[Piglit] [PATCH 05/12] Port texture env test from Glean to Piglit
Fabian Bieler
fabianbieler at fastmail.fm
Wed Nov 15 22:30:04 UTC 2017
Note: 3 texture environment functions (modulate, decal and blend) were
introduces with OpenGL 1.0. GL 1.1 and 1.3 added the replace and add
functions, respectively. As this test tests all 5 functions it is classified
as OpenGL 1.3.
---
tests/all.py | 1 +
tests/spec/gl-1.3/CMakeLists.gl.txt | 1 +
tests/spec/gl-1.3/texture-env.c | 528 ++++++++++++++++++++++++++++++++++++
3 files changed, 530 insertions(+)
create mode 100644 tests/spec/gl-1.3/texture-env.c
diff --git a/tests/all.py b/tests/all.py
index 7754dbe..48b8a51 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -1116,6 +1116,7 @@ with profile.test_list.group_manager(
grouptools.join('spec', '!opengl 1.3')) as g:
g(['texunits'])
g(['tex-border-1'])
+ g(['gl-1.3-texture-env'])
g(['tex3d-depth1'])
with profile.test_list.group_manager(
diff --git a/tests/spec/gl-1.3/CMakeLists.gl.txt b/tests/spec/gl-1.3/CMakeLists.gl.txt
index 607d2c1..8eaa94d 100644
--- a/tests/spec/gl-1.3/CMakeLists.gl.txt
+++ b/tests/spec/gl-1.3/CMakeLists.gl.txt
@@ -9,5 +9,6 @@ link_libraries (
)
piglit_add_executable (gl-1.3-alpha_to_coverage_nop alpha_to_coverage_nop.c)
+piglit_add_executable (gl-1.3-texture-env texture-env.c)
# vim: ft=cmake:
diff --git a/tests/spec/gl-1.3/texture-env.c b/tests/spec/gl-1.3/texture-env.c
new file mode 100644
index 0000000..cffeadc
--- /dev/null
+++ b/tests/spec/gl-1.3/texture-env.c
@@ -0,0 +1,528 @@
+/*
+ * Copyright (C) 1999 Allen Akin All Rights Reserved.
+ *
+ * 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 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 ALLEN AKIN 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 tex-env.c: Test the basic texture env modes
+ * Author: Brian Paul (brianp at valinux.com) April 2001
+ *
+ * Test procedure:
+ * Setup a texture with 81 columns of unique RGBA colors, 3 texels each.
+ * Draw a 81 uniquely-colored flat-shaded quads as wide horizontal bands,
+ * with the above texture. This makes a matrix of 81*81 colored squares
+ * for which we test that the current texture environment mode and texture
+ * format produced the correct color.
+ * Finally, we blend over a gray background in order to verify that the
+ * post-texture alpha value is correct.
+ */
+
+#include "piglit-util-gl.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+ config.supports_gl_compat_version = 13;
+ config.window_visual = PIGLIT_GL_VISUAL_RGBA;
+ config.khr_no_error_support = PIGLIT_NO_ERRORS;
+ config.window_width = 256;
+ config.window_height = 256;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+#define BLEND_WITH_BACKGROUND 1
+
+#define COLORS (3 * 3 * 3 * 3)
+
+static float colors[COLORS][4];
+
+static float bg_color[4] = {0.5, 0.5, 0.5, 0.5};
+
+static const GLenum format_enums[] = {
+ GL_ALPHA,
+ GL_LUMINANCE,
+ GL_LUMINANCE_ALPHA,
+ GL_INTENSITY,
+ GL_RGB,
+ GL_RGBA
+};
+
+static const GLenum env_mode_enums[] = {
+ GL_REPLACE,
+ GL_MODULATE,
+ GL_DECAL,
+ GL_BLEND,
+ GL_ADD
+};
+
+/* Compute expected texenv result given the texture env mode, the texture
+ * base format, texture color, fragment color, and texture env color.
+ * This also blends the result with the background color if that option
+ * is enabled (see above). */
+static void
+compute_expected_color(GLenum env_mode, GLenum tex_format,
+ const float tex_color[4], const float frag_color[4],
+ const float env_color[4], float result[4])
+{
+ switch (env_mode) {
+ case GL_REPLACE:
+ switch (tex_format) {
+ case GL_ALPHA:
+ result[0] = frag_color[0];
+ result[1] = frag_color[1];
+ result[2] = frag_color[2];
+ result[3] = tex_color[3]; /* alpha */
+ break;
+ case GL_LUMINANCE:
+ result[0] = tex_color[0]; /* lum */
+ result[1] = tex_color[0];
+ result[2] = tex_color[0];
+ result[3] = frag_color[3];
+ break;
+ case GL_LUMINANCE_ALPHA:
+ result[0] = tex_color[0]; /* lum */
+ result[1] = tex_color[0];
+ result[2] = tex_color[0];
+ result[3] = tex_color[3]; /* alpha */
+ break;
+ case GL_INTENSITY:
+ result[0] = tex_color[0]; /* intensity */
+ result[1] = tex_color[0];
+ result[2] = tex_color[0];
+ result[3] = tex_color[0];
+ break;
+ case GL_RGB:
+ result[0] = tex_color[0]; /* r */
+ result[1] = tex_color[1]; /* g */
+ result[2] = tex_color[2]; /* b */
+ result[3] = frag_color[3];
+ break;
+ case GL_RGBA:
+ result[0] = tex_color[0]; /* r */
+ result[1] = tex_color[1]; /* g */
+ result[2] = tex_color[2]; /* b */
+ result[3] = tex_color[3]; /* a */
+ break;
+ default:
+ abort(); /* implementation error */
+ }
+ break;
+ case GL_MODULATE:
+ switch (tex_format) {
+ case GL_ALPHA:
+ result[0] = frag_color[0];
+ result[1] = frag_color[1];
+ result[2] = frag_color[2];
+ result[3] = frag_color[3] * tex_color[3];
+ break;
+ case GL_LUMINANCE:
+ result[0] = frag_color[0] * tex_color[0];
+ result[1] = frag_color[1] * tex_color[0];
+ result[2] = frag_color[2] * tex_color[0];
+ result[3] = frag_color[3];
+ break;
+ case GL_LUMINANCE_ALPHA:
+ result[0] = frag_color[0] * tex_color[0];
+ result[1] = frag_color[1] * tex_color[0];
+ result[2] = frag_color[2] * tex_color[0];
+ result[3] = frag_color[3] * tex_color[3];
+ break;
+ case GL_INTENSITY:
+ result[0] = frag_color[0] * tex_color[0];
+ result[1] = frag_color[1] * tex_color[0];
+ result[2] = frag_color[2] * tex_color[0];
+ result[3] = frag_color[3] * tex_color[0];
+ break;
+ case GL_RGB:
+ result[0] = frag_color[0] * tex_color[0];
+ result[1] = frag_color[1] * tex_color[1];
+ result[2] = frag_color[2] * tex_color[2];
+ result[3] = frag_color[3];
+ break;
+ case GL_RGBA:
+ result[0] = frag_color[0] * tex_color[0];
+ result[1] = frag_color[1] * tex_color[1];
+ result[2] = frag_color[2] * tex_color[2];
+ result[3] = frag_color[3] * tex_color[3];
+ break;
+ default:
+ abort(); /* implementation error */
+ }
+ break;
+ case GL_DECAL:
+ switch (tex_format) {
+ case GL_ALPHA:
+ result[0] = 0; /* undefined */
+ result[1] = 0;
+ result[2] = 0;
+ result[3] = 0;
+ break;
+ case GL_LUMINANCE:
+ result[0] = 0; /* undefined */
+ result[1] = 0;
+ result[2] = 0;
+ result[3] = 0;
+ break;
+ case GL_LUMINANCE_ALPHA:
+ result[0] = 0; /* undefined */
+ result[1] = 0;
+ result[2] = 0;
+ result[3] = 0;
+ break;
+ case GL_INTENSITY:
+ result[0] = 0; /* undefined */
+ result[1] = 0;
+ result[2] = 0;
+ result[3] = 0;
+ break;
+ case GL_RGB:
+ result[0] = tex_color[0];
+ result[1] = tex_color[1];
+ result[2] = tex_color[2];
+ result[3] = frag_color[3];
+ break;
+ case GL_RGBA: {
+ const float a = tex_color[3];
+ const float oma = 1.0 - a;
+ result[0] = frag_color[0] * oma + tex_color[0] * a;
+ result[1] = frag_color[1] * oma + tex_color[1] * a;
+ result[2] = frag_color[2] * oma + tex_color[2] * a;
+ result[3] = frag_color[3];
+ } break;
+ default:
+ abort(); /* implementation error */
+ }
+ break;
+ case GL_BLEND:
+ switch (tex_format) {
+ case GL_ALPHA:
+ result[0] = frag_color[0];
+ result[1] = frag_color[1];
+ result[2] = frag_color[2];
+ result[3] = frag_color[3] * tex_color[3];
+ break;
+ case GL_LUMINANCE: {
+ const float l = tex_color[0];
+ const float oml = 1.0 - l;
+ result[0] = frag_color[0] * oml + env_color[0] * l;
+ result[1] = frag_color[1] * oml + env_color[1] * l;
+ result[2] = frag_color[2] * oml + env_color[2] * l;
+ result[3] = frag_color[3];
+ } break;
+ case GL_LUMINANCE_ALPHA: {
+ const float l = tex_color[0];
+ const float oml = 1.0 - l;
+ result[0] = frag_color[0] * oml + env_color[0] * l;
+ result[1] = frag_color[1] * oml + env_color[1] * l;
+ result[2] = frag_color[2] * oml + env_color[2] * l;
+ result[3] = frag_color[3] * tex_color[3];
+ } break;
+ case GL_INTENSITY: {
+ const float i = tex_color[0];
+ const float omi = 1.0 - i;
+ result[0] = frag_color[0] * omi + env_color[0] * i;
+ result[1] = frag_color[1] * omi + env_color[1] * i;
+ result[2] = frag_color[2] * omi + env_color[2] * i;
+ result[3] = frag_color[3] * omi + env_color[3] * i;
+ } break;
+ case GL_RGB: {
+ const float r = tex_color[0];
+ const float omr = 1.0 - r;
+ const float g = tex_color[1];
+ const float omg = 1.0 - g;
+ const float b = tex_color[2];
+ const float omb = 1.0 - b;
+ result[0] = frag_color[0] * omr + env_color[0] * r;
+ result[1] = frag_color[1] * omg + env_color[1] * g;
+ result[2] = frag_color[2] * omb + env_color[2] * b;
+ result[3] = frag_color[3];
+ } break;
+ case GL_RGBA: {
+ const float r = tex_color[0];
+ const float omr = 1.0 - r;
+ const float g = tex_color[1];
+ const float omg = 1.0 - g;
+ const float b = tex_color[2];
+ const float omb = 1.0 - b;
+ result[0] = frag_color[0] * omr + env_color[0] * r;
+ result[1] = frag_color[1] * omg + env_color[1] * g;
+ result[2] = frag_color[2] * omb + env_color[2] * b;
+ result[3] = frag_color[3] * tex_color[3];
+ } break;
+ default:
+ abort(); /* implementation error */
+ }
+ break;
+ case GL_ADD:
+ switch (tex_format) {
+ case GL_ALPHA:
+ result[0] = frag_color[0];
+ result[1] = frag_color[1];
+ result[2] = frag_color[2];
+ result[3] = frag_color[3] * tex_color[3];
+ break;
+ case GL_LUMINANCE:
+ result[0] = frag_color[0] + tex_color[0];
+ result[1] = frag_color[1] + tex_color[0];
+ result[2] = frag_color[2] + tex_color[0];
+ result[3] = frag_color[3];
+ break;
+ case GL_LUMINANCE_ALPHA:
+ result[0] = frag_color[0] + tex_color[0];
+ result[1] = frag_color[1] + tex_color[0];
+ result[2] = frag_color[2] + tex_color[0];
+ result[3] = frag_color[3] * tex_color[3];
+ break;
+ case GL_INTENSITY:
+ result[0] = frag_color[0] + tex_color[0];
+ result[1] = frag_color[1] + tex_color[0];
+ result[2] = frag_color[2] + tex_color[0];
+ result[3] = frag_color[3] + tex_color[0];
+ break;
+ case GL_RGB:
+ result[0] = frag_color[0] + tex_color[0];
+ result[1] = frag_color[1] + tex_color[1];
+ result[2] = frag_color[2] + tex_color[2];
+ result[3] = frag_color[3];
+ break;
+ case GL_RGBA:
+ result[0] = frag_color[0] + tex_color[0];
+ result[1] = frag_color[1] + tex_color[1];
+ result[2] = frag_color[2] + tex_color[2];
+ result[3] = frag_color[3] * tex_color[3];
+ break;
+ default:
+ abort(); /* implementation error */
+ }
+ /* clamping */
+ if (result[0] > 1.0)
+ result[0] = 1.0;
+ if (result[1] > 1.0)
+ result[1] = 1.0;
+ if (result[2] > 1.0)
+ result[2] = 1.0;
+ if (result[3] > 1.0)
+ result[3] = 1.0;
+ break;
+ default:
+ abort(); /* implementation error */
+ }
+
+#if BLEND_WITH_BACKGROUND
+ /* now blend result over a gray background */
+ const float alpha = result[3];
+ const float om_alpha = 1.0 - alpha;
+ result[0] = result[0] * alpha + bg_color[0] * om_alpha;
+ result[1] = result[1] * alpha + bg_color[1] * om_alpha;
+ result[2] = result[2] * alpha + bg_color[2] * om_alpha;
+ result[3] = result[3] * alpha + bg_color[3] * om_alpha;
+#endif
+}
+
+/* Make a texture in which the colors vary along the length
+ * according to the colors[] array. For example, we use
+ * 243 columns of the texture to store 81 colors, 3 texels each. */
+static void
+make_tex_image(GLenum base_format, int num_colors, const float colors[][4])
+{
+#define WIDTH 256
+#define HEIGHT 4
+ static float img[WIDTH * HEIGHT][4];
+
+ assert(num_colors == 81);
+
+ for (int i = 0; i < HEIGHT; i++) {
+ for (int j = 0; j < WIDTH; j++) {
+ int c = j / 3;
+ if (c >= num_colors) {
+ img[i * WIDTH + j][0] = 0.0;
+ img[i * WIDTH + j][1] = 0.0;
+ img[i * WIDTH + j][2] = 0.0;
+ img[i * WIDTH + j][3] = 0.0;
+ } else {
+ img[i * WIDTH + j][0] = colors[c][0];
+ img[i * WIDTH + j][1] = colors[c][1];
+ img[i * WIDTH + j][2] = colors[c][2];
+ img[i * WIDTH + j][3] = colors[c][3];
+ }
+ }
+ }
+
+ glTexImage2D(GL_TEXTURE_2D, 0, base_format, WIDTH, HEIGHT, 0, GL_RGBA,
+ GL_FLOAT, (void *)img);
+}
+
+/* Do num_colors * num_colors tests in one batch.
+ * Setup a texture in which the colors vary by column.
+ * Draw a quadstrip in which we draw horizontal bands of colors.
+ * Drawing the textured quadstrips will fill the window with
+ * num_colors * num_colors test squares.
+ * Verify that they're all correct.
+ * Return: true = pass, false = fail */
+static bool
+matrix_test(GLenum env_mode, GLenum tex_format, int num_colors,
+ const float colors[][4], const float env_color[4])
+{
+ const char *format_name = piglit_get_gl_enum_name(tex_format);
+ const char *env_name = piglit_get_gl_enum_name(env_mode);
+
+ if (env_mode == GL_DECAL &&
+ (tex_format != GL_RGB && tex_format != GL_RGBA)) {
+ /* undefined mode */
+ return true;
+ }
+
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ /* The texture colors are the columns */
+ make_tex_image(tex_format, num_colors, colors);
+
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, env_mode);
+ glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, env_color);
+
+ /* The fragment colors are the rows */
+ float W = num_colors * 3;
+ float S = (float)(num_colors * 3) / (float)256;
+ glBegin(GL_QUAD_STRIP);
+ glTexCoord2f(0, 0); glVertex2f(0, 0);
+ glTexCoord2f(S, 0); glVertex2f(W, 0);
+ for (int i = 0; i < num_colors; i++) {
+ glColor4fv(colors[i]);
+ float y = i * 3 + 3;
+ float t = y / (num_colors * 3);
+ glTexCoord2f(0, t); glVertex2f(0, y);
+ glTexCoord2f(S, t); glVertex2f(W, y);
+ }
+ glEnd();
+
+ /* Check results */
+ for (int row = 0; row < num_colors; row++) {
+ for (int col = 0; col < num_colors; col++) {
+
+ /* compute expected */
+ float expected[4];
+ compute_expected_color(env_mode, tex_format,
+ colors[col], colors[row],
+ env_color, expected);
+
+ /* fetch actual pixel */
+ int x = col * 3 + 1;
+ int y = row * 3 + 1;
+
+ /* compare */
+ if (!piglit_probe_pixel_rgba(x, y, expected)) {
+ /* Report the error */
+ printf("GL_TEXTURE_ENV_MODE = %s\n"
+ "Texture Format = %s\n"
+ "Fragment Color = (%f, %f, %f, %f)\n"
+ "Texture Color = (%f, %f, %f, %f)\n"
+ "Tex Env Color = (%f, %f, %f, %f)\n",
+ env_name, format_name,
+ colors[row][0], colors[row][1],
+ colors[row][2], colors[row][3],
+ colors[col][0], colors[col][1],
+ colors[col][2], colors[col][3],
+ env_color[0], env_color[1],
+ env_color[2], env_color[3]);
+#if BLEND_WITH_BACKGROUND
+ printf("Blend over = (%f, %f, %f, %f)\n",
+ bg_color[0], bg_color[1],
+ bg_color[2], bg_color[3]);
+#endif
+ return false;
+ }
+ }
+ }
+ return true;
+}
+
+enum piglit_result
+piglit_display(void)
+{
+ bool pass = true;
+
+ for (int fmt = 0; fmt < 6; fmt++) {
+ const GLenum format = format_enums[fmt];
+ for (int mode = 0; mode < 5; mode++) {
+ const GLenum env_mode = env_mode_enums[mode];
+ if (env_mode == GL_BLEND && format != GL_ALPHA) {
+ /* also vary texenv color, every 5th is OK. */
+ for (int i = 0; i < COLORS; i += 5) {
+ const float *env_color = colors[i];
+ if (!matrix_test(
+ env_mode, format, COLORS,
+ (const float(*)[4])colors,
+ env_color)) {
+ pass = false;
+ break;
+ }
+ }
+ } else {
+ /* texenv color not significant */
+ if (!matrix_test(env_mode, format, COLORS,
+ (const float(*)[4])colors,
+ colors[0])) {
+ pass = false;
+ }
+ }
+ }
+ }
+
+ return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+ GLuint texture;
+
+ /* colors[] is an array of all possible RGBA colors with component
+ * values of 0, 0.5, and 1.0 */
+ for (int i = 0; i < COLORS; i++) {
+ int r = i % 3;
+ int g = (i / 3) % 3;
+ int b = (i / 9) % 3;
+ int a = (i / 27) % 3;
+ colors[i][0] = (float)r / 2.0;
+ colors[i][1] = (float)g / 2.0;
+ colors[i][2] = (float)b / 2.0;
+ colors[i][3] = (float)a / 2.0;
+ }
+
+ glGenTextures(1, &texture);
+ glBindTexture(GL_TEXTURE_2D, texture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glEnable(GL_TEXTURE_2D);
+
+#if BLEND_WITH_BACKGROUND
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+#endif
+
+ glClearColor(bg_color[0], bg_color[1], bg_color[2], bg_color[3]);
+ glShadeModel(GL_FLAT);
+
+ piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
+}
--
2.7.4
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