[Piglit] [PATCH] getteximage-depth: new test to create/readback depth textures

Dylan Baker baker.dylan.c at gmail.com
Mon Nov 2 19:35:34 PST 2015


Add to all.py?
On Nov 2, 2015 4:25 PM, "Dave Airlie" <airlied at gmail.com> wrote:

> 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
>
> _______________________________________________
> Piglit mailing list
> Piglit at lists.freedesktop.org
> http://lists.freedesktop.org/mailman/listinfo/piglit
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://lists.freedesktop.org/archives/piglit/attachments/20151102/7bfe6dda/attachment-0001.html>


More information about the Piglit mailing list