[Piglit] [PATCH piglit v2] texsubimage: Test GL_ARB_texture_cube_map_array
Neil Roberts
neil at linux.intel.com
Thu Jan 8 06:01:15 PST 2015
If texsubimage is passed cube_map_array on the command line it will
try updating a subregion of a cube map array. All of the faces of all
of the layers of the texutre are rendered using a special vertex
shader to modify the texture coordinates so that they pick a
particular face based on the z coordinate modulo 6.
---
I've pushed the texture array test patch with the change to make it
use a macro in the shader for the texture size as suggested by Anuj
Phogat. Here is a v2 of the similar cube_map_array path which now also
uses a macro. I think it would be good to land this and the PBO patch
to make it easier to test the new PBO upload path for TexSubImage
discussed here:
http://lists.freedesktop.org/archives/mesa-dev/2014-December/073267.html
tests/all.py | 1 +
tests/texturing/texsubimage.c | 71 ++++++++++++++++++++++++++++++++++++++++---
2 files changed, 68 insertions(+), 4 deletions(-)
diff --git a/tests/all.py b/tests/all.py
index 27b9d2a..3e2225c 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -2908,6 +2908,7 @@ textureSize_samplers_atcma = ['samplerCubeArray', 'isamplerCubeArray', 'usampler
add_concurrent_test(arb_texture_cube_map_array, 'fbo-generatemipmap-cubemap array')
add_concurrent_test(arb_texture_cube_map_array, 'fbo-generatemipmap-cubemap array RGB9_E5')
add_concurrent_test(arb_texture_cube_map_array, 'fbo-generatemipmap-cubemap array S3TC_DXT1')
+add_concurrent_test(arb_texture_cube_map_array, 'texsubimage cube_map_array')
import_glsl_parser_tests(arb_texture_cube_map_array,
os.path.join(testsDir, 'spec', 'arb_texture_cube_map_array'),
diff --git a/tests/texturing/texsubimage.c b/tests/texturing/texsubimage.c
index bb156dd..8b6a2ce 100644
--- a/tests/texturing/texsubimage.c
+++ b/tests/texturing/texsubimage.c
@@ -125,6 +125,45 @@ static const char fragment_2d_array[] =
" layer));\n"
"}\n";
+static const char vertex_cube_map_array[] =
+ "const float N_SIDES = 6.0;\n"
+ "const float TEX_DEPTH = " STRINGIFY(DEFAULT_TEX_DEPTH) ".0 *\n"
+ " N_SIDES;\n"
+ "void\n"
+ "main()\n"
+ "{\n"
+ " vec2 face_coord;\n"
+ " vec3 res;\n"
+ " float slice = gl_MultiTexCoord0.p * TEX_DEPTH - 0.5;\n"
+ " float layer = floor(slice / N_SIDES);\n"
+ " int face = int(floor(mod(slice, N_SIDES)));\n"
+ "\n"
+ " face_coord = gl_MultiTexCoord0.st * 2.0 - 1.0;\n"
+ " if (face == 0)\n"
+ " res = vec3(1.0, -face_coord.ts);\n"
+ " else if (face == 1)\n"
+ " res = vec3(-1.0, face_coord.ts * vec2(-1.0, 1.0));\n"
+ " else if (face == 2)\n"
+ " res = vec3(face_coord.s, 1.0, face_coord.t);\n"
+ " else if (face == 3)\n"
+ " res = vec3(face_coord.s, -1.0, -face_coord.t);\n"
+ " else if (face == 4)\n"
+ " res = vec3(face_coord.st * vec2(1.0, -1.0), 1.0);\n"
+ " else\n"
+ " res = vec3(-face_coord.st, -1.0);\n"
+ " gl_TexCoord[0] = vec4(res, layer);\n"
+ " gl_Position = ftransform();\n"
+ "}\n";
+
+static const char fragment_cube_map_array[] =
+ "#extension GL_ARB_texture_cube_map_array : require\n"
+ "uniform samplerCubeArray tex;\n"
+ "void\n"
+ "main()\n"
+ "{\n"
+ " gl_FragColor = texture(tex, gl_TexCoord[0]);\n"
+ "}\n";
+
/**
* XXX add this to piglit-util if useful elsewhere.
*/
@@ -277,14 +316,20 @@ draw_and_read_texture(GLuint w, GLuint h, GLuint d, GLubyte *ref)
for (i = 0; i < d; i++) {
float tz = (i + 0.5f) / d;
- piglit_draw_rect_tex3d(0, i * h, /* x/y */
+ piglit_draw_rect_tex3d(i / 8 * w, i % 8 * h, /* x/y */
w, h,
0.0, 0.0, /* tx/ty */
1.0, 1.0, /* tw/th */
tz, tz /* tz0/tz1 */);
}
- glReadPixels(0, 0, w, h * d, GL_RGBA, GL_UNSIGNED_BYTE, ref);
+ for (i = 0; i < d; i += 8) {
+ glReadPixels(i / 8 * w, i % 8 * h,
+ w, h * MIN2(8, d - i),
+ GL_RGBA, GL_UNSIGNED_BYTE,
+ ref);
+ ref += 8 * w * h * 4;
+ }
}
static GLuint
@@ -359,8 +404,13 @@ test_format(GLenum target, GLenum intFormat)
hMask = ~(bh-1);
dMask = ~0;
- if (target != GL_TEXTURE_3D && target != GL_TEXTURE_2D_ARRAY)
+ if (target == GL_TEXTURE_CUBE_MAP_ARRAY_ARB) {
+ w = h;
+ d *= 6;
+ } else if (target != GL_TEXTURE_3D && target != GL_TEXTURE_2D_ARRAY) {
d = 1;
+ }
+
if (target == GL_TEXTURE_1D)
h = 1;
@@ -377,7 +427,7 @@ test_format(GLenum target, GLenum intFormat)
for (k = 0; k < w; k++) {
original_img[n + 0] = j * 4;
original_img[n + 1] = k * 2;
- original_img[n + 2] = i * 16;
+ original_img[n + 2] = i * 128 / d;
original_img[n + 3] = 255;
/* Swizzle the components in the
@@ -499,6 +549,10 @@ test_formats(GLenum target)
case GL_TEXTURE_2D_ARRAY:
program = piglit_build_simple_program(NULL, fragment_2d_array);
break;
+ case GL_TEXTURE_CUBE_MAP_ARRAY:
+ program = piglit_build_simple_program(vertex_cube_map_array,
+ fragment_cube_map_array);
+ break;
default:
glEnable(target);
break;
@@ -582,6 +636,10 @@ piglit_init(int argc, char **argv)
GL_TEXTURE_2D_ARRAY_EXT,
GL_NONE
};
+ static const GLenum cube_map_array_targets[] = {
+ GL_TEXTURE_CUBE_MAP_ARRAY_ARB,
+ GL_NONE
+ };
test_targets = core_targets;
@@ -590,6 +648,11 @@ piglit_init(int argc, char **argv)
piglit_require_extension("GL_EXT_texture_array");
piglit_require_GLSL();
test_targets = array_targets;
+ } else if (!strcmp(argv[1], "cube_map_array")) {
+ piglit_require_extension
+ ("GL_ARB_texture_cube_map_array");
+ piglit_require_GLSL();
+ test_targets = cube_map_array_targets;
} else {
goto handled_targets;
}
--
1.9.3
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