Commit 342179ad authored by Dave Airlie's avatar Dave Airlie

arb_texture_cube_map_array: basic cubemap test (v2)

This creates a cube map array of 2 cubes, and tests the upload via
glTexImage3D and rendering of each layer happens correctly.

note it needs to redefine the common cubemap stuff as they are in the
wrong order for cubemap arrays.

v2: fixup Brian's review
Reviewed-by: Brian Paul's avatarBrian Paul <brianp@vmware.com>
Signed-off-by: default avatarDave Airlie <airlied@redhat.com>
parent ddee8cc4
......@@ -18,6 +18,7 @@ add_subdirectory (arb_uniform_buffer_object)
add_subdirectory (ati_draw_buffers)
add_subdirectory (arb_texture_buffer_object)
add_subdirectory (arb_texture_compression)
add_subdirectory (arb_texture_cube_map_array)
add_subdirectory (arb_texture_float)
add_subdirectory (arb_texture_storage)
add_subdirectory (arb_timer_query)
......
include_directories(
${GLEXT_INCLUDE_DIR}
${OPENGL_INCLUDE_PATH}
)
link_libraries (
piglitutil_${piglit_target_api}
${OPENGL_gl_LIBRARY}
${OPENGL_glu_LIBRARY}
)
piglit_add_executable (arb_texture_cube_map_array-cubemap cubemap.c)
/*
* Copyright © 2012 Red Hat
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* 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:
* Dave Airlie
*
*/
/*
* arb_texture_cube_map_array-cubemap
*
* This constructs a two layer mipmapped cube array, and tests
* that sampling from each level of both layers produces the correct
* results.
*/
#include "piglit-util-gl-common.h"
#define PAD 5
#define NUM_LAYERS 2
PIGLIT_GL_TEST_MAIN(
(64 * 6 + PAD * 9) * 2 /*window_width*/,
400*NUM_LAYERS /*window_height*/,
GLUT_DOUBLE | GLUT_RGB)
int max_size;
static const char *prog = "arb_texture_cube_map_array-cubemap";
static const GLfloat colors[][3] = {
{1.0, 1.0, 1.0},
{1.0, 1.0, 0.0},
{1.0, 0.0, 0.0},
{1.0, 0.0, 1.0},
{0.0, 0.0, 1.0},
{0.0, 1.0, 1.0},
{0.0, 1.0, 0.0},
};
/* we need a larger size than the common code so just copy them in */
GLfloat a_cube_face_texcoords[6][4][4];
void setup_texcoords(void)
{
int i, j;
for (i = 0; i < 6; i++) {
for (j = 0; j < 4; j++) {
memcpy(a_cube_face_texcoords[i][j], cube_face_texcoords[i][j], 3 * sizeof(GLfloat));
}
}
}
static const char *frag_shader =
"#extension GL_ARB_texture_cube_map_array : enable\n"
"uniform samplerCubeArray tex; \n"
"void main()\n"
"{\n"
" gl_FragColor = texture(tex, gl_TexCoord[0]);\n"
"}\n";
static GLuint frag_shader_cube_array;
static GLuint program_cube_array;
#if defined(_MSC_VER)
/**
* Find the first bit set in i and return the index set of that bit.
*/
static int
ffs(int i)
{
int bit;
if (i == 0) {
return 0;
}
for (bit = 1; !(i & 1); bit++) {
i = i >> 1;
}
return bit;
}
#endif
static void
set_image(int level, int size, int *color)
{
GLfloat *color1;
GLfloat *color2;
GLfloat *tex;
int x, y;
int face;
// int color = 0;
int face_size;
face_size = size * size * 3;
tex = malloc(NUM_LAYERS * 6 * face_size * sizeof(GLfloat));
for (face = 0; face < NUM_LAYERS * 6; face++) {
if (face % 6 == 0)
*color = face / 6;
color1 = colors[*color];
color2 = colors[(*color + 1) % ARRAY_SIZE(colors)];
/* Set the texture for this face to one corner being color2 and the
* rest color1. If the texture is 1x1, then it's all color1.
*/
for (y = 0; y < size; y++) {
for (x = 0; x < size; x++) {
GLfloat *chosen_color;
if (y >= (size / 2) || x >= (size / 2))
chosen_color = color1;
else
chosen_color = color2;
tex[(face * face_size) + (y * size + x) * 3 + 0] = chosen_color[0];
tex[(face * face_size) + (y * size + x) * 3 + 1] = chosen_color[1];
tex[(face * face_size) + (y * size + x) * 3 + 2] = chosen_color[2];
}
}
*color = (*color + 1) % ARRAY_SIZE(colors);
}
glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, level, GL_RGB, size, size, 6 * NUM_LAYERS, 0, GL_RGB, GL_FLOAT, tex);
free(tex);
}
/**
* Tests that the mipmap drawn at (x,y)-(x+size,y+size) has the majority color,
* with color+1 in bottom left.
*/
static bool
test_results(int x, int y, int size, int level, int face, bool mipmapped,
int color, int layer)
{
GLfloat *color1 = colors[color];
GLfloat *color2 = colors[(color + 1) % ARRAY_SIZE(colors)];
bool pass = true;
int x1 = x + size / 4, x2 = x + size * 3 / 4;
int y1 = y + size / 4, y2 = y + size * 3 / 4;
if (size == 1) {
pass = pass && piglit_probe_pixel_rgb(x1, y1, color1);
} else {
pass = pass && piglit_probe_pixel_rgb(x1, y1, color2);
pass = pass && piglit_probe_pixel_rgb(x2, y1, color1);
pass = pass && piglit_probe_pixel_rgb(x2, y2, color1);
pass = pass && piglit_probe_pixel_rgb(x1, y2, color1);
}
if (!pass) {
int base_size = size * (1 << level);
printf("Cube map failed at size %dx%d, level %d (%dx%d), face %s%s\n",
base_size, base_size, level, size, size,
cube_face_names[face],
mipmapped ? ", mipmapped" : "");
}
return pass;
}
static bool
draw_at_size(int size, int x_offset, int y_offset,
bool mipmapped)
{
GLfloat row_y = PAD + y_offset;
int dim, face;
int color = 0, level = 0;
GLuint texname;
bool pass = true;
GLint loc;
glUseProgram(program_cube_array);
loc = glGetUniformLocation(program_cube_array, "tex");
glUniform1i(loc, 0); /* texture unit p */
/* Create the texture. */
glGenTextures(1, &texname);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY_ARB, texname);
/* For each face drawing, we want to only see that face's contents at
* that mipmap level.
*/
if (mipmapped) {
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY_ARB,
GL_TEXTURE_MIN_FILTER,
GL_NEAREST_MIPMAP_NEAREST);
} else {
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY_ARB,
GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY_ARB,
GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY_ARB,
GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY_ARB,
GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
/* Fill in faces on each level */
for (dim = size; dim > 0; dim /= 2) {
set_image(level, dim, &color);
if (!mipmapped)
break;
level++;
}
color = 0;
level = 0;
for (dim = size; dim > 0; dim /= 2) {
GLfloat row_x = PAD + x_offset;
for (face = 0; face < 6 * NUM_LAYERS; face++) {
GLint realface = face % 6;
GLint layer = face / 6;
GLfloat base_x = row_x + realface * (max_size + PAD);
GLfloat base_y = row_y + (400 * layer);
if (realface == 0)
color = layer;
glBegin(GL_QUADS);
a_cube_face_texcoords[realface][0][3] = layer;
a_cube_face_texcoords[realface][1][3] = layer;
a_cube_face_texcoords[realface][2][3] = layer;
a_cube_face_texcoords[realface][3][3] = layer;
glTexCoord4fv(a_cube_face_texcoords[realface][0]);
glVertex2f(base_x, base_y);
glTexCoord4fv(a_cube_face_texcoords[realface][1]);
glVertex2f(base_x + dim, base_y);
glTexCoord4fv(a_cube_face_texcoords[realface][2]);
glVertex2f(base_x + dim, base_y + dim);
glTexCoord4fv(a_cube_face_texcoords[realface][3]);
glVertex2f(base_x, base_y + dim);
glEnd();
if (dim > 2) {
pass = test_results(base_x, base_y,
dim, level, realface,
mipmapped,
color, layer) && pass;
}
color = (color + 1) % ARRAY_SIZE(colors);
}
if (!mipmapped)
break;
row_y += dim + PAD;
level++;
}
glDeleteTextures(1, &texname);
glUseProgram(0);
return pass;
}
enum piglit_result
piglit_display(void)
{
int dim;
bool pass = true;
int i = 0, y_offset = 0;
int row_dim = 0;
piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
/* Clear background to gray */
glClearColor(0.5, 0.5, 0.5, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
/* First, do each size from MAX_SIZExMAX_SIZE to 1x1 as a
* single texture level.
*/
y_offset = 0;
for (dim = max_size; dim > 0; dim /= 2) {
pass = draw_at_size(dim, 0, y_offset, false) && pass;
y_offset += dim + PAD;
}
/* Next, do each size with mipmaps from MAX_SIZExMAX_SIZE
* to 1x1.
*/
y_offset = 0;
for (dim = max_size; dim > 0; dim /= 2) {
int x_offset = (i % 2 == 1) ? 0 : piglit_width / 2;
row_dim = (row_dim < dim) ? dim : row_dim;
pass &= draw_at_size(dim, x_offset, y_offset, true);
if (i % 2 == 0) {
y_offset += row_dim * 2 + (ffs(dim) + 3) * PAD;
row_dim = 0;
}
i++;
}
glutSwapBuffers();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
void
piglit_init(int argc, char **argv)
{
int i;
piglit_require_extension("GL_ARB_texture_cube_map_array");
max_size = 64;
for (i = 1; i < argc; i++) {
if (strcmp(argv[i], "npot") == 0) {
piglit_require_extension("GL_ARB_texture_non_power_of_two");
max_size = 50;
break;
}
}
frag_shader_cube_array = piglit_compile_shader_text(GL_FRAGMENT_SHADER, frag_shader);
piglit_check_gl_error(GL_NO_ERROR);
program_cube_array = piglit_link_simple_program(0, frag_shader_cube_array);
piglit_check_gl_error(GL_NO_ERROR);
setup_texcoords();
}
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