE and value of either
> GL_DEPTH_COMPONENT or GL_STENCIL_INDEX.
>
> This test verifies that both depth and stencil texturing works as
> expected. In particular, it verifies that the shader samples the
> correct locations.
>
> I chose a 256x256 texture since it's larger than i965's Y-tiling format
> (64) and W-tiling-interpreted-as-Y (128).
I've been playing quite a bit with this, and read it through a few
times. If you add this to tests/all it's:
Reviewed-by: Topi Pohjolainen <topi.pohjolainen at intel.com>
>
> Cc: Eric Anholt <eric at anholt.net>
> Cc: Topi Pohjolainen <topi.pohjolainen at intel.com>
> Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
> ---
> tests/spec/CMakeLists.txt | 1 +
> tests/spec/arb_stencil_texturing/CMakeLists.gl.txt | 12 +
> tests/spec/arb_stencil_texturing/CMakeLists.txt | 1 +
> tests/spec/arb_stencil_texturing/draw.c | 278 +++++++++++++++++++++
> 4 files changed, 292 insertions(+)
> create mode 100644 tests/spec/arb_stencil_texturing/CMakeLists.gl.txt
> create mode 100644 tests/spec/arb_stencil_texturing/CMakeLists.txt
> create mode 100644 tests/spec/arb_stencil_texturing/draw.c
>
> We should also test that GetTexParameter works.
>
> diff --git a/tests/spec/CMakeLists.txt b/tests/spec/CMakeLists.txt
> index c83a64b..1c9e52f 100644
> --- a/tests/spec/CMakeLists.txt
> +++ b/tests/spec/CMakeLists.txt
> @@ -31,6 +31,7 @@ add_subdirectory (arb_separate_shader_objects)
> add_subdirectory (arb_shader_texture_lod/execution)
> add_subdirectory (arb_shader_objects)
> add_subdirectory (arb_shading_language_420pack/execution)
> +add_subdirectory (arb_stencil_texturing)
> add_subdirectory (arb_sync)
> add_subdirectory (arb_uniform_buffer_object)
> add_subdirectory (ati_draw_buffers)
> diff --git a/tests/spec/arb_stencil_texturing/CMakeLists.gl.txt b/tests/spec/arb_stencil_texturing/CMakeLists.gl.txt
> new file mode 100644
> index 0000000..d49656a
> --- /dev/null
> +++ b/tests/spec/arb_stencil_texturing/CMakeLists.gl.txt
> @@ -0,0 +1,12 @@
> +include_directories(
> + ${GLEXT_INCLUDE_DIR}
> + ${OPENGL_INCLUDE_PATH}
> +)
> +
> +link_libraries (
> + piglitutil_${piglit_target_api}
> + ${OPENGL_gl_LIBRARY}
> + ${OPENGL_glu_LIBRARY}
> +)
> +
> +piglit_add_executable (arb_stencil_texturing-draw draw.c)
> diff --git a/tests/spec/arb_stencil_texturing/CMakeLists.txt b/tests/spec/arb_stencil_texturing/CMakeLists.txt
> new file mode 100644
> index 0000000..144a306
> --- /dev/null
> +++ b/tests/spec/arb_stencil_texturing/CMakeLists.txt
> @@ -0,0 +1 @@
> +piglit_include_target_api()
> diff --git a/tests/spec/arb_stencil_texturing/draw.c b/tests/spec/arb_stencil_texturing/draw.c
> new file mode 100644
> index 0000000..59c9e65
> --- /dev/null
> +++ b/tests/spec/arb_stencil_texturing/draw.c
> @@ -0,0 +1,278 @@
> +/*
> + * 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 draw.c
> + *
> + * A basic drawing test for GL_ARB_stencil_texturing which ensures that
> + * sampling occurs from the right position in the texture.
> + *
> + * It creates two packed depth/stencil textures. The first has a horizontal
> + * gradient (0.0 -> 1.0 for depth, 0 -> 255 for stencil), and the second a
> + * vertical gradient.
> + *
> + * The expected output is four squares, separated by a blue border.
> + * The left half of the window is generated by stencil texturing, and drawn
> + * in red. The right half is generated by depth texturing, and drawn in green.
> + *
> + * Stencil | Depth
> + * (red) | (green)
> + * |
> + * 0 --> 1 | 0 --> 1
> + * --------------------
> + * 1 | 1
> + * ^ | ^
> + * | | |
> + * 0 | 0
> + */
> +
> +#define __STDC_FORMAT_MACROS
> +#include <inttypes.h>
> +#include "piglit-util-gl-common.h"
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> +
> + config.supports_gl_compat_version = 20;
> + config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
> + config.window_width = 256 * 2 + 3;
> + config.window_height = 256 * 2 + 3;
> +
> +PIGLIT_GL_TEST_CONFIG_END
> +
> +float stencil_horiz_expected[256 * 256 * 3];
> +float stencil_vert_expected[256 * 256 * 3];
> +float depth_horiz_expected[256 * 256 * 3];
> +float depth_vert_expected[256 * 256 * 3];
> +
> +GLuint horiz_tex;
> +GLuint vert_tex;
> +
> +/** A program that samples from stencil using usampler2D. */
> +GLint stencil_prog;
> +
> +/** A program that samples from depth using sampler2D. */
> +GLint depth_prog;
> +
> +/******************************************************************************/
> +
> +/**
> + * Bind a texture and change DEPTH_STENCIL_TEXTURE_MODE (convenience function).
> + */
> +static void
> +select_tex(GLint handle, GLenum depth_stencil_texture_mode)
> +{
> + glBindTexture(GL_TEXTURE_2D, handle);
> + glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE,
> + depth_stencil_texture_mode);
> +}
> +
> +enum piglit_result
> +piglit_display(void)
> +{
> + bool pass = true;
> +
> + glClearColor(0.0, 0.0, 1.0, 1.0);
> + glClear(GL_COLOR_BUFFER_BIT);
> +
> + glUseProgram(stencil_prog);
> +
> + /* Upper left corner: Stencil (black to red, left to right). */
> + glViewport(0, 259, 256, 256);
> + select_tex(horiz_tex, GL_STENCIL_INDEX);
> + piglit_draw_rect(-1, -1, 2, 2);
> + if (!piglit_probe_image_rgb(0, 259, 256, 256, stencil_horiz_expected)) {
> + printf(" FAIL: stencil (horizontal).\n");
> + pass = false;
> + }
> +
> +
> + /* Lower left corner: Stencil (black to red, upwards). */
> + glViewport(0, 0, 256, 256);
> + select_tex(vert_tex, GL_STENCIL_INDEX);
> + piglit_draw_rect(-1, -1, 2, 2);
> + if (!piglit_probe_image_rgb(0, 0, 256, 256, stencil_vert_expected)) {
> + printf(" FAIL: stencil (vertical).\n");
> + pass = false;
> + }
> +
> + glUseProgram(depth_prog);
> +
> + /* Upper right corner: Depth (black to green, left to right). */
> + glViewport(259, 259, 256, 256);
> + select_tex(horiz_tex, GL_DEPTH_COMPONENT);
> + piglit_draw_rect(-1, -1, 2, 2);
> + if (!piglit_probe_image_rgb(259, 259, 256, 256, depth_horiz_expected)) {
> + printf(" FAIL: depth (horizontal).\n");
> + pass = false;
> + }
> +
> + /* Lower right corner: Depth (black to green, upwards). */
> + glViewport(259, 0, 256, 256);
> + select_tex(vert_tex, GL_DEPTH_COMPONENT);
> + piglit_draw_rect(-1, -1, 2, 2);
> + if (!piglit_probe_image_rgb(259, 0, 256, 256, depth_vert_expected)) {
> + printf(" FAIL: depth (vertical).\n");
> + pass = false;
> + }
> +
> + piglit_present_results();
> +
> + return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}
> +
> +/******************************************************************************/
> +
> +/**
> + * Pack a floating point depth value and 8-bit stencil value into
> + * GL_UNSIGNED_INT24_S8 data.
> + */
> +uint32_t
> +pack_z24_s8(float z, uint8_t s)
> +{
> + uint32_t z24 = z * (double) 0xffffff;
> + return (z24 << 8) | s;
> +}
> +
> +/**
> + * Generate two textures containing gradients:
> + * - Depth ranges from 0.0 to 1.0.
> + * - Stencil ranges from 0 to 255.
> + *
> + * horiz_tex is left to right (increasing in the +x direction);
> + * vert_tex is bottom to top (increasing in the +y direction).
> + *
> + * Also set up expected values.
> + */
> +static void
> +setup_textures(void)
> +{
> + int i;
> + uint32_t horiz_data[256 * 256];
> + uint32_t vert_data[256 * 256];
> +
> + for (i = 0; i < ARRAY_SIZE(horiz_data); i++) {
> + unsigned x = i % 256;
> + unsigned y = i / 256;
> + horiz_data[i] = pack_z24_s8(x / 255.0f, x);
> + vert_data[i] = pack_z24_s8(y / 255.0f, y);
> + }
> +
> + glGenTextures(1, &horiz_tex);
> + glBindTexture(GL_TEXTURE_2D, horiz_tex);
> + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
> + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
> + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8,
> + 256, 256, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8,
> + horiz_data);
> + if (!piglit_check_gl_error(GL_NO_ERROR))
> + piglit_report_result(PIGLIT_FAIL);
> +
> + glGenTextures(1, &vert_tex);
> + glBindTexture(GL_TEXTURE_2D, vert_tex);
> + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
> + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
> + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8,
> + 256, 256, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8,
> + vert_data);
> + if (!piglit_check_gl_error(GL_NO_ERROR))
> + piglit_report_result(PIGLIT_FAIL);
> +
> + /* Set up expected values. */
> + memset(stencil_horiz_expected, 0, sizeof(stencil_horiz_expected));
> + memset(stencil_vert_expected, 0, sizeof(stencil_vert_expected));
> + memset(depth_horiz_expected, 0, sizeof(depth_horiz_expected));
> + memset(depth_vert_expected, 0, sizeof(depth_vert_expected));
> +
> + for (i = 0; i < 256 * 256; i++) {
> + unsigned x = i % 256;
> + unsigned y = i / 256;
> + stencil_horiz_expected[3*i] = x / 255.0f;
> + stencil_vert_expected[3*i] = y / 255.0f;
> + depth_horiz_expected[3*i+1] = x / 255.0f;
> + depth_vert_expected[3*i+1] = y / 255.0f;
> + }
> +
> +
> +}
> +
> +/**
> + * Compile the shaders used by this program.
> + *
> + * Depth data should be read using a floating point sampler2D; stencil data
> + * should be read using an unsigned integer usampler2D. So, we need two
> + * separate shaders.
> + */
> +static void
> +setup_shaders(void)
> +{
> + int loc;
> +
> + const char *vs =
> + "#version 130\n"
> + "out vec2 texcoords;\n"
> + "void main()\n"
> + "{\n"
> + " gl_Position = gl_Vertex;\n"
> + " texcoords = (gl_Vertex.xy + 1.0) / 2.0;\n"
> + "}\n";
> +
> + const char *fs_stencil =
> + "#version 130\n"
> + "in vec2 texcoords;\n"
> + "uniform usampler2D tex;\n"
> + "void main()\n"
> + "{\n"
> + " uint stencil = texture(tex, texcoords).x;\n"
> + " gl_FragColor = vec4(float(stencil) / 255.0, 0, 0, 1);\n"
> + "}\n";
> +
> + const char *fs_depth =
> + "#version 130\n"
> + "in vec2 texcoords;\n"
> + "uniform sampler2D tex;\n"
> + "void main()\n"
> + "{\n"
> + " float depth = texture(tex, texcoords).x;\n"
> + " gl_FragColor = vec4(0, depth, 0, 1);\n"
> + "}\n";
> +
> + stencil_prog = piglit_build_simple_program(vs, fs_stencil);
> + loc = glGetUniformLocation(stencil_prog, "tex");
> + glUseProgram(stencil_prog);
> + glUniform1i(loc, 0);
> +
> + depth_prog = piglit_build_simple_program(vs, fs_depth);
> + loc = glGetUniformLocation(depth_prog, "tex");
> + glUseProgram(depth_prog);
> + glUniform1i(loc, 0);
> +}
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> + piglit_require_extension("GL_ARB_stencil_texturing");
> + piglit_require_GLSL_version(130); /* for usampler2D */
> +
> + setup_textures();
> + setup_shaders();
> +}
> --
> 1.8.5.2
>
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