[Piglit] [PATCH] spec/ARB_copy_image: Exercise different mipmap levels in the formats test

Anuj Phogat anuj.phogat at gmail.com
Wed Sep 17 12:14:14 PDT 2014


On Wed, Sep 3, 2014 at 4:22 PM, Jason Ekstrand <jason at jlekstrand.net> wrote:
> Previously, we only ever worked on level 0.  Now we work on levels 1 and 3
> so that cross-level copying gets tested.
> ---
>  tests/spec/arb_copy_image/formats.c | 92 ++++++++++++++++++++++++-------------
>  1 file changed, 61 insertions(+), 31 deletions(-)
>
> diff --git a/tests/spec/arb_copy_image/formats.c b/tests/spec/arb_copy_image/formats.c
> index 5b07a1e..ae56b4f 100644
> --- a/tests/spec/arb_copy_image/formats.c
> +++ b/tests/spec/arb_copy_image/formats.c
> @@ -33,6 +33,8 @@
>  #include "piglit-util-gl.h"
>
>  #define TEX_SIZE 32
> +#define DEFAULT_SRC_LEVEL 1
> +#define DEFAULT_DST_LEVEL 3
>
>  PIGLIT_GL_TEST_CONFIG_BEGIN
>
> @@ -476,8 +478,7 @@ const char ms_compare_fs_source[] =
>  "      ivec2 tex_px = ivec2(tex_coords * tex_size);\n"
>  "      for (int i = 0; i < samples; ++i) {\n"
>  "              %svec4 val1 = texelFetch(tex1, tex_px, i);\n"
> -"              %svec4 val2 = texelFetch(tex2, tex_px, i);\n"
> -"              if (val1 == val2)\n"
> +"              %svec4 val2 = texelFetch(tex2, tex_px, i);\n" "         if (val1 == val2)\n"
This hunk is not required.
>  "                      ++count;\n"
>  "      }\n"
>  "      gl_FragColor = mix(red, green, float(count) / float(samples));\n"
> @@ -683,8 +684,8 @@ run_multisample_test(struct texture_format *src_format,
>  }
>
>  static bool
> -check_texture(GLuint texture, const struct texture_format *format,
> -             const unsigned char *data)
> +check_texture(GLuint texture, unsigned level,
> +             const struct texture_format *format, const unsigned char *data)
>  {
>         int i, j, k;
>         bool pass = true;
> @@ -696,9 +697,9 @@ check_texture(GLuint texture, const struct texture_format *format,
>         glBindTexture(GL_TEXTURE_2D, texture);
>         if (format->block_width != 1 || format->block_height != 1) {
>                 /* Compressed */
> -               glGetCompressedTexImage(GL_TEXTURE_2D, 0, tex_data);
> +               glGetCompressedTexImage(GL_TEXTURE_2D, level, tex_data);
>         } else {
> -               glGetTexImage(GL_TEXTURE_2D, 0, format->format,
> +               glGetTexImage(GL_TEXTURE_2D, level, format->format,
>                               format->data_type, tex_data);
>         }
>
> @@ -737,6 +738,7 @@ run_test(struct texture_format *src_format, struct texture_format *dst_format)
>  {
>         bool pass = true, warn = false;
>         unsigned src_width, src_height, dst_width, dst_height;
> +       unsigned src_level, dst_level;
>         GLuint texture[2];
>
>         glEnable(GL_TEXTURE_2D);
> @@ -747,61 +749,89 @@ run_test(struct texture_format *src_format, struct texture_format *dst_format)
>         src_height = TEX_SIZE * src_format->block_height;
>
>         glBindTexture(GL_TEXTURE_2D, texture[0]);
> -       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
> -       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
> -       if (src_format->block_width != 1 || src_format->block_height != 1) {
> -               /* Compressed */
> -               glCompressedTexImage2D(GL_TEXTURE_2D, 0,
> -                                      src_format->internal_format,
> -                                      src_width, src_height, 0,
> -                                      TEX_SIZE * TEX_SIZE * src_format->bytes,
> -                                      src_data);
> +       if (src_format->can_be_reinterpreted) {
> +               src_level = DEFAULT_SRC_LEVEL;
> +               glTexStorage2D(GL_TEXTURE_2D, src_level + 2,
> +                              src_format->internal_format,
> +                              src_width << src_level, src_height << src_level);
> +               if (src_format->block_width != 1 ||
> +                   src_format->block_height != 1) {
> +                       /* Compressed */
> +                       glCompressedTexSubImage2D(GL_TEXTURE_2D, src_level,
> +                                                 0, 0,
> +                                                 src_width, src_height,
> +                                                 src_format->internal_format,
> +                                                 TEX_SIZE * TEX_SIZE * src_format->bytes,
> +                                                 src_data);
> +               } else {
> +                       glTexSubImage2D(GL_TEXTURE_2D, src_level, 0, 0,
> +                                    src_width, src_height, src_format->format,
> +                                    src_format->data_type, src_data);
> +               }
>         } else {
> +               src_level = 0;
> +               /* All non-reintepritable textures are uncompressed */
non-interpretable
>                 glTexImage2D(GL_TEXTURE_2D, 0, src_format->internal_format,
>                              src_width, src_height, 0, src_format->format,
>                              src_format->data_type, src_data);
>         }
> +       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
> +       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
>         pass &= piglit_check_gl_error(GL_NO_ERROR);
>         if (!pass) goto cleanup;
> -       warn |= !check_texture(texture[0], src_format, src_data);
> +       warn |= !check_texture(texture[0], src_level, src_format, src_data);
>
>         dst_width = TEX_SIZE * dst_format->block_width;
>         dst_height = TEX_SIZE * dst_format->block_height;
>
>         glBindTexture(GL_TEXTURE_2D, texture[1]);
> -       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
> -       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
> -       if (dst_format->block_width != 1 || dst_format->block_height != 1) {
> -               /* Compressed */
> -               glCompressedTexImage2D(GL_TEXTURE_2D, 0,
> -                                      dst_format->internal_format,
> -                                      dst_width, dst_height, 0,
> -                                      TEX_SIZE * TEX_SIZE * dst_format->bytes,
> -                                      dst_data);
> +       if (dst_format->can_be_reinterpreted) {
> +               dst_level = DEFAULT_DST_LEVEL;
> +               glTexStorage2D(GL_TEXTURE_2D, dst_level + 2,
> +                              dst_format->internal_format,
> +                              dst_width << dst_level, dst_height << dst_level);
> +               if (dst_format->block_width != 1 ||
> +                   dst_format->block_height != 1) {
> +                       /* Compressed */
> +                       glCompressedTexSubImage2D(GL_TEXTURE_2D, dst_level,
> +                                                 0, 0,
> +                                                 dst_width, dst_height,
> +                                                 dst_format->internal_format,
> +                                                 TEX_SIZE * TEX_SIZE * dst_format->bytes,
> +                                                 dst_data);
> +               } else {
> +                       glTexSubImage2D(GL_TEXTURE_2D, dst_level, 0, 0,
> +                                    dst_width, dst_height, dst_format->format,
> +                                    dst_format->data_type, dst_data);
> +               }
>         } else {
> +               dst_level = 0;
> +               /* All non-reintepritable textures are uncompressed */
>                 glTexImage2D(GL_TEXTURE_2D, 0, dst_format->internal_format,
>                              dst_width, dst_height, 0, dst_format->format,
>                              dst_format->data_type, dst_data);
>         }
> +       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
> +       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
>         pass &= piglit_check_gl_error(GL_NO_ERROR);
>         if (!pass) goto cleanup;
> -       warn |= !check_texture(texture[1], dst_format, dst_data);
> +       warn |= !check_texture(texture[1], dst_level, dst_format, dst_data);
>
> -       glCopyImageSubData(texture[0], GL_TEXTURE_2D, 0,
> +       glCopyImageSubData(texture[0], GL_TEXTURE_2D, src_level,
>                            src_width / 4, src_height / 4, 0,
> -                          texture[1], GL_TEXTURE_2D, 0,
> +                          texture[1], GL_TEXTURE_2D, dst_level,
>                            dst_width / 4, dst_height / 4, 0,
>                            src_width / 2, src_height / 2, 1);
>         pass &= piglit_check_gl_error(GL_NO_ERROR);
>
> -       glCopyImageSubData(texture[1], GL_TEXTURE_2D, 0,
> +       glCopyImageSubData(texture[1], GL_TEXTURE_2D, dst_level,
>                            0, dst_height / 2, 0,
> -                          texture[1], GL_TEXTURE_2D, 0,
> +                          texture[1], GL_TEXTURE_2D, dst_level,
>                            dst_width / 2, 0, 0,
>                            dst_width / 2, dst_height / 2, 1);
>         pass &= piglit_check_gl_error(GL_NO_ERROR);
>
> -       pass &= check_texture(texture[1], dst_format, res_data);
> +       pass &= check_texture(texture[1], dst_level, dst_format, res_data);
>
>  cleanup:
>         glDeleteTextures(2, texture);
> --
> 2.1.0
>
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> Piglit at lists.freedesktop.org
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Reviewed-by: Anuj Phogat <anuj.phogat at gmail.com>


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