[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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