[Piglit] [PATCH] arb_texture_view: Add test for 2d layer as 2d

Glenn Kennard glenn.kennard at gmail.com
Thu Oct 15 15:30:06 PDT 2015


Test that layers other than 0 from a 2d layer texture
can be used in a 2d texture view.

Signed-off-by: Glenn Kennard <glenn.kennard at gmail.com>
---
Test passes on i965/hsw, nvc0, r600 (see patch on mesa-dev) but fails on
llvmpipe/softpipe

 tests/all.py                                       |   4 +-
 tests/spec/arb_texture_view/CMakeLists.gl.txt      |   1 +
 .../sampling-2d-array-as-2d-layer.c                | 202 +++++++++++++++++++++
 3 files changed, 206 insertions(+), 1 deletion(-)
 create mode 100644 tests/spec/arb_texture_view/sampling-2d-array-as-2d-layer.c

diff --git a/tests/all.py b/tests/all.py
index 610d89f..a07c841 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -2450,7 +2450,9 @@ with profile.group_manager(
     g(['arb_texture_view-sampling-2d-array-as-cubemap'],
       'sampling-2d-array-as-cubemap')
     g(['arb_texture_view-sampling-2d-array-as-cubemap-array'],
-      'sampling-2d-array-as-cubemap-array')
+      'sampling-2d-array-as-cubemap-array'),
+    g(['arb_texture_view-sampling-2d-array-as-2d-layer'],
+      'sampling-2d-array-as-2d-layer')
 
 with profile.group_manager(
         PiglitGLTest,
diff --git a/tests/spec/arb_texture_view/CMakeLists.gl.txt b/tests/spec/arb_texture_view/CMakeLists.gl.txt
index 197731a..772f8b4 100644
--- a/tests/spec/arb_texture_view/CMakeLists.gl.txt
+++ b/tests/spec/arb_texture_view/CMakeLists.gl.txt
@@ -23,6 +23,7 @@ piglit_add_executable(arb_texture_view-rendering-formats rendering-formats.c)
 piglit_add_executable(arb_texture_view-rendering-layers rendering_layers.c common.c)
 piglit_add_executable(arb_texture_view-rendering-levels rendering_levels.c common.c)
 piglit_add_executable(arb_texture_view-rendering-target rendering_target.c common.c)
+piglit_add_executable(arb_texture_view-sampling-2d-array-as-2d-layer sampling-2d-array-as-2d-layer.c)
 piglit_add_executable(arb_texture_view-sampling-2d-array-as-cubemap-array sampling-2d-array-as-cubemap-array.c)
 piglit_add_executable(arb_texture_view-sampling-2d-array-as-cubemap sampling-2d-array-as-cubemap.c)
 piglit_add_executable(arb_texture_view-targets targets.c common.c)
diff --git a/tests/spec/arb_texture_view/sampling-2d-array-as-2d-layer.c b/tests/spec/arb_texture_view/sampling-2d-array-as-2d-layer.c
new file mode 100644
index 0000000..ee8df13
--- /dev/null
+++ b/tests/spec/arb_texture_view/sampling-2d-array-as-2d-layer.c
@@ -0,0 +1,202 @@
+/*
+ * Copyright © 2015 Glenn Kennard
+ *
+ * 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
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * 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 NONINFRINGEMENT.  IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS 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.
+ *
+ * Author: Glenn Kennard <glenn.kennard at gmail.com>
+ */
+
+/**
+ * \file sampling-2d-array-as-2d-layer.c
+ * This tests that you can cast from a 2D Array texture to a regular 2D texture
+ * with layer>0 and sample from the latter.
+ */
+
+#include "piglit-util-gl.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+	config.supports_gl_compat_version = 30;
+//	config.supports_gl_core_version = 32;
+	config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+static const float green[] = {0, 1, 0, 1};
+static const float red[] = {1, 0, 0, 1};
+
+typedef struct Params {
+	int num_layers;
+	int width;
+	int height;
+	const char * const desc;
+} Params;
+
+/* test a few size combinations that tend to require particular alignment
+   requirements by the hardware */
+static const Params testparams[] = {
+	{ 8, 1, 1, "1x1" },
+	{ 3, 2, 1, "2x1" },
+	{ 3, 8, 1, "8x1" },
+	{ 1, 16, 1, "16x1" },
+	{ 5, 1, 16, "1x16" },
+	{ 9, 32, 32, "32x32" },
+	{ 2, 64, 64, "64x64" },
+	{ 4, 64, 64, "128x64" },
+	{ 3, 35, 67, "35x67" }
+};
+
+static float *makesolidimage(int w, int h, const float color[4])
+{
+	float *p = malloc(w * h * 4 * sizeof(GLfloat));
+	size_t n;
+	assert(p);
+	for (n = 0; n < w * h; n++) {
+		p[n*4 + 0] = color[0];
+		p[n*4 + 1] = color[1];
+		p[n*4 + 2] = color[2];
+		p[n*4 + 3] = color[3];
+	}
+	return p;
+}
+
+static bool
+test_single_layer(const Params* p, int layer)
+{
+	int l;
+	GLuint tex_src, tex_view;
+	GLboolean pass;
+	GLfloat *redimage, *greenimage;
+
+	assert(layer < p->num_layers);
+
+	glGenTextures(1, &tex_src);
+	glBindTexture(GL_TEXTURE_2D_ARRAY, tex_src);
+
+	glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, p->width, p->height, p->num_layers);
+
+	/* load each array layer with red */
+	redimage = makesolidimage(p->width, p->height, red);
+	for (l = 0; l < p->num_layers; l++) {
+		glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, l,
+				p->width, p->height, 1, GL_RGBA, GL_FLOAT, redimage);
+	}
+	free(redimage);
+
+	/* make layer to check red, but green for pixel at (0,0) which should be the only one sampled */
+	greenimage = makesolidimage(p->width, p->height, red);
+	greenimage[0] = green[0];
+	greenimage[1] = green[1];
+	greenimage[2] = green[2];
+	greenimage[3] = green[3];
+
+	glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, layer,
+			p->width, p->height, 1, GL_RGBA, GL_FLOAT, greenimage);
+
+	free(greenimage);
+
+	glGenTextures(1, &tex_view);
+	/* checked layer is supposed to be green */
+	glTextureView(tex_view, GL_TEXTURE_2D, tex_src, GL_RGBA8,
+		      0, 1, layer, 1);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+
+	glBindTexture(GL_TEXTURE_2D, tex_view);
+
+	/* draw it! */
+	piglit_draw_rect(-1, -1, 2, 2);
+
+	pass = piglit_probe_rect_rgba(0, 0, piglit_width, piglit_height, green);
+	if (!pass) {
+		printf("layer %d failed\n", layer);
+	}
+
+	piglit_present_results();
+
+	glDeleteTextures(1, &tex_view);
+	glDeleteTextures(1, &tex_src);
+
+	return pass;
+}
+
+enum piglit_result
+piglit_display(void)
+{
+	GLboolean pass = GL_TRUE;
+	size_t n;
+	int layer;
+
+	glViewport(0, 0, piglit_width, piglit_height);
+	glClearColor(0.0, 0.0, 1.0, 1.0);
+
+	for (n = 0; n < ARRAY_SIZE(testparams); n++) {
+		GLboolean subtest_pass = GL_TRUE;
+		for (layer = 0; layer < testparams[n].num_layers; layer++) {
+			glClear(GL_COLOR_BUFFER_BIT);
+
+			subtest_pass &= test_single_layer(&testparams[n], layer);
+		}
+		piglit_report_subtest_result(subtest_pass ? PIGLIT_PASS : PIGLIT_FAIL,
+			testparams[n].desc);
+		pass &= subtest_pass;
+	}
+
+	piglit_present_results();
+
+	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+	int tex_loc_view, prog_view;
+	char *vsCode;
+	char *fsCode;
+
+	piglit_require_extension("GL_ARB_texture_view");
+	piglit_require_extension("GL_ARB_texture_storage");
+
+	/* setup shaders and program object for texture rendering */
+	vsCode =
+		 "#version 130\n"
+		 "void main()\n"
+		 "{\n"
+		 "    gl_Position = gl_Vertex;\n"
+		 "}\n";
+	fsCode =
+		 "#version 130\n"
+		 "uniform sampler2D tex;\n"
+		 "void main()\n"
+		 "{\n"
+		 "   ivec2 size = textureSize(tex, 0);\n"
+		 /* texel in (0,0) should be the only green texel in the entire texture */
+		 "   vec2 offset = vec2(0.5/float(size.x), 0.5/float(size.y));\n"
+		 "   vec4 color	= texture2D(tex, offset);\n"
+		 "   gl_FragColor = vec4(color.xyz, 1.0);\n"
+		 "}\n";
+	prog_view = piglit_build_simple_program(vsCode, fsCode);
+	tex_loc_view = glGetUniformLocation(prog_view, "tex");
+
+	glUseProgram(prog_view);
+	glDeleteProgram(prog_view);
+	glUniform1i(tex_loc_view, 0);
+}
-- 
1.9.1



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