[Piglit] [PATCH] getteximage-depth: new test to create/readback depth textures
Dave Airlie
airlied at gmail.com
Mon Nov 2 16:24:56 PST 2015
From: Dave Airlie <airlied at redhat.com>
for every supported target for all the depth/stencil formats
this creates a texture, and then uses glGetTexImage
to read it back.
---
tests/texturing/CMakeLists.gl.txt | 1 +
tests/texturing/getteximage-depth.c | 628 ++++++++++++++++++++++++++++++++++++
2 files changed, 629 insertions(+)
create mode 100644 tests/texturing/getteximage-depth.c
diff --git a/tests/texturing/CMakeLists.gl.txt b/tests/texturing/CMakeLists.gl.txt
index 68afa16..704ea6d 100644
--- a/tests/texturing/CMakeLists.gl.txt
+++ b/tests/texturing/CMakeLists.gl.txt
@@ -34,6 +34,7 @@ piglit_add_executable (getteximage-formats getteximage-formats.c)
piglit_add_executable (getteximage-simple getteximage-simple.c)
piglit_add_executable (getteximage-luminance getteximage-luminance.c)
piglit_add_executable (getteximage-targets getteximage-targets.c)
+piglit_add_executable (getteximage-depth getteximage-depth.c)
piglit_add_executable (incomplete-texture incomplete-texture.c)
piglit_add_executable (generatemipmap-cubemap generatemipmap-cubemap.c)
piglit_add_executable (fragment-and-vertex-texturing fragment-and-vertex-texturing.c)
diff --git a/tests/texturing/getteximage-depth.c b/tests/texturing/getteximage-depth.c
new file mode 100644
index 0000000..71311bc
--- /dev/null
+++ b/tests/texturing/getteximage-depth.c
@@ -0,0 +1,628 @@
+/*
+ * Copyright (c) 2015 Red Hat
+ *
+ * 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
+ * on the rights to use, copy, modify, merge, publish, distribute, sub
+ * license, 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
+ * NON-INFRINGEMENT. IN NO EVENT SHALL VMWARE AND/OR THEIR SUPPLIERS
+ * 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 getteximage-depth
+ *
+ * Test glGetTexImage for depth/stencil format/target combinations in a roundtrip.
+ * i.e. don't draw the textures, just create and readback.
+ * this was due to a bug in mesa's handling of 1D array depth textures.
+ */
+
+#include "piglit-util-gl.h"
+#include "../fbo/fbo-formats.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+ config.supports_gl_compat_version = 10;
+
+ config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+enum piglit_result
+piglit_display(void)
+{
+ /* UNREACHABLE */
+ return PIGLIT_FAIL;
+}
+
+#define IMAGE_WIDTH 32
+#define IMAGE_HEIGHT 32
+
+static GLenum target_list[] = { GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_RECTANGLE, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_CUBE_MAP_ARRAY };
+
+static int test_target_bitmap;
+
+static int get_test_height(GLenum target)
+{
+ switch (target) {
+ case GL_TEXTURE_1D:
+ case GL_TEXTURE_1D_ARRAY:
+ return 1;
+ default:
+ return IMAGE_HEIGHT;
+ }
+}
+
+static int get_test_depth(GLenum target)
+{
+ switch (target) {
+ case GL_TEXTURE_3D:
+ return 16;
+ case GL_TEXTURE_1D_ARRAY:
+ case GL_TEXTURE_2D_ARRAY:
+ return 7;
+ case GL_TEXTURE_CUBE_MAP_ARRAY:
+ return 12;
+ case GL_TEXTURE_CUBE_MAP:
+ return 6;
+ default:
+ return 1;
+ }
+}
+
+static float get_depth_value(int w, int x)
+{
+ if (w == 1)
+ return 1.0;
+ else
+ return (float)(x) / (w - 1);
+}
+
+static int get_stencil_value(int w, int x)
+{
+ if (w == 1)
+ return 255;
+ else
+ return (x * 255) / (w - 1);
+}
+
+static GLuint
+get_depth_texture(const struct format_desc *format, GLenum target, int w, int h, int d, GLboolean mip)
+{
+ void *data;
+ float *f = NULL;
+ unsigned int *i = NULL;
+ int size, x, y, level, layer;
+ GLuint tex;
+ GLuint extra = 0;
+ GLenum datatype, dataformat;
+ int mul = 1;
+
+ glGenTextures(1, &tex);
+ glBindTexture(target, tex);
+ glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ if (mip) {
+ glTexParameteri(target, GL_TEXTURE_MAG_FILTER,
+ GL_LINEAR);
+ glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
+ GL_LINEAR_MIPMAP_NEAREST);
+ } else {
+ glTexParameteri(target, GL_TEXTURE_MAG_FILTER,
+ GL_NEAREST);
+ glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
+ GL_NEAREST);
+ }
+ if (format->internalformat == GL_DEPTH32F_STENCIL8) {
+ mul = 2;
+ }
+ extra = d * sizeof(GLfloat) * mul;
+
+ data = calloc(1, w * h * sizeof(GLfloat) * mul + extra);
+
+ if (format->internalformat == GL_DEPTH_STENCIL_EXT ||
+ format->internalformat == GL_DEPTH24_STENCIL8_EXT) {
+ dataformat = GL_DEPTH_STENCIL_EXT;
+ datatype = GL_UNSIGNED_INT_24_8_EXT;
+ i = data;
+ } else if (format->internalformat == GL_DEPTH32F_STENCIL8) {
+ dataformat = GL_DEPTH_STENCIL;
+ datatype = GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
+ f = data;
+ } else {
+ dataformat = GL_DEPTH_COMPONENT;
+ datatype = GL_FLOAT;
+ f = data;
+ }
+
+ for (level = 0, size = w > h ? w : h; size > 0; level++, size >>= 1) {
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ float val = get_depth_value(w, x);
+
+ if (f)
+ f[(y * w + x)*mul] = val;
+ else
+ i[y * w + x] = 0xffffff00 * val;
+ }
+ }
+
+ for (x = 0; x < d; x++) {
+ float val = get_depth_value(w, x % w);
+
+ if (f)
+ f[(h * w + x)*mul] = val;
+ else
+ i[h * w + x] = 0xffffff00 * val;
+ }
+
+ switch (target) {
+ case GL_TEXTURE_1D:
+ glTexImage1D(target, level,
+ format->internalformat,
+ w, 0,
+ dataformat, datatype, data);
+ break;
+ case GL_TEXTURE_2D:
+ case GL_TEXTURE_RECTANGLE:
+ glTexImage2D(target, level,
+ format->internalformat,
+ w, h, 0,
+ dataformat, datatype, data);
+ break;
+ case GL_TEXTURE_CUBE_MAP:
+ assert(d == 6);
+ for (layer = 0; layer < d; layer++) {
+ char *ptr = data;
+ ptr += layer * 4 * mul;
+ glTexImage2D(cube_face_targets[layer],
+ level, format->internalformat,
+ w, h, 0,
+ dataformat, datatype, ptr);
+ }
+ break;
+ case GL_TEXTURE_1D_ARRAY:
+ glTexImage2D(target, level,
+ format->internalformat,
+ w, d, 0,
+ dataformat, datatype, NULL);
+ for (layer = 0; layer < d; layer++) {
+ char *ptr = data;
+ ptr += layer * (4 * mul);
+ glTexSubImage2D(target, level,
+ 0, layer, w, 1,
+ dataformat, datatype, ptr);
+ }
+ break;
+ case GL_TEXTURE_2D_ARRAY:
+ case GL_TEXTURE_CUBE_MAP_ARRAY:
+ glTexImage3D(target, level,
+ format->internalformat,
+ w, h, d, 0,
+ dataformat, datatype, NULL);
+ for (layer = 0; layer < d; layer++) {
+ char *ptr = data;
+ ptr += layer * (4 * mul);
+ glTexSubImage3D(target, level,
+ 0, 0, layer, w, h, 1,
+ dataformat, datatype, ptr);
+ }
+ break;
+
+ default:
+ assert(0);
+ }
+
+ if (!mip)
+ break;
+
+ if (w > 1)
+ w >>= 1;
+ if (target != GL_TEXTURE_1D &&
+ target != GL_TEXTURE_1D_ARRAY &&
+ h > 1)
+ h >>= 1;
+ }
+ free(data);
+ return tex;
+}
+
+static GLuint
+get_stencil_texture(const struct format_desc *format, GLenum target, int w, int h, int d, GLboolean mip)
+{
+ void *data;
+ unsigned char *u;
+ int size, x, y, level, layer;
+ GLuint tex;
+ GLenum datatype, dataformat;
+
+ glGenTextures(1, &tex);
+ glBindTexture(target, tex);
+ glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ if (mip) {
+ glTexParameteri(target, GL_TEXTURE_MAG_FILTER,
+ GL_LINEAR);
+ glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
+ GL_LINEAR_MIPMAP_NEAREST);
+ } else {
+ glTexParameteri(target, GL_TEXTURE_MAG_FILTER,
+ GL_NEAREST);
+ glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
+ GL_NEAREST);
+ }
+ data = malloc(w * h * sizeof(GLubyte) + d * sizeof(GLubyte));
+
+ dataformat = GL_STENCIL_INDEX;
+ datatype = GL_UNSIGNED_BYTE;
+ u = data;
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ for (level = 0, size = w > h ? w : h; size > 0; level++, size >>= 1) {
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ GLuint val = get_stencil_value(w, x);
+
+ u[y * w + x] = val;
+ }
+ }
+
+ for (x = 0; x < d; x++) {
+ GLuint val = get_stencil_value(w, x % w);
+ u[h * w + x] = val;
+ }
+
+ switch (target) {
+ case GL_TEXTURE_1D:
+ glTexImage1D(target, level,
+ format->internalformat,
+ w, 0,
+ dataformat, datatype, data);
+ break;
+
+ case GL_TEXTURE_2D:
+ case GL_TEXTURE_RECTANGLE:
+ glTexImage2D(target, level,
+ format->internalformat,
+ w, h, 0,
+ dataformat, datatype, data);
+ break;
+ case GL_TEXTURE_CUBE_MAP:
+ assert(d == 6);
+ for (layer = 0; layer < d; layer++) {
+ char *ptr = data;
+ ptr += layer;
+ glTexImage2D(cube_face_targets[layer],
+ level, format->internalformat,
+ w, h, 0,
+ dataformat, datatype, ptr);
+ }
+ break;
+ case GL_TEXTURE_1D_ARRAY:
+ glTexImage2D(target, level,
+ format->internalformat,
+ w, d, 0,
+ dataformat, datatype, NULL);
+ for (layer = 0; layer < d; layer++) {
+ char *ptr = data;
+ ptr += layer;
+ glTexSubImage2D(target, level,
+ 0, layer, w, 1,
+ dataformat, datatype, ptr);
+ }
+ break;
+ case GL_TEXTURE_CUBE_MAP_ARRAY:
+ case GL_TEXTURE_2D_ARRAY:
+ glTexImage3D(target, level,
+ format->internalformat,
+ w, h, d, 0,
+ dataformat, datatype, NULL);
+ for (layer = 0; layer < d; layer++) {
+ char *ptr = data;
+ ptr += layer;
+ glTexSubImage3D(target, level,
+ 0, 0, layer, w, h, 1,
+ dataformat, datatype, ptr);
+ }
+ break;
+
+ default:
+ assert(0);
+ }
+
+ if (!mip)
+ break;
+
+ if (w > 1)
+ w >>= 1;
+ if (target != GL_TEXTURE_1D &&
+ target != GL_TEXTURE_1D_ARRAY &&
+ h > 1)
+ h >>= 1;
+ }
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
+ free(data);
+ return tex;
+}
+
+static bool
+verify_depth_data(const struct format_desc *format, GLenum target,
+ int w, int h, int d, GLboolean mip)
+{
+ int x, y, layer, level;
+ GLfloat *f;
+ unsigned *i = NULL;
+ int size;
+ GLenum datatype = format->base_internal_format;
+ GLenum dataformat;
+ int layer_size;
+ int mul = 1;
+ void *data, *ptr;
+ if (format->internalformat == GL_DEPTH32F_STENCIL8) {
+ dataformat = GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
+ mul = 2;
+ }
+ else if (format->base_internal_format == GL_DEPTH_STENCIL)
+ dataformat = GL_UNSIGNED_INT_24_8_EXT;
+ else
+ dataformat = GL_FLOAT;
+
+ ptr = calloc(mul * 4, w * h * d);
+ if (!ptr)
+ return false;
+
+ for (level = 0, size = w > h ? w : h; size > 0; level++, size >>= 1) {
+ data = ptr;
+ layer_size = w * h * 4 * mul;
+
+ if (target == GL_TEXTURE_CUBE_MAP) {
+ int idx;
+ for (idx = 0; idx < 6; idx++)
+ glGetTexImage(cube_face_targets[idx], level, datatype, dataformat,
+ (char *)data + layer_size * idx);
+ } else
+ glGetTexImage(target, level, datatype, dataformat,
+ data);
+
+ for (layer = 0; layer < d; layer++) {
+ f = data;
+ if (format->internalformat == GL_DEPTH_STENCIL_EXT ||
+ format->internalformat == GL_DEPTH24_STENCIL8_EXT)
+ i = data;
+
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ int offset = (x + layer) % w;
+ float exp_val = get_depth_value(w, offset);
+ float got_val;
+
+ if (i)
+ got_val = (float)(i[y * w + x] >> 8) / (float)0xffffff;
+ else
+ got_val = f[(y * w + x) * mul];
+ if (fabs(got_val - exp_val) >= 1e-4) {
+ fprintf(stderr, "mismatch at %d %d %d %d %g vs %g: %d %dx%d\n", level, x, y, layer, got_val, exp_val, layer_size, w, h);
+ if (0){
+ uint32_t *myptr = data;
+ int myx;
+ for (myx = 0; myx < w * h; myx++){
+ fprintf(stderr, "%08x ", myptr[myx]);
+ }
+ fprintf(stderr, "\n");
+ }
+ free(ptr);
+ return false;
+ }
+ }
+ }
+ data = (char *)data + layer_size;
+ }
+
+ if (!mip)
+ break;
+ if (w > 1)
+ w >>= 1;
+ if (target != GL_TEXTURE_1D &&
+ target != GL_TEXTURE_1D_ARRAY &&
+ h > 1)
+ h >>= 1;
+ }
+ free(ptr);
+ return true;
+}
+
+static bool
+verify_stencil_data(const struct format_desc *format,
+ GLenum target, int w, int h, int d, GLboolean mip)
+{
+ int x, y, layer, level, size;
+ GLubyte *ub;
+ GLenum datatype = format->base_internal_format;
+ GLenum dataformat = GL_UNSIGNED_BYTE;
+ void *data, *ptr;
+ int layer_size;
+
+ ptr = calloc(1, w * h * d);
+ if (!ptr)
+ return false;
+
+ for (level = 0, size = w > h ? w : h; size > 0; level++, size >>= 1) {
+ data = ptr;
+ layer_size = w * h;
+ glPixelStorei(GL_PACK_ALIGNMENT, 1);
+ if (target == GL_TEXTURE_CUBE_MAP) {
+ int idx;
+ for (idx = 0; idx < 6; idx++)
+ glGetTexImage(cube_face_targets[idx], level, datatype, dataformat,
+ (char *)data + layer_size * idx);
+ } else
+ glGetTexImage(target, level, datatype, dataformat,
+ data);
+ glPixelStorei(GL_PACK_ALIGNMENT, 4);
+ for (layer = 0; layer < d; layer++) {
+ ub = data;
+
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ int offset = (x + layer) % w;
+ GLubyte got_val;
+ GLubyte exp_val = get_stencil_value(w, offset);
+
+ got_val = ub[y * w + x];
+ if (exp_val != got_val) {
+ fprintf(stderr, "mismatch at %d %d %d %d %d vs %d: %d %dx%d\n", level, x, y, layer, got_val, exp_val, layer_size, w, h);
+ free(ptr);
+ return false;
+ }
+ }
+ }
+ data = (char *)data + layer_size;
+ }
+
+ if (!mip)
+ break;
+ if (w > 1)
+ w >>= 1;
+ if (target != GL_TEXTURE_1D &&
+ target != GL_TEXTURE_1D_ARRAY &&
+ h > 1)
+ h >>= 1;
+ }
+ free(ptr);
+ return true;
+}
+
+bool test_depth_format(GLenum target, const struct format_desc *format)
+{
+ GLuint tex;
+ int height, num_layers;
+ bool ret;
+
+ /* 3D depth textures don't occur */
+ if (target == GL_TEXTURE_3D)
+ return true;
+
+ height = get_test_height(target);
+ num_layers = get_test_depth(target);
+
+ tex = get_depth_texture(format, target, IMAGE_WIDTH, height, num_layers,
+ target == GL_TEXTURE_RECTANGLE ? false : true);
+
+ ret = verify_depth_data(format, target, IMAGE_WIDTH, height, num_layers,
+ target == GL_TEXTURE_RECTANGLE ? false : true);
+
+ piglit_report_subtest_result(ret ? PIGLIT_PASS : PIGLIT_FAIL,
+ "%s-%s",
+ piglit_get_gl_enum_name(target),
+ piglit_get_gl_enum_name(format->internalformat));
+ glDeleteTextures(1, &tex);
+ return ret;
+}
+
+bool test_stencil_format(GLenum target, const struct format_desc *format)
+{
+ GLuint tex;
+ int height, num_layers;
+ bool ret;
+ /* 3D depth textures don't occur */
+ if (target == GL_TEXTURE_3D)
+ return true;
+
+ height = get_test_height(target);
+ num_layers = get_test_depth(target);
+
+ tex = get_stencil_texture(format, target, IMAGE_WIDTH, height, num_layers,
+ target == GL_TEXTURE_RECTANGLE ? false : true);
+
+ ret = verify_stencil_data(format, target, IMAGE_WIDTH, height, num_layers,
+ target == GL_TEXTURE_RECTANGLE ? false : true);
+ piglit_report_subtest_result(ret ? PIGLIT_PASS : PIGLIT_FAIL,
+ "%s-%s",
+ piglit_get_gl_enum_name(target),
+ piglit_get_gl_enum_name(format->internalformat));
+ glDeleteTextures(1, &tex);
+ return ret;
+}
+
+bool test_target_format(GLenum target, const struct format_desc *format)
+{
+ if (format->base_internal_format == GL_DEPTH_COMPONENT ||
+ format->base_internal_format == GL_DEPTH_STENCIL) {
+ return test_depth_format(target, format);
+ } else if (format->base_internal_format == GL_STENCIL_INDEX) {
+ return test_stencil_format(target, format);
+ }
+ return true;
+}
+
+bool test_target(GLenum target)
+{
+ int fmt_idx;
+ int set_idx;
+ int ext_idx;
+ bool do_test_set;
+ bool result = true, ret;
+
+ for (set_idx = 0; set_idx < ARRAY_SIZE(test_sets); set_idx++) {
+ do_test_set = true;
+ for (ext_idx = 0; ext_idx < 3; ext_idx++) {
+ if (test_sets[set_idx].ext[ext_idx])
+ if (!piglit_is_extension_supported(test_sets[set_idx].ext[ext_idx])) {
+ do_test_set = false;
+ break;
+ }
+ }
+ if (!do_test_set)
+ continue;
+
+ for (fmt_idx = 0; fmt_idx < test_sets[set_idx].num_formats; fmt_idx++) {
+ ret = test_target_format(target, &test_sets[set_idx].format[fmt_idx]);
+ if (ret == false)
+ result = false;
+ }
+ }
+ return result;
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+ int i;
+ enum piglit_result status = PIGLIT_PASS;
+ bool ret;
+
+ for (i = 0; i < 3; i++)
+ test_target_bitmap |= (1 << i);
+ if (piglit_is_extension_supported("GL_ARB_texture_rectangle"))
+ test_target_bitmap |= (1 << 3);
+ if (piglit_is_extension_supported("GL_ARB_texture_cube_map"))
+ test_target_bitmap |= (1 << 4);
+ if (piglit_is_extension_supported("GL_EXT_texture_array"))
+ test_target_bitmap |= (1 << 5) | (1 << 6);
+ if (piglit_is_extension_supported("GL_ARB_texture_cube_map_array"))
+ test_target_bitmap |= (1 << 7);
+
+ for (i = 0; i < ARRAY_SIZE(target_list); i++) {
+ if (!(test_target_bitmap & (1 << i)))
+ continue;
+
+ ret = test_target(target_list[i]);
+ if (ret == false)
+ status = PIGLIT_FAIL;
+ }
+
+ piglit_report_result(status);
+ (void)fbo_formats_display;
+}
--
2.4.3
More information about the Piglit
mailing list