From: Marek Olšák <[email protected]>

---
 tests/all.py                           |   6 +
 tests/fbo/CMakeLists.gl.txt            |   1 +
 tests/fbo/fbo-generatemipmap-cubemap.c | 499 +++++++++++++++++++++++++++++++++
 3 files changed, 506 insertions(+)
 create mode 100644 tests/fbo/fbo-generatemipmap-cubemap.c

diff --git a/tests/all.py b/tests/all.py
index bdc4077..65963cc 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -1682,6 +1682,9 @@ add_concurrent_test(arb_framebuffer_object, 
'fbo-drawbuffers-none glColorMaskInd
 add_concurrent_test(arb_framebuffer_object, 'fbo-drawbuffers-none 
glBlendFunci')
 add_concurrent_test(arb_framebuffer_object, 'fbo-drawbuffers-none 
glDrawPixels')
 add_concurrent_test(arb_framebuffer_object, 'fbo-drawbuffers-none 
glBlitFramebuffer')
+add_concurrent_test(arb_framebuffer_object, 'fbo-generatemipmap-cubemap')
+add_concurrent_test(arb_framebuffer_object, 'fbo-generatemipmap-cubemap 
RGB9_E5')
+add_concurrent_test(arb_framebuffer_object, 'fbo-generatemipmap-cubemap 
S3TC_DXT1')
 
 # Group ARB_framebuffer_sRGB
 arb_framebuffer_srgb = Group()
@@ -2586,6 +2589,9 @@ add_plain_test(arb_texture_cube_map_array, 
'arb_texture_cube_map_array-sampler-c
 add_concurrent_test(arb_texture_cube_map_array, 'getteximage-targets 
CUBE_ARRAY')
 add_concurrent_test(arb_texture_cube_map_array, 'glsl-resource-not-bound 
CubeArray')
 textureSize_samplers_atcma = ['samplerCubeArray', 'isamplerCubeArray', 
'usamplerCubeArray', 'samplerCubeArrayShadow' ];
+add_concurrent_test(arb_texture_cube_map_array, 'fbo-generatemipmap-cubemap 
array')
+add_concurrent_test(arb_texture_cube_map_array, 'fbo-generatemipmap-cubemap 
array RGB9_E5')
+add_concurrent_test(arb_texture_cube_map_array, 'fbo-generatemipmap-cubemap 
array S3TC_DXT1')
 
 import_glsl_parser_tests(arb_texture_cube_map_array,
                         os.path.join(testsDir, 'spec', 
'arb_texture_cube_map_array'),
diff --git a/tests/fbo/CMakeLists.gl.txt b/tests/fbo/CMakeLists.gl.txt
index 588fe26..a2b9bd0 100644
--- a/tests/fbo/CMakeLists.gl.txt
+++ b/tests/fbo/CMakeLists.gl.txt
@@ -55,6 +55,7 @@ piglit_add_executable (fbo-fragcoord fbo-fragcoord.c)
 piglit_add_executable (fbo-fragcoord2 fbo-fragcoord2.c)
 piglit_add_executable (fbo-generatemipmap fbo-generatemipmap.c)
 piglit_add_executable (fbo-generatemipmap-array fbo-generatemipmap-array.c)
+piglit_add_executable (fbo-generatemipmap-cubemap fbo-generatemipmap-cubemap.c)
 piglit_add_executable (fbo-generatemipmap-filtering 
fbo-generatemipmap-filtering.c)
 piglit_add_executable (fbo-generatemipmap-formats fbo-generatemipmap-formats.c)
 piglit_add_executable (fbo-generatemipmap-scissor fbo-generatemipmap-scissor.c)
diff --git a/tests/fbo/fbo-generatemipmap-cubemap.c 
b/tests/fbo/fbo-generatemipmap-cubemap.c
new file mode 100644
index 0000000..bcbfc37
--- /dev/null
+++ b/tests/fbo/fbo-generatemipmap-cubemap.c
@@ -0,0 +1,499 @@
+/*
+ * Copyright © 2014 Advanced Micro Devices, Inc.
+ *
+ * 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:
+ *     Marek Olšák <[email protected]>
+ */
+
+#include "piglit-util-gl-common.h"
+
+#define TEX_SIZE 32
+#define TEX_HALF (TEX_SIZE / 2)
+#define TEX_LEVELS 6
+
+#define DRAW_SIZE 32
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+       config.supports_gl_compat_version = 10;
+
+       config.window_width = 680;
+       config.window_height = 620;
+       config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+static const char *fs_cube =
+   "uniform samplerCube tex; \n"
+   "void main() \n"
+   "{ \n"
+   "   gl_FragColor = textureCube(tex, gl_TexCoord[0].xyz); \n"
+   "} \n";
+
+static const char *fs_cube_array =
+   "#version 130\n"
+   "#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 GLboolean test_array;
+static GLenum target;
+static GLenum num_layers;
+static GLuint prog;
+static GLenum format;
+
+static float colors[][4] = {
+       {0.0, 0.0, 0.0, 1.0},
+       {1.0, 0.0, 0.0, 1.0},
+       {0.0, 1.0, 0.0, 1.0},
+       {1.0, 1.0, 0.0, 1.0},
+       {0.0, 0.0, 1.0, 1.0},
+       {1.0, 0.0, 1.0, 1.0},
+       {0.0, 1.0, 1.0, 1.0},
+};
+#define NUM_COLORS ARRAY_SIZE(colors)
+
+static void
+load_texcube(void)
+{
+       float *p = malloc(TEX_SIZE * TEX_SIZE * num_layers * 4 * sizeof(float));
+       int x,y,z;
+
+       for (z = 0; z < num_layers; z++) {
+               for (y = 0; y < TEX_SIZE; y++) {
+                       for (x = 0; x < TEX_SIZE; x++) {
+                               int quadrant = y < TEX_SIZE/2 ? (x < TEX_SIZE/2 
? 0 : 1) :
+                                                               (x < TEX_SIZE/2 
? 2 : 3);
+                               float *dest = &p[(z*TEX_SIZE*TEX_SIZE + 
y*TEX_SIZE + x)*4];
+
+                               memcpy(dest, colors[(z + quadrant*2) % 
NUM_COLORS],
+                                      4 * sizeof(float));
+                       }
+               }
+       }
+
+       if (test_array) {
+               glTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, 0, 0, 0,
+                               TEX_SIZE, TEX_SIZE, num_layers, GL_RGBA, 
GL_FLOAT, p);
+       }
+       else {
+               glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, 0, 0,
+                               TEX_SIZE, TEX_SIZE, GL_RGBA, GL_FLOAT, p);
+               glTexSubImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, 0, 0,
+                               TEX_SIZE, TEX_SIZE, GL_RGBA, GL_FLOAT,
+                               p + TEX_SIZE*TEX_SIZE*4);
+               glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, 0, 0,
+                               TEX_SIZE, TEX_SIZE, GL_RGBA, GL_FLOAT,
+                               p + 2*TEX_SIZE*TEX_SIZE*4);
+               glTexSubImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, 0, 0,
+                               TEX_SIZE, TEX_SIZE, GL_RGBA, GL_FLOAT,
+                               p + 3*TEX_SIZE*TEX_SIZE*4);
+               glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, 0, 0,
+                               TEX_SIZE, TEX_SIZE, GL_RGBA, GL_FLOAT,
+                               p + 4*TEX_SIZE*TEX_SIZE*4);
+               glTexSubImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, 0, 0,
+                               TEX_SIZE, TEX_SIZE, GL_RGBA, GL_FLOAT,
+                               p + 5*TEX_SIZE*TEX_SIZE*4);
+       }
+       free(p);
+}
+
+static int
+create_texcube(void)
+{
+       GLuint tex, fb;
+       GLenum status;
+       int layer;
+
+       glGenTextures(1, &tex);
+       glBindTexture(target, tex);
+       glTexParameteri(target, GL_TEXTURE_MIN_FILTER, 
GL_NEAREST_MIPMAP_NEAREST);
+       glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+       if (test_array)
+               glTexStorage3D(target, TEX_LEVELS, format,
+                              TEX_SIZE, TEX_SIZE, num_layers);
+       else
+               glTexStorage2D(target, TEX_LEVELS, format,
+                              TEX_SIZE, TEX_SIZE);
+
+       glGenFramebuffers(1, &fb);
+       glBindFramebuffer(GL_FRAMEBUFFER, fb);
+
+       for (layer = 0; layer < num_layers; layer++) {
+               if (test_array)
+                       glFramebufferTextureLayer(GL_FRAMEBUFFER, 
GL_COLOR_ATTACHMENT0,
+                                                 tex, 0, layer);
+               else
+                       glFramebufferTexture2D(GL_FRAMEBUFFER, 
GL_COLOR_ATTACHMENT0,
+                                              GL_TEXTURE_CUBE_MAP_POSITIVE_X + 
layer,
+                                              tex, 0);
+
+               status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+               if (status != GL_FRAMEBUFFER_COMPLETE) {
+                       load_texcube();
+                       goto done;
+               }
+
+               glViewport(0, 0, TEX_SIZE, TEX_SIZE);
+               piglit_ortho_projection(TEX_SIZE, TEX_SIZE, GL_FALSE);
+
+               glColor4fv(colors[(layer + 0) % NUM_COLORS]);
+               piglit_draw_rect(0, 0, TEX_HALF, TEX_HALF);
+
+               glColor4fv(colors[(layer + 2) % NUM_COLORS]);
+               piglit_draw_rect(TEX_HALF, 0, TEX_HALF, TEX_HALF);
+
+               glColor4fv(colors[(layer + 4) % NUM_COLORS]);
+               piglit_draw_rect(0, TEX_HALF, TEX_HALF, TEX_HALF);
+
+               glColor4fv(colors[(layer + 6) % NUM_COLORS]);
+               piglit_draw_rect(TEX_HALF, TEX_HALF, TEX_HALF, TEX_HALF);
+       }
+
+done:
+       glGenerateMipmap(target);
+       glDeleteFramebuffers(1, &fb);
+       return tex;
+}
+
+#define FACE(x) (GL_TEXTURE_CUBE_MAP_##x - GL_TEXTURE_CUBE_MAP_POSITIVE_X)
+
+static void
+piglit_draw_rect_face(float x, float y, float w, float h, int face, int 
cube_layer)
+{
+       float verts[4][4];
+       float tex[4][4];
+       float sign = face % 2 ? -1 : 1;
+
+       verts[0][0] = x;
+       verts[0][1] = y;
+       verts[0][2] = 0.0;
+       verts[0][3] = 1.0;
+       verts[1][0] = x + w;
+       verts[1][1] = y;
+       verts[1][2] = 0.0;
+       verts[1][3] = 1.0;
+       verts[2][0] = x + w;
+       verts[2][1] = y + h;
+       verts[2][2] = 0.0;
+       verts[2][3] = 1.0;
+       verts[3][0] = x;
+       verts[3][1] = y + h;
+       verts[3][2] = 0.0;
+       verts[3][3] = 1.0;
+
+       switch (face) {
+       case FACE(POSITIVE_X):
+       case FACE(NEGATIVE_X):
+               tex[0][0] = sign;
+               tex[1][0] = sign;
+               tex[2][0] = sign;
+               tex[3][0] = sign;
+
+               tex[3][1] = -1 * sign;
+               tex[3][2] = 1;
+
+               tex[0][1] = -1 * sign;
+               tex[0][2] = -1;
+
+               tex[1][1] = 1 * sign;
+               tex[1][2] = -1;
+
+               tex[2][1] = 1 * sign;
+               tex[2][2] = 1;
+               break;
+
+       case FACE(POSITIVE_Y):
+       case FACE(NEGATIVE_Y):
+               tex[0][1] = sign;
+               tex[1][1] = sign;
+               tex[2][1] = sign;
+               tex[3][1] = sign;
+
+               tex[0][0] = 1 * sign;
+               tex[0][2] = -1;
+
+               tex[1][0] = -1 * sign;
+               tex[1][2] = -1;
+
+               tex[2][0] = -1 * sign;
+               tex[2][2] = 1;
+
+               tex[3][0] = 1 * sign;
+               tex[3][2] = 1;
+               break;
+
+       case FACE(POSITIVE_Z):
+       case FACE(NEGATIVE_Z):
+               tex[0][2] = sign;
+               tex[1][2] = sign;
+               tex[2][2] = sign;
+               tex[3][2] = sign;
+
+               tex[0][0] = 1;
+               tex[0][1] = 1 * sign;
+
+               tex[1][0] = -1;
+               tex[1][1] = 1 * sign;
+
+               tex[2][0] = -1;
+               tex[2][1] = -1 * sign;
+
+               tex[3][0] = 1;
+               tex[3][1] = -1 * sign;
+               break;
+
+       default:
+               assert(0);
+       }
+
+       tex[0][3] = cube_layer;
+       tex[1][3] = cube_layer;
+       tex[2][3] = cube_layer;
+       tex[3][3] = cube_layer;
+
+       glVertexPointer(4, GL_FLOAT, 0, verts);
+       glTexCoordPointer(4, GL_FLOAT, 0, tex);
+       glEnableClientState(GL_VERTEX_ARRAY);
+       glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+
+       glDrawArrays(GL_QUADS, 0, 4);
+
+       glDisableClientState(GL_VERTEX_ARRAY);
+       glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+}
+
+static void
+draw_face(int face, int cube_layer, int x, int y)
+{
+       int loc;
+
+       glUseProgram(prog);
+       loc = glGetUniformLocation(prog, "tex");
+       glUniform1i(loc, 0); /* texture unit p */
+
+       glViewport(0, 0, piglit_width, piglit_height);
+       piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
+
+       glBindFramebuffer(GL_FRAMEBUFFER, piglit_winsys_fbo);
+
+       piglit_draw_rect_face(x, y, DRAW_SIZE, DRAW_SIZE, face, cube_layer);
+       glUseProgram(0);
+}
+
+static void
+draw_cube(int x, int y, int level, int cube_layer)
+{
+       glTexParameteri(target, GL_TEXTURE_MIN_LOD, level);
+       glTexParameteri(target, GL_TEXTURE_MAX_LOD, level);
+
+       draw_face(FACE(POSITIVE_X), cube_layer, x,              y+DRAW_SIZE);
+       draw_face(FACE(POSITIVE_Y), cube_layer, x+DRAW_SIZE,    y+DRAW_SIZE);
+       draw_face(FACE(NEGATIVE_X), cube_layer, x+DRAW_SIZE*2,  y+DRAW_SIZE);
+       draw_face(FACE(NEGATIVE_Y), cube_layer, x+DRAW_SIZE*3,  y+DRAW_SIZE);
+       draw_face(FACE(POSITIVE_Z), cube_layer, x+DRAW_SIZE,    y+DRAW_SIZE*2);
+       draw_face(FACE(NEGATIVE_Z), cube_layer, x+DRAW_SIZE,    y);
+}
+
+static void
+draw_mipmap_tree(int x, int y)
+{
+       int i,j;
+
+       for (i = 0; i < TEX_LEVELS; i++) {
+               int cubes = num_layers / 6;
+
+               for (j = 0; j < cubes; j++) {
+                       draw_cube(x + j*(DRAW_SIZE * 4 + 5),
+                                 y + i*(DRAW_SIZE * 3 + 5), i, j);
+               }
+       }
+}
+
+static bool
+test_face(int face, int level, int cube, float *observed)
+{
+       int size = TEX_SIZE >> level;
+       int layer = cube*6 + face;
+       int x,y,i,c;
+       bool pass = true;
+       float *e;
+
+       e = malloc(size * size * 4 * sizeof(float));
+
+       if (size == 1) {
+               memset(e, 0, 4 * sizeof(float));
+
+               for (i = 0; i < 4; i++)
+                       for (c = 0; c < 4; c++)
+                               e[c] += colors[(layer + i*2) % NUM_COLORS][c] * 
0.25;
+       }
+       else {
+               for (y = 0; y < size; y++) {
+                       for (x = 0; x < size; x++) {
+                               int quadrant = y < size/2 ? (x < size/2 ? 0 : 
1) :
+                                                           (x < size/2 ? 2 : 
3);
+                               float *color = colors[(layer + quadrant*2) % 
NUM_COLORS];
+
+                               memcpy(&e[(y*size+x)*4], color, sizeof(float) * 
4);
+                       }
+               }
+       }
+
+
+       for (y = 0; y < size; y++) {
+               for (x = 0; x < size; x++) {
+                       float *probe = &observed[(y*size+x)*4];
+                       float *expected = &e[(y*size+x)*4];
+
+                       for (i = 0; i < 4; ++i) {
+                               if (fabs(probe[i] - expected[i]) >= 
piglit_tolerance[i]) {
+                                       printf("Probe color at (%i,%i)\n", x, 
y);
+                                       printf("  Expected: %f %f %f %f\n",
+                                              expected[0], expected[1], 
expected[2], expected[3]);
+                                       printf("  Observed: %f %f %f %f\n",
+                                              probe[0], probe[1], probe[2], 
probe[3]);
+                                       printf("  when testing face %i, level 
%i, cube %i\n",
+                                              face, level, cube);
+                                       pass = false;
+                                       goto done;
+                               }
+                       }
+               }
+       }
+
+done:
+       free(e);
+       return pass;
+}
+
+static bool
+test_mipmap_tree(void)
+{
+       bool pass = true;
+       int layer, level;
+
+       for (level = 0; level < TEX_LEVELS; level++) {
+               int size = TEX_SIZE >> level;
+               float *observed;
+
+               /* With a compressed texture, skip checking the second and
+                * third last levels, because one DXTC block cannot contain
+                * more than 2 colors.
+                *
+                * However, always test the last level, which should only
+                * contain one color, which is the average of all 4.
+                */
+               if (format == GL_COMPRESSED_RGB_S3TC_DXT1_EXT &&
+                   level >= TEX_LEVELS-3 && level <= TEX_LEVELS-2)
+                       continue;
+
+               if (test_array) {
+                       observed = malloc(num_layers * size * size * 4 * 
sizeof(float));
+                       glGetTexImage(target, level, GL_RGBA, GL_FLOAT, 
observed);
+
+                       for (layer = 0; layer < num_layers; layer++) {
+                               pass = pass && test_face(layer % 6, level, 
layer / 6,
+                                                        observed + layer * 
size * size * 4);
+                       }
+
+                       free(observed);
+               }
+               else {
+                       for (layer = 0; layer < num_layers; layer++) {
+                               observed = malloc(size * size * 4 * 
sizeof(float));
+                               glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X + 
layer,
+                                             level, GL_RGBA, GL_FLOAT, 
observed);
+
+                               pass = pass && test_face(layer, level, 0, 
observed);
+
+                               free(observed);
+                       }
+               }
+       }
+
+       return pass;
+}
+
+enum piglit_result
+piglit_display(void)
+{
+       GLboolean pass = GL_TRUE;
+       GLuint tex;
+
+       glClear(GL_COLOR_BUFFER_BIT);
+
+       tex = create_texcube();
+
+       draw_mipmap_tree(5, 5);
+
+       pass = test_mipmap_tree();
+
+       glDeleteTextures(1, &tex);
+       piglit_present_results();
+       return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
+
+void piglit_init(int argc, char **argv)
+{
+       int i;
+
+       piglit_require_extension("GL_ARB_framebuffer_object");
+       piglit_require_extension("GL_ARB_texture_storage");
+       piglit_require_GLSL_version(120);
+
+       format = GL_RGBA8;
+       target = GL_TEXTURE_CUBE_MAP;
+       num_layers = 6;
+
+       for (i = 1; i < argc; i++) {
+               if (strcmp(argv[i], "array") == 0) {
+                       piglit_require_GLSL_version(130);
+                       
piglit_require_extension("GL_ARB_texture_cube_map_array");
+                       test_array = GL_TRUE;
+                       target = GL_TEXTURE_CUBE_MAP_ARRAY;
+                       num_layers = 6 * 5;
+               }
+               else if (strcmp(argv[i], "RGB9_E5") == 0) {
+                       /* Test a non-renderable format. */
+                       
piglit_require_extension("GL_EXT_texture_shared_exponent");
+                       format = GL_RGB9_E5;
+               }
+               else if (strcmp(argv[i], "S3TC_DXT1") == 0) {
+                       /* Test a compressed format. */
+                       
piglit_require_extension("GL_EXT_texture_compression_s3tc");
+                       format = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
+                       piglit_set_tolerance_for_bits(5, 6, 5, 8);
+               }
+               else {
+                       assert(0);
+               }
+       }
+
+       prog = piglit_build_simple_program(NULL, test_array ? fs_cube_array :
+                                                             fs_cube);
+
+       glClearColor(0.25, 0.25, 0.25, 0.25);
+}
-- 
1.8.3.2

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