[Piglit] [PATCH 1/1] Tests for compressed cubemaps

Dylan Baker dylan at pnwbakers.com
Wed Jan 9 17:28:14 UTC 2019


Quoting Eleni Maria Stea (2019-01-08 05:23:07)
> The compressed-cubemap.c tests the rendering of compressed cubemaps.
> The compressed-cubemap-teximage.c tests that compressed cubemaps created
> using dumped compressed 2D faces have the same values with compressed
> cubemaps that have been generated using TexImage.
> ---
>  tests/texturing/CMakeLists.gl.txt             |   2 +
>  tests/texturing/compressed-cubemap-teximage.c | 372 ++++++++++++++
>  tests/texturing/compressed-cubemap.c          | 477 ++++++++++++++++++
>  3 files changed, 851 insertions(+)
>  create mode 100644 tests/texturing/compressed-cubemap-teximage.c
>  create mode 100644 tests/texturing/compressed-cubemap.c
> 
> diff --git a/tests/texturing/CMakeLists.gl.txt b/tests/texturing/CMakeLists.gl.txt
> index e5d41e432..526e68452 100644
> --- a/tests/texturing/CMakeLists.gl.txt
> +++ b/tests/texturing/CMakeLists.gl.txt
> @@ -15,6 +15,8 @@ piglit_add_executable (array-texture array-texture.c)
>  piglit_add_executable (bptc-modes bptc-modes.c)
>  piglit_add_executable (bptc-float-modes bptc-float-modes.c)
>  piglit_add_executable (compressedteximage compressedteximage.c)
> +piglit_add_executable (compressed-cubemap compressed-cubemap.c)
> +piglit_add_executable (compressed-cubemap-teximage compressed-cubemap-teximage.c)
>  piglit_add_executable (copytexsubimage copytexsubimage.c)
>  piglit_add_executable (copyteximage copyteximage.c)
>  piglit_add_executable (copyteximage-border copyteximage-border.c)
> diff --git a/tests/texturing/compressed-cubemap-teximage.c b/tests/texturing/compressed-cubemap-teximage.c
> new file mode 100644
> index 000000000..6727bea2d
> --- /dev/null
> +++ b/tests/texturing/compressed-cubemap-teximage.c
> @@ -0,0 +1,372 @@
> +/*
> + * Copyright © 2018 Igalia SL
> + *
> + * 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.
> + *
> + * Authors: Eleni Maria Stea <estea at igalia.com>
> + *
> + */
> +
> +/** @file compressed-cubemap-teximage.c
> + * Tests that creating cubemaps with TexImage2D gives the same results
> + * with creating compressed cubemaps from dumped compressed data.
> + */
> +
> +#include "cubemap-compressed-data.h"
> +#include "piglit-util-gl.h"
> +
> +#define CUBESZ 8
> +
> +static int win_width = 800;
> +static int win_height = 600;
> +
> +static const char *vsdr_src =
> +       "attribute vec4 vertex;\n"
> +       "attribute vec3 texcoord;\n"
> +       "uniform vec2 rot;\n"
> +       "varying vec3 tc;\n"
> +       "void main()\n"
> +       "{\n"
> +       "    gl_Position = vertex;\n"
> +       "    tc.x = vertex.x * cos(rot.y) + sin(rot.y);\n"
> +       "    tc.y = vertex.x * sin(rot.x) * sin(rot.y) + vertex.y * cos(rot.x) - sin(rot.x) * cos(rot.y);\n"
> +       "    tc.z = vertex.x * cos(rot.x) * sin(rot.y) - vertex.y * sin(rot.x) - cos(rot.x) * cos(rot.y);\n"
> +       "}\n";
> +
> +static const char *fsdr_src =
> +       "uniform samplerCube tex;\n"
> +       "varying vec3 tc;\n"
> +       "void main()\n"
> +       "{\n"
> +       "    vec4 texel = textureCube(tex, tc);\n"
> +       "    gl_FragColor = vec4(texel.xyz, 1.0);\n" "}\n";
> +
> +static int piglit_error;
> +static unsigned int vbo, vao;
> +static unsigned int sdrprog;
> +static int uloc_rot;
> +static const float tolerance[4] = { 0.1, 0.1, 0.1, 0.1 };
> +
> +struct
> +{
> +       unsigned int fmt;
> +       const char *name;
> +       unsigned int tex;
> +       unsigned int ctex;
> +       unsigned int num_channels;
> +       unsigned char *data;
> +       unsigned int data_size;
> +} formats[] = {
> +       {0x08e8c, "GL_COMPRESSED_RGBA_BPTC_UNORM", 0, 0, 4, bptc_rgba_unorm,
> +               sizeof bptc_rgba_unorm},
> +       {0x08e8d, "GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM", 0, 0, 3,
> +               bptc_srgba_unorm, sizeof bptc_srgba_unorm},
> +       {0x08e8e, "GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT", 0, 0, 3,
> +               bptc_rgb_signed_float, sizeof bptc_rgb_signed_float},
> +       {0x08e8f, "GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT", 0, 0, 3,
> +               bptc_rgb_unsigned_float,sizeof bptc_rgb_unsigned_float},
> +       {0x083f1, "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT", 0, 0, 4,
> +               dxt1_rgba, sizeof dxt1_rgba},
> +       {0x08c4c, "GL_COMPRESSED_SRGB_S3TC_DXT1_EXT", 0, 0, 3,
> +               dxt1_srgb, sizeof dxt1_srgb},
> +       {0x08c4d, "GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT", 0, 0, 4,
> +               dxt1_srgba, sizeof dxt1_srgba},
> +       {0x08c4e, "GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT", 0, 0, 4,
> +               dxt3_srgba, sizeof dxt3_srgba},
> +       {0x08c4f, "GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT", 0, 0, 4,
> +               dxt5_srgba, sizeof dxt5_srgba},
> +       {0, 0, 0, 0, 0, 0, 0}
> +};
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 32;
> +
> +       config.window_width = win_width;
> +       config.window_height = win_height;
> +       config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGB;
> +       config.khr_no_error_support = PIGLIT_NO_ERRORS;
> +
> +PIGLIT_GL_TEST_CONFIG_END
> +
> +static void
> +cleanup()
> +{
> +       int i;
> +       glDeleteProgram(sdrprog);
> +       glDeleteBuffers(1, &vbo);
> +       glDeleteVertexArrays(1, &vao);
> +
> +       for (i = 0; formats[i].fmt; i++) {
> +               if (formats[i].tex) {
> +                       formats[i].tex = 0;
> +                       glDeleteTextures(1, &formats[i].tex);
> +               }
> +               if (formats[i].ctex) {
> +                       formats[i].ctex = 0;
> +                       glDeleteTextures(1, &formats[i].ctex);
> +               }
> +       }
> +}
> +
> +static bool
> +create_cubemaps()
> +{
> +       int i, j;
> +       for (i = 0; formats[i].fmt; i++) {
> +               int supported;
> +               int face_sz;
> +               int dumped_face_sz;
> +               unsigned int face;
> +               int err;
> +
> +               glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
> +               glGetInternalformativ(GL_TEXTURE_CUBE_MAP, formats[i].fmt,
> +                                     GL_INTERNALFORMAT_SUPPORTED,
> +                                     sizeof supported, &supported);
> +
> +               if (!supported) {
> +                       printf("Skipping: %s, not supported.\n",
> +                              formats[i].name);
> +                       continue;
> +               }
> +
> +               dumped_face_sz = formats[i].data_size / 6;
> +               face_sz = sizeof pixels / 6;
> +
> +               printf("Creating texture for format: %s\n", formats[i].name);
> +               glGenTextures(1, &formats[i].tex);
> +               glBindTexture(GL_TEXTURE_CUBE_MAP, formats[i].tex);
> +               glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER,
> +                               GL_LINEAR);
> +               glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER,
> +                               GL_LINEAR);
> +               glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S,
> +                               GL_CLAMP_TO_EDGE);
> +               glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T,
> +                               GL_CLAMP_TO_EDGE);
> +
> +               for (j = 0; j < 6; j++) {
> +                       face = GL_TEXTURE_CUBE_MAP_POSITIVE_X + j;
> +                       glCompressedTexImage2D(face, 0, formats[i].fmt,
> +                                              CUBESZ, CUBESZ, 0,
> +                                              dumped_face_sz,
> +                                              formats[i].data +
> +                                              dumped_face_sz * j);
> +                       if ((err = glGetError()) != GL_NO_ERROR) {
> +                               formats[i].tex = 0;
> +                               glDeleteTextures(1, &formats[i].tex);
> +                               fprintf(stderr,
> +                                       "OpenGL error: %d for format: %s\n",
> +                                       err, formats[i].name);
> +                               return false;
> +                       }
> +               }
> +
> +               printf("Creating compressed texture for format: %s\n",
> +                      formats[i].name);
> +               glGenTextures(1, &formats[i].ctex);
> +               glBindTexture(GL_TEXTURE_CUBE_MAP, formats[i].ctex);
> +               glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER,
> +                               GL_LINEAR);
> +               glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER,
> +                               GL_LINEAR);
> +               glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S,
> +                               GL_CLAMP_TO_EDGE);
> +               glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T,
> +                               GL_CLAMP_TO_EDGE);
> +
> +               for (j = 0; j < 6; j++) {
> +                       int is_compressed = 0;
> +
> +                       face = GL_TEXTURE_CUBE_MAP_POSITIVE_X + j;
> +
> +                       /* compressing ctex */
> +                       glTexImage2D(GL_TEXTURE_2D, 0, formats[i].fmt, CUBESZ,
> +                                    CUBESZ, 0, GL_RGBA, GL_UNSIGNED_BYTE,
> +                                    pixels + face_sz * j);
> +                       glGetTexLevelParameteriv(GL_TEXTURE_2D, 0,
> +                                                GL_TEXTURE_COMPRESSED,
> +                                                &is_compressed);
> +                       if (!is_compressed || glGetError() != GL_NO_ERROR) {
> +                               fprintf(stderr,
> +                                       "Failed to compress format: %s\n",
> +                                       formats[i].name);
> +                               formats[i].ctex = 0;
> +                               glDeleteTextures(1, &formats[i].ctex);
> +
> +                               formats[i].tex = 0;
> +                               glDeleteTextures(1, &formats[i].tex);
> +                               return false;
> +                       }
> +               }
> +       }
> +       glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
> +       return true;
> +}
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> +       /* quad vertices (vec2) */
> +       static const float varr[] =
> +               { -1, -1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1 };
> +       unsigned int vsdr, fsdr;
> +       int status;
> +
> +       piglit_require_extension("GL_ARB_texture_cube_map");
> +
> +       if (!create_cubemaps())
> +               piglit_error = 1;
> +
> +       /* create vbo/vao */
> +       glGenBuffers(1, &vbo);
> +       glBindBuffer(GL_ARRAY_BUFFER, vbo);
> +       glBufferData(GL_ARRAY_BUFFER, sizeof varr, varr, GL_STATIC_DRAW);
> +
> +       glGenVertexArrays(1, &vao);
> +       glBindVertexArray(vao);
> +       glEnableVertexAttribArray(0);
> +       glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
> +       glBindBuffer(GL_ARRAY_BUFFER, 0);
> +       glBindVertexArray(0);
> +
> +       /* create shader */
> +       vsdr = glCreateShader(GL_VERTEX_SHADER);
> +       glShaderSource(vsdr, 1, &vsdr_src, 0);
> +       glCompileShader(vsdr);
> +       glGetShaderiv(vsdr, GL_COMPILE_STATUS, &status);
> +       if (!status) {
> +               fprintf(stderr, "Failed to compile vertex shader.\n");
> +               piglit_error = 1;
> +               return;
> +       }
> +       fsdr = glCreateShader(GL_FRAGMENT_SHADER);
> +       glShaderSource(fsdr, 1, &fsdr_src, 0);
> +       glCompileShader(fsdr);
> +       glGetShaderiv(fsdr, GL_COMPILE_STATUS, &status);
> +       if (!status) {
> +               fprintf(stderr, "Failed to compile fragment shader.\n");
> +               piglit_error = 1;
> +               return;
> +       }
> +       sdrprog = glCreateProgram();
> +       glAttachShader(sdrprog, vsdr);
> +       glAttachShader(sdrprog, fsdr);
> +       glBindAttribLocation(sdrprog, 0, "vpos");
> +       glLinkProgram(sdrprog);
> +       glGetProgramiv(sdrprog, GL_LINK_STATUS, &status);
> +       if (!status) {
> +               fprintf(stderr, "Failed to link program.\n");
> +               piglit_error = 1;
> +               return;
> +       }
> +       glUseProgram(sdrprog);
> +       if ((uloc_rot = glGetUniformLocation(sdrprog, "rot")) == -1) {
> +               fprintf(stderr, "failed to find uniform \"rot\"\n");
> +               piglit_error = 1;
> +               return;
> +       }
> +
> +       atexit(cleanup);
> +}
> +
> +
> +enum piglit_result
> +piglit_display(void)
> +{
> +       int i, j;
> +       GLboolean pass = GL_TRUE;
> +
> +       /* rotation angles needed to make a pattern with
> +        * 3 X/Y/Z columns and 2 positive/negative rows */
> +       static const float theta_deg[] = { -90, 180, 0, 90, 180, 180 };
> +       static const float phi_deg[] = { 0, -90, 0, 0, 90, 0 };
> +
> +       if (piglit_error)
> +               return PIGLIT_FAIL;
> +
> +       glBindVertexArray(vao);
> +
> +       for (i = 0; formats[i].fmt; i++) {
> +               if (formats[i].tex) {
> +                       GLfloat probe[4];
> +                       GLfloat probe_cmp[4];
> +
> +                       for (j = 0; j < 6; j++) {
> +                               float theta = theta_deg[j] / 180.0 * M_PI;
> +                               float phi = phi_deg[j] / 180.0 * M_PI;
> +                               int x = (j % 3) * win_width / 3;
> +                               int y = (j / 3) * win_height / 2;
> +
> +                               glUniform2f(uloc_rot, phi, theta);      /* set rotation angles */
> +
> +                               int vp_x = x + 2;
> +                               int vp_y = y + 2;
> +                               int vp_w = win_width / 3 - 4;
> +                               int vp_h = win_height / 2 - 4;
> +
> +                               glViewport(vp_x, vp_y, vp_w, vp_h);
> +
> +                               x += win_width / 6;
> +                               y += win_height / 4;
> +
> +                               /* probing tex color values */
> +                               glBindTexture(GL_TEXTURE_CUBE_MAP,
> +                                             formats[i].tex);
> +                               glDrawArrays(GL_TRIANGLES, 0, 6);
> +                               glReadPixels(x, y, 1, 1, GL_RGBA, GL_FLOAT,
> +                                            &probe);
> +
> +                               /* probing natively compressed ctex color values */
> +                               glBindTexture(GL_TEXTURE_CUBE_MAP,
> +                                             formats[i].ctex);
> +                               glDrawArrays(GL_TRIANGLES, 0, 6);
> +                               glReadPixels(x, y, 1, 1, GL_RGBA, GL_FLOAT,
> +                                            &probe_cmp);
> +
> +                               pass = pass
> +                                       && piglit_compare_pixels(x, y,
> +                                                                probe_cmp,
> +                                                                probe,
> +                                                                tolerance,
> +                                                                formats[i].
> +                                                                num_channels);
> +                               if (!pass) {
> +                                       fprintf(stderr,
> +                                               "Natively compressed and dumped cubefaces");
> +                                       fprintf(stderr,
> +                                               "colors do not match for format: %s\n",
> +                                               formats[i].name);
> +                                       return PIGLIT_FAIL;
> +                               }
> +                       }
> +
> +                       glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
> +               }
> +       }
> +
> +       glBindVertexArray(0);
> +
> +       if (glGetError() != GL_NO_ERROR)
> +               return PIGLIT_FAIL;
> +
> +       piglit_swap_buffers();
> +
> +       return PIGLIT_PASS;
> +}
> diff --git a/tests/texturing/compressed-cubemap.c b/tests/texturing/compressed-cubemap.c
> new file mode 100644
> index 000000000..2f7d121d3
> --- /dev/null
> +++ b/tests/texturing/compressed-cubemap.c
> @@ -0,0 +1,477 @@
> +/*
> + * Copyright © 2018 Igalia SL
> + *
> + * 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.
> + *
> + * Authors:
> + *    Eleni Maria Stea <estea at igalia.com>
> + *
> + */
> +
> +/** @file compressed-cubemap.c
> + * Tests that the rendering of compressed cubemaps is working.
> + */
> +
> +#include "piglit-util-gl.h"
> +#include "cubemap-compressed-data.h"
> +
> +#define CUBESZ 8
> +
> +static int win_width = 800;
> +static int win_height = 600;
> +
> +static const char *vsdr_src =
> +       "attribute vec4 vertex;\n"
> +       "attribute vec3 texcoord;\n"
> +       "uniform vec2 rot;\n"
> +       "varying vec3 tc;\n"
> +       "void main()\n"
> +       "{\n"
> +       "    gl_Position = vertex;\n"
> +       "    tc.x = vertex.x * cos(rot.y) + sin(rot.y);\n"
> +       "    tc.y = vertex.x * sin(rot.x) * sin(rot.y) + vertex.y * cos(rot.x) - sin(rot.x) * cos(rot.y);\n"
> +       "    tc.z = vertex.x * cos(rot.x) * sin(rot.y) - vertex.y * sin(rot.x) - cos(rot.x) * cos(rot.y);\n"
> +       "}\n";
> +
> +static const char *fsdr_src =
> +       "uniform samplerCube tex;\n"
> +       "varying vec3 tc;\n"
> +       "void main()\n"
> +       "{\n"
> +       "    vec4 texel = textureCube(tex, tc);\n"
> +       "    gl_FragColor = vec4(texel.xyz, 1.0);\n" "}\n";
> +
> +/* faces colors, used for comparison */
> +static float colors[][4] = {
> +       {0.0, 0.0, 1.0, 1.0}, {1.0, 0.0, 1.0, 1.0},
> +       {1.0, 1.0, 0.0, 1.0}, {1.0, 0.0, 0.0, 1.0},
> +       {0.0, 1.0, 0.0, 1.0}, {0.0, 1.0, 1.0, 1.0}
> +};
> +
> +static int piglit_error;
> +static unsigned int vbo, vao;
> +static unsigned int sdrprog;
> +static int uloc_rot;
> +static const float tolerance[4] = { 0.1, 0.1, 0.1, 0.1 };
> +
> +struct
> +{
> +       unsigned int fmt;
> +       const char *name;
> +       unsigned int tex;
> +       unsigned int num_channels;
> +       unsigned char *data;
> +       unsigned int data_size;
> +} formats[] = {
> +       /* Supported compressed formats, that we can't compress natively */
> +       {0x09270, "GL_COMPRESSED_R11_EAC", 0, 1, eac_r11,sizeof eac_r11},
> +       {0x09271, "GL_COMPRESSED_SIGNED_R11_EAC", 0, 1, eac_sr11,
> +               sizeof eac_sr11},
> +       {0x09272, "GL_COMPRESSED_RG11_EAC", 0, 2, eac_rg11,sizeof eac_rg11},
> +       {0x09273, "GL_COMPRESSED_SIGNED_RG11_EAC", 0, 2, eac_srg11,
> +               sizeof eac_srg11},
> +       {0x083f0, "GL_COMPRESSED_RGB_S3TC_DXT1_EXT", 0, 3, dxt1_rgb,
> +               sizeof dxt1_rgb},
> +       {0x083f2, "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT", 0, 4, dxt3_rgba,
> +               sizeof dxt3_rgba},
> +       {0x083f3, "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT", 0, 4, dxt5_rgba,
> +               sizeof dxt5_rgba},
> +       {0x09274, "GL_COMPRESSED_RGB8_ETC2", 0, 3, etc2_rgb,sizeof etc2_rgb},
> +       {0x09275, "GL_COMPRESSED_SRGB8_ETC2", 0, 3, etc2_srgb,sizeof etc2_srgb},
> +       {0x09276, "GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2", 0, 4,
> +               etc2_rgba1, sizeof etc2_rgba1},
> +       {0x09277, "GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2", 0, 4,
> +               etc2_srgba1, sizeof etc2_srgba1},
> +       {0x09278, "GL_COMPRESSED_RGBA8_ETC2_EAC", 0, 4, etc2_rgba,
> +               sizeof etc2_rgba},
> +       {0x09279, "GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC", 0, 4,
> +               etc2_srgba, sizeof etc2_srgba},
> +       {0x093b0, "GL_COMPRESSED_RGBA_ASTC_4", 0, 4, astc4_rgba,
> +               sizeof astc4_rgba},
> +       {0x093b1, "GL_COMPRESSED_RGBA_ASTC_5", 0, 4, astc5_rgba,
> +               sizeof astc5_rgba},
> +       {0x093b2, "GL_COMPRESSED_RGBA_ASTC_5", 0, 4, astc5_rgba,
> +               sizeof astc5_rgba},
> +       {0x093b3, "GL_COMPRESSED_RGBA_ASTC_6", 0, 4, astc6_rgba,
> +               sizeof astc6_rgba},
> +       {0x093b4, "GL_COMPRESSED_RGBA_ASTC_6", 0, 4, astc6_rgba,
> +               sizeof astc6_rgba},
> +       {0x093b5, "GL_COMPRESSED_RGBA_ASTC_8", 0, 4, astc8_rgba,
> +               sizeof astc8_rgba},
> +       {0x093b6, "GL_COMPRESSED_RGBA_ASTC_8", 0, 4, astc8_rgba,
> +               sizeof astc8_rgba},
> +       {0x093b7, "GL_COMPRESSED_RGBA_ASTC_8", 0, 4, astc8_rgba,
> +               sizeof astc8_rgba},
> +       {0x093b8, "GL_COMPRESSED_RGBA_ASTC_10", 0, 4, astc10_rgba,
> +               sizeof astc10_rgba},
> +       {0x093b9, "GL_COMPRESSED_RGBA_ASTC_10", 0, 4, astc10_rgba,
> +               sizeof astc10_rgba},
> +       {0x093ba, "GL_COMPRESSED_RGBA_ASTC_10", 0, 4, astc10_rgba,
> +               sizeof astc10_rgba},
> +       {0x093bb, "GL_COMPRESSED_RGBA_ASTC_10", 0, 4, astc10_rgba,
> +               sizeof astc10_rgba},
> +       {0x093bc, "GL_COMPRESSED_RGBA_ASTC_12", 0, 4, astc12_rgba,
> +               sizeof astc12_rgba},
> +       {0x093bd, "GL_COMPRESSED_RGBA_ASTC_12", 0, 4, astc12_rgba,
> +               sizeof astc12_rgba},
> +       {0x093d0, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4", 0, 4, astc4_srgba,
> +               sizeof astc4_srgba},
> +       {0x093d1, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5", 0, 4, astc5_srgba,
> +               sizeof astc5_srgba},
> +       {0x093d2, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5", 0, 4, astc5_srgba,
> +               sizeof astc5_srgba},
> +       {0x093d3, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6", 0, 4, astc6_srgba,
> +               sizeof astc6_srgba},
> +       {0x093d4, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6", 0, 4, astc6_srgba,
> +               sizeof astc6_srgba},
> +       {0x093d5, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8", 0, 4, astc8_srgba,
> +               sizeof astc8_srgba},
> +       {0x093d6, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8", 0, 4, astc8_srgba,
> +               sizeof astc8_srgba},
> +       {0x093d7, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8", 0, 4, astc8_srgba,
> +               sizeof astc8_srgba},
> +       {0x093d8, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10", 0, 4, astc10_srgba,
> +               sizeof astc10_srgba},
> +       {0x093d9, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10", 0, 4, astc10_srgba,
> +               sizeof astc10_srgba},
> +       {0x093da, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10", 0, 4, astc10_srgba,
> +               sizeof astc10_srgba},
> +       {0x093db, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10", 0, 4, astc10_srgba,
> +               sizeof astc10_srgba},
> +       {0x093dc, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12", 0, 4, astc12_srgba,
> +               sizeof astc12_srgba},
> +       {0x093dd, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12", 0, 4, astc12_srgba,
> +               sizeof astc12_srgba},
> +
> +       /* natively supported compressed formats */
> +       {0x08c4a, "GL_COMPRESSED_SLUMINANCE_EXT", 0, 1, 0, 0},
> +       {0x08c4b, "GL_COMPRESSED_SLUMINANCE_ALPHA_EXT", 0, 2, 0, 0},
> +
> +       /* The following formats have the Cube Maps column empty
> +        * in the table provided by the RGTC extension, we assumed
> +        * that we don't need to support them:
> +        *
> +        * {0x08dbb, "GL_COMPRESSED_RED_RGTC1", 0, 1, 0, 0},
> +        * {0x08dbc, "GL_COMPRESSED_SIGNED_RED_RGTC1", 0, 1, 0, 0},
> +        * {0x08dbd, "GL_COMPRESSED_RG_RGTC2", 0, 2, 0, 0},
> +        * {0x08dbe, "GL_COMPRESSED_SIGNED_RG_RGTC2", 0, 2, 0, 0},
> +        *
> +        * These formats extensions don't seem to state if Cube Maps
> +        * should be supported. We are going to ignore them for the
> +        * moment:
> +        *
> +        * {0x086b0, "GL_COMPRESSED_RGB_FXT1_3DFX", 0, 3, 0, 0},
> +        * {0x086b1, "GL_COMPRESSED_RGBA_FXT1_3DFX", 0, 4, 0, 0},
> +        * {0x08c48, "GL_COMPRESSED_SRGB_EXT", 0, 3, 0, 0},
> +        * {0x08c49, "GL_COMPRESSED_SRGB_ALPHA_EXT", 0, 4, 0, 0},
> +        */
> +
> +       /* The following formats should support cubemaps. Nevertheless,
> +        * TexImage2D can't create valid cubemaps for them. As the purpose of
> +        * this test is to check the cubemap rendering and not the compression,
> +        * we dumped the cubemap faces on mesa and we load the data from arrays:
> +        */
> +       {0x08e8c, "GL_COMPRESSED_RGBA_BPTC_UNORM", 0, 4,
> +               bptc_rgba_unorm, sizeof bptc_rgba_unorm},
> +       {0x08e8d, "GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM", 0, 3,
> +               bptc_srgba_unorm, sizeof bptc_srgba_unorm},
> +       {0x08e8e, "GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT", 0, 3,
> +               bptc_rgb_signed_float, sizeof bptc_rgb_signed_float},
> +       {0x08e8f, "GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT", 0, 3,
> +               bptc_rgb_unsigned_float,sizeof bptc_rgb_unsigned_float},
> +       {0x083f1, "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT", 0, 4, dxt1_rgba,
> +               sizeof dxt1_rgba},
> +       {0x08c4c, "GL_COMPRESSED_SRGB_S3TC_DXT1_EXT", 0, 3, dxt1_srgb,
> +               sizeof dxt1_srgb},
> +       {0x08c4d, "GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT", 0, 4,
> +               dxt1_srgba, sizeof dxt1_srgba},
> +       {0x08c4e, "GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT", 0, 4,
> +               dxt3_srgba, sizeof dxt3_srgba},
> +       {0x08c4f, "GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT", 0, 4,
> +               dxt5_srgba, sizeof dxt5_srgba},
> +
> +       /* Not supported formats for which we don't have dumped data.
> +        * FIXME: add some data when we add the support. In the meantime,
> +        * the test will skip them.
> +        */
> +       {0x08b90, "GL_PALETTE4_RGB8_OES", 0, 3, 0, 0},
> +       {0x08b91, "GL_PALETTE4_RGBA8_OES", 0, 4, 0, 0},
> +       {0x08b92, "GL_PALETTE4_R5_G6_B5_OES", 0, 3, 0, 0},
> +       {0x08b93, "GL_PALETTE4_RGBA4_OES", 0, 4, 0, 0},
> +       {0x08b94, "GL_PALETTE4_RGB5_A1_OES", 0, 3, 0, 0},
> +       {0x08b95, "GL_PALETTE8_RGB8_OES", 0, 3, 0, 0},
> +       {0x08b96, "GL_PALETTE8_RGBA8_OES", 0, 4, 0, 0},
> +       {0x08b97, "GL_PALETTE8_R5_G6_B5_OES", 0, 3, 0, 0},
> +       {0x08b98, "GL_PALETTE8_RGBA4_OES", 0, 4, 0, 0},
> +       {0x08b99, "GL_PALETTE8_RGB5_A1_OES", 0, 3, 0, 0},
> +       {0, 0, 0, 0, 0, 0}
> +};
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 32;
> +
> +       config.window_width = win_width;
> +       config.window_height = win_height;
> +       config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGB;
> +       config.khr_no_error_support = PIGLIT_NO_ERRORS;
> +
> +PIGLIT_GL_TEST_CONFIG_END static void
> +
> +cleanup()
> +{
> +       int i;
> +       glDeleteProgram(sdrprog);
> +       glDeleteBuffers(1, &vbo);
> +       glDeleteVertexArrays(1, &vao);
> +
> +       for (i = 0; formats[i].fmt; i++) {
> +               if (formats[i].tex) {
> +                       glDeleteTextures(1, &formats[i].tex);
> +               }
> +       }
> +}
> +
> +static bool
> +create_cubemaps()
> +{
> +       int i, j;
> +
> +       for (i = 0; formats[i].fmt; i++) {
> +               int supported;
> +               int face_sz;
> +
> +               glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
> +               glGetInternalformativ(GL_TEXTURE_CUBE_MAP, formats[i].fmt,
> +                                     GL_INTERNALFORMAT_SUPPORTED,
> +                                     sizeof supported, &supported);
> +
> +               if (!supported) {
> +                       printf("Skipping: %s, not supported.\n",
> +                              formats[i].name);
> +                       continue;
> +               }
> +
> +               if (formats[i].data)
> +                       face_sz = formats[i].data_size / 6;
> +               else
> +                       face_sz = (sizeof pixels) / 6;
> +
> +               printf("Creating texture for format: %s\n", formats[i].name);
> +               glGenTextures(1, &formats[i].tex);
> +               glBindTexture(GL_TEXTURE_CUBE_MAP, formats[i].tex);
> +               glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER,
> +                               GL_LINEAR);
> +               glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER,
> +                               GL_LINEAR);
> +               glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S,
> +                               GL_CLAMP_TO_EDGE);
> +               glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T,
> +                               GL_CLAMP_TO_EDGE);
> +
> +               for (j = 0; j < 6; j++) {
> +                       unsigned int face =
> +                               GL_TEXTURE_CUBE_MAP_POSITIVE_X + j;
> +                       int err;
> +                       int is_compressed = 0;
> +
> +                       if (formats[i].data) {
> +                               glCompressedTexImage2D(face, 0,
> +                                                      formats[i].fmt, CUBESZ,
> +                                                      CUBESZ, 0, face_sz,
> +                                                      formats[i].data +
> +                                                      face_sz * j);
> +                               if ((err = glGetError()) != GL_NO_ERROR) {
> +                                       formats[i].tex = 0;
> +                                       glDeleteTextures(1, &formats[i].tex);
> +                                       fprintf(stderr, "OpenGL error: %d\n",
> +                                               err);
> +                                       return false;
> +                               }
> +                       } else {
> +                               glTexImage2D(GL_TEXTURE_2D, 0, formats[i].fmt,
> +                                            CUBESZ, CUBESZ, 0, GL_RGBA,
> +                                            GL_UNSIGNED_BYTE,
> +                                            pixels + face_sz * j);
> +                               glGetTexLevelParameteriv(GL_TEXTURE_2D, 0,
> +                                                        GL_TEXTURE_COMPRESSED,
> +                                                        &is_compressed);
> +                               if (!is_compressed
> +                                   || glGetError() != GL_NO_ERROR) {
> +                                       formats[i].tex = 0;
> +                                       glDeleteTextures(1, &formats[i].tex);
> +                                       break;
> +                               }
> +                       }
> +               }
> +               glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
> +       }
> +
> +       return true;
> +}
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> +       /* quad vertices (vec2) */
> +       static const float varr[] =
> +               { -1, -1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1 };
> +       unsigned int vsdr, fsdr;
> +       int status;
> +
> +       piglit_require_extension("GL_ARB_texture_cube_map");
> +
> +       if (!create_cubemaps())
> +               piglit_error = 1;
> +
> +       /* create vbo/vao */
> +       glGenBuffers(1, &vbo);
> +       glBindBuffer(GL_ARRAY_BUFFER, vbo);
> +       glBufferData(GL_ARRAY_BUFFER, sizeof varr, varr, GL_STATIC_DRAW);
> +
> +       glGenVertexArrays(1, &vao);
> +       glBindVertexArray(vao);
> +       glEnableVertexAttribArray(0);
> +       glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
> +       glBindBuffer(GL_ARRAY_BUFFER, 0);
> +       glBindVertexArray(0);
> +
> +       /* create shader */
> +       vsdr = glCreateShader(GL_VERTEX_SHADER);
> +       glShaderSource(vsdr, 1, &vsdr_src, 0);
> +       glCompileShader(vsdr);
> +       glGetShaderiv(vsdr, GL_COMPILE_STATUS, &status);
> +       if (!status) {
> +               fprintf(stderr, "Failed to compile vertex shader.\n");
> +               piglit_error = 1;
> +               return;
> +       }
> +       fsdr = glCreateShader(GL_FRAGMENT_SHADER);
> +       glShaderSource(fsdr, 1, &fsdr_src, 0);
> +       glCompileShader(fsdr);
> +       glGetShaderiv(fsdr, GL_COMPILE_STATUS, &status);
> +       if (!status) {
> +               fprintf(stderr, "Failed to compile fragment shader.\n");
> +               piglit_error = 1;
> +               return;
> +       }
> +       sdrprog = glCreateProgram();
> +       glAttachShader(sdrprog, vsdr);
> +       glAttachShader(sdrprog, fsdr);
> +       glBindAttribLocation(sdrprog, 0, "vpos");
> +       glLinkProgram(sdrprog);
> +       glGetProgramiv(sdrprog, GL_LINK_STATUS, &status);
> +       if (!status) {
> +               fprintf(stderr, "Failed to link program.\n");
> +               piglit_error = 1;
> +               return;
> +       }
> +       glUseProgram(sdrprog);
> +       if ((uloc_rot = glGetUniformLocation(sdrprog, "rot")) == -1) {
> +               fprintf(stderr, "failed to find uniform \"rot\"\n");
> +               piglit_error = 1;
> +               return;
> +       }
> +
> +       atexit(cleanup);
> +}
> +
> +enum piglit_result
> +piglit_display(void)
> +{
> +       int i, j;
> +       GLboolean pass = GL_TRUE;
> +
> +       /* rotation angles needed to make a pattern with
> +        * 3 X/Y/Z columns and 2 positive/negative rows */
> +       static const float theta_deg[] = { -90, 180, 0, 90, 180, 180 };
> +       static const float phi_deg[] = { 0, -90, 0, 0, 90, 0 };
> +
> +       if (piglit_error)
> +               return PIGLIT_FAIL;
> +
> +       glBindVertexArray(vao);
> +
> +       for (i = 0; formats[i].fmt; i++) {
> +               if (formats[i].tex) {
> +                       float probe[4];
> +
> +                       glBindTexture(GL_TEXTURE_CUBE_MAP, formats[i].tex);
> +
> +                       for (j = 0; j < 6; j++) {
> +                               float *color = colors[j];
> +
> +                               float theta = theta_deg[j] / 180.0 * M_PI;
> +                               float phi = phi_deg[j] / 180.0 * M_PI;
> +                               int x = (j % 3) * win_width / 3;
> +                               int y = (j / 3) * win_height / 2;
> +
> +                               glUniform2f(uloc_rot, phi, theta);      /* set rotation angles */
> +
> +                               int vp_x = x + 2;
> +                               int vp_y = y + 2;
> +                               int vp_w = win_width / 3 - 4;
> +                               int vp_h = win_height / 2 - 4;
> +
> +                               glViewport(vp_x, vp_y, vp_w, vp_h);
> +                               glDrawArrays(GL_TRIANGLES, 0, 6);
> +
> +                               x += win_width / 6;
> +                               y += win_height / 4;
> +
> +                               glReadPixels(x, y, 1, 1, GL_RGBA, GL_FLOAT,
> +                                            &probe);
> +                               pass = pass
> +                                       && piglit_compare_pixels(x, y, color,
> +                                                                probe,
> +                                                                tolerance,
> +                                                                formats[i].
> +                                                                num_channels);
> +                               if (!pass) {
> +                                       if (formats[i].data) {
> +                                               fprintf(stderr,
> +                                                       "Failed to render a %s cubemap.\n",
> +                                                       formats[i].name);
> +                                               return PIGLIT_FAIL;
> +                                       } else {
> +                                               /* We don't return PIGLIT_FAIL for formats we lack
> +                                                * dumped data, because the failure
> +                                                * might be due to bugs in the compression.
> +                                                * The purpose of this test is to check the
> +                                                * rendering */
> +                                               fprintf(stderr,
> +                                                       "Failed to compress or render a:\n%s cubemap.\n",
> +                                                       formats[i].name);
> +                                               break;
> +                                       }
> +                               }
> +                       }
> +
> +                       glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
> +               }
> +       }
> +
> +       glBindVertexArray(0);
> +
> +       if (glGetError() != GL_NO_ERROR)
> +               return PIGLIT_FAIL;
> +
> +       piglit_swap_buffers();
> +
> +       return PIGLIT_PASS;
> +}
> -- 
> 2.20.1
> 

Neither of these new files seem to be added to opengl.py

Dylan
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