[Piglit] [PATCH 16/23] tex-miplevel-selection: test all variants of textureGradOffset
Marek Olšák
maraeo at gmail.com
Fri Jul 4 07:10:03 PDT 2014
From: Marek Olšák <marek.olsak at amd.com>
---
tests/all.py | 10 ++++++
tests/texturing/tex-miplevel-selection.c | 54 +++++++++++++++++++++-----------
2 files changed, 46 insertions(+), 18 deletions(-)
diff --git a/tests/all.py b/tests/all.py
index bb13c05..228bd25 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -1305,6 +1305,16 @@ add_concurrent_test(spec['glsl-1.30']['execution'], 'tex-miplevel-selection text
add_concurrent_test(spec['glsl-1.30']['execution'], 'tex-miplevel-selection textureGrad 2DArrayShadow')
#add_concurrent_test(spec['glsl-1.30']['execution'], 'tex-miplevel-selection textureGrad CubeArray')
+add_concurrent_test(spec['glsl-1.30']['execution'], 'tex-miplevel-selection textureGradOffset 1D')
+add_concurrent_test(spec['glsl-1.30']['execution'], 'tex-miplevel-selection textureGradOffset 2D')
+add_concurrent_test(spec['glsl-1.30']['execution'], 'tex-miplevel-selection textureGradOffset 3D')
+add_concurrent_test(spec['glsl-1.30']['execution'], 'tex-miplevel-selection textureGradOffset 1DShadow')
+add_concurrent_test(spec['glsl-1.30']['execution'], 'tex-miplevel-selection textureGradOffset 2DShadow')
+add_concurrent_test(spec['glsl-1.30']['execution'], 'tex-miplevel-selection textureGradOffset 1DArray')
+add_concurrent_test(spec['glsl-1.30']['execution'], 'tex-miplevel-selection textureGradOffset 2DArray')
+add_concurrent_test(spec['glsl-1.30']['execution'], 'tex-miplevel-selection textureGradOffset 1DArrayShadow')
+add_concurrent_test(spec['glsl-1.30']['execution'], 'tex-miplevel-selection textureGradOffset 2DArrayShadow')
+
# Group spec/glsl-1.40
spec['glsl-1.40'] = {}
import_glsl_parser_tests(spec['glsl-1.40'],
diff --git a/tests/texturing/tex-miplevel-selection.c b/tests/texturing/tex-miplevel-selection.c
index 7e2e43d..7441618 100644
--- a/tests/texturing/tex-miplevel-selection.c
+++ b/tests/texturing/tex-miplevel-selection.c
@@ -130,6 +130,7 @@ enum shader_type {
GL3_TEXTURE_PROJ_LOD,
GL3_TEXTURE_PROJ_LOD_OFFSET,
GL3_TEXTURE_GRAD,
+ GL3_TEXTURE_GRAD_OFFSET,
};
#define NEED_ARB_LOD(t) ((t) == ARB_SHADER_TEXTURE_LOD)
@@ -231,6 +232,8 @@ piglit_init(int argc, char **argv)
test = GL3_TEXTURE_PROJ_LOD_OFFSET;
else if (strcmp(argv[i], "textureGrad") == 0)
test = GL3_TEXTURE_GRAD;
+ else if (strcmp(argv[i], "textureGradOffset") == 0)
+ test = GL3_TEXTURE_GRAD_OFFSET;
else if (strcmp(argv[i], "1D") == 0)
target = TEX_1D;
else if (strcmp(argv[i], "1D_ProjVec4") == 0)
@@ -475,6 +478,10 @@ piglit_init(int argc, char **argv)
instruction = "textureGrad";
other_params = ", DERIV_TYPE(dx), DERIV_TYPE(dy)";
break;
+ case GL3_TEXTURE_GRAD_OFFSET:
+ instruction = "textureGradOffset";
+ other_params = ", DERIV_TYPE(dx), DERIV_TYPE(dy), OFFSET";
+ break;
default:
assert(0);
}
@@ -527,7 +534,8 @@ piglit_init(int argc, char **argv)
test == GL3_TEXTURE_PROJ_OFFSET_BIAS)
loc_bias = glGetUniformLocation(prog, "bias");
- if (test == GL3_TEXTURE_GRAD) {
+ if (test == GL3_TEXTURE_GRAD ||
+ test == GL3_TEXTURE_GRAD_OFFSET) {
loc_dx = glGetUniformLocation(prog, "dx");
loc_dy = glGetUniformLocation(prog, "dy");
}
@@ -537,7 +545,8 @@ piglit_init(int argc, char **argv)
test == GL3_TEXTURE_PROJ_OFFSET ||
test == GL3_TEXTURE_PROJ_OFFSET_BIAS ||
test == GL3_TEXTURE_LOD_OFFSET ||
- test == GL3_TEXTURE_PROJ_LOD_OFFSET) {
+ test == GL3_TEXTURE_PROJ_LOD_OFFSET ||
+ test == GL3_TEXTURE_GRAD_OFFSET) {
has_offset = GL_TRUE;
no_lod_clamp = GL_TRUE; /* not implemented for now */
}
@@ -706,6 +715,27 @@ piglit_init(int argc, char **argv)
#define SET_VEC(c, x, y, z, w) do { c[0] = x; c[1] = y; c[2] = z; c[3] = w; } while (0)
static void
+fix_normalized_coordinates(int expected_level,
+ float *s0, float *t0, float *s1, float *t1)
+{
+ /* When testing the texture offset, there is only one pixel which
+ * is not black and it has the same integer coordinates in every
+ * mipmap level, but not the same normalized coordinates. Therefore,
+ * we have to fix the normalized ones, so that GLSL always reads
+ * from the same integer coordinates.
+ */
+ if (expected_level > 0) {
+ float pixsize_base = 1.0 / TEX_SIZE;
+ float offset = pixsize_base * ((1 << (expected_level-1))*3 - 1.5);
+
+ *s0 += offset;
+ *t0 += offset;
+ *s1 += offset;
+ *t1 += offset;
+ }
+}
+
+static void
draw_quad(int x, int y, int w, int h, int expected_level, int fetch_level,
int baselevel, int maxlevel, int bias, int mipfilter)
{
@@ -751,6 +781,9 @@ draw_quad(int x, int y, int w, int h, int expected_level, int fetch_level,
t1 *= 1 << fetch_level;
break;
+ case GL3_TEXTURE_GRAD_OFFSET:
+ fix_normalized_coordinates(expected_level, &s0, &t0, &s1, &t1);
+ /* fall through */
case GL3_TEXTURE_GRAD:
if (gltarget == GL_TEXTURE_3D) {
glUniform3f(loc_dx, 0, 0, deriv);
@@ -812,22 +845,7 @@ draw_quad(int x, int y, int w, int h, int expected_level, int fetch_level,
case GL3_TEXTURE_LOD_OFFSET:
case GL3_TEXTURE_PROJ_LOD_OFFSET:
glUniform1f(loc_lod, fetch_level - baselevel);
-
- /* When testing the texture offset, there is only one pixel which
- * is not black and it has the same integer coordinates in every
- * mipmap level, but not the same normalized coordinates. Therefore,
- * we have to fix the normalized ones, so that GLSL always reads
- * from the same integer coordinates.
- */
- if (expected_level > 0) {
- float pixsize_base = 1.0 / TEX_SIZE;
- float offset = pixsize_base * ((1 << (expected_level-1))*3 - 1.5);
-
- s0 += offset;
- t0 += offset;
- s1 += offset;
- t1 += offset;
- }
+ fix_normalized_coordinates(expected_level, &s0, &t0, &s1, &t1);
break;
default:
assert(0);
--
1.9.1
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