---
 tests/all.py                                       |   1 +
 .../spec/arb_direct_state_access/CMakeLists.gl.txt |   1 +
 .../spec/arb_direct_state_access/framebufferblit.c | 326 +++++++++++++++++++++
 3 files changed, 328 insertions(+)
 create mode 100644 tests/spec/arb_direct_state_access/framebufferblit.c

diff --git a/tests/all.py b/tests/all.py
index 8e45442..71b4498 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -4029,6 +4029,7 @@ 
spec['ARB_direct_state_access']['flushmappednamedbufferrange'] = PiglitGLTest(['
 spec['ARB_direct_state_access']['getnamedbufferparameter'] = 
PiglitGLTest(['arb_direct_state_access-getnamedbufferparameter'], 
run_concurrent=True)
 spec['ARB_direct_state_access']['getnamedbuffersubdata'] = 
PiglitGLTest(['arb_direct_state_access-getnamedbuffersubdata'], 
run_concurrent=True)
 spec['ARB_direct_state_access']['namedframebufferrenderbuffer'] = 
PiglitGLTest(['arb_direct_state_access-namedframebufferrenderbuffer'], 
run_concurrent=True)
+spec['ARB_direct_state_access']['framebufferblit'] = 
PiglitGLTest(['arb_direct_state_access-framebufferblit'], run_concurrent=True)
 
 arb_shader_image_load_store = spec['ARB_shader_image_load_store']
 arb_shader_image_load_store['atomicity'] = 
PiglitGLTest(['arb_shader_image_load_store-atomicity'], run_concurrent=True)
diff --git a/tests/spec/arb_direct_state_access/CMakeLists.gl.txt 
b/tests/spec/arb_direct_state_access/CMakeLists.gl.txt
index 488ca18..727acc2 100644
--- a/tests/spec/arb_direct_state_access/CMakeLists.gl.txt
+++ b/tests/spec/arb_direct_state_access/CMakeLists.gl.txt
@@ -26,6 +26,7 @@ piglit_add_executable 
(arb_direct_state_access-flushmappednamedbufferrange flush
 piglit_add_executable (arb_direct_state_access-getnamedbufferparameter 
getnamedbufferparameter.c)
 piglit_add_executable (arb_direct_state_access-getnamedbuffersubdata 
getnamedbuffersubdata.c)
 piglit_add_executable (arb_direct_state_access-namedframebufferrenderbuffer 
namedframebufferrenderbuffer.c)
+piglit_add_executable (arb_direct_state_access-framebufferblit 
framebufferblit.c)
 piglit_add_executable (arb_direct_state_access-dsa-textures dsa-textures.c 
dsa-utils.c)
 piglit_add_executable (arb_direct_state_access-texturesubimage 
texturesubimage.c)
 piglit_add_executable (arb_direct_state_access-bind-texture-unit 
bind-texture-unit.c)
diff --git a/tests/spec/arb_direct_state_access/framebufferblit.c 
b/tests/spec/arb_direct_state_access/framebufferblit.c
new file mode 100644
index 0000000..e405dec
--- /dev/null
+++ b/tests/spec/arb_direct_state_access/framebufferblit.c
@@ -0,0 +1,326 @@
+/*
+ * Copyright © 2013, 2015 Intel Corporation
+ *
+ * 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.
+ */
+
+
+/** @file framebufferblit.c
+ *
+ * Section 4.3.2(Reading and Copying Pixels) From GL spec 3.2 core:
+ *   If the read framebuffer is layered (see section 4.4.7), pixel values are
+ * read from layer zero. If the draw framebuffer is layered, pixel values are
+ * written to layer zero. If both read and draw framebuffers are layered, the
+ * blit operation is still performed only on layer zero.
+ *
+ * Test Layout
+ * *-------*-------*    test1:
+ * |       |       |      Source tex is layered, destination tex is layered
+ * | test3 | test4 |    test2:
+ * |       |       |      Source tex is layered, destination tex is not layered
+ * *-------*-------*    test3:
+ * |       |       |      Source tex is not layered, destination tex is layered
+ * | test1 | test2 |    test4:
+ * |       |       |      Source tex is not layered, destination tex is not 
layered
+ * *-------*-------*
+ *
+ *    src dst           Each Test
+ *   *---*---*             Display source tex layers on left
+ *   |   |   | layer 1     Blit source tex to destination tex
+ *   *---*---*             Display resulting layers
+ *   |   |   | layer 2
+ *   *---*---*
+ *
+ * Based on tests/spec/gl-3.2/layered-rendering/blit.c
+ * This file tests this with direct state access.
+ */
+
+#include "piglit-util-gl.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+       config.supports_gl_compat_version = 32;
+       config.supports_gl_core_version = 32;
+       config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+/* Values Set in piglit init */
+static const int texWidth  = 32;
+static const int texHeight = 32;
+static const int texDepth  = 2;
+
+static const float srcColors[2][3] = {
+       {0.5, 0.4, 0.3}, {0, 1, 0}
+};
+
+static const float dstColors[2][3] = {
+       {0, 0, 1}, {0, 1, 1}
+};
+
+/*
+ * Blit the passed texture to the screen. If texture is layered,
+ * loops through each layer and blit it to the screen. Otherwise scales
+ * the layer zero vertically with a factor of texDepth.
+ */
+bool
+display_texture(int x, int y, GLuint tex, int layers)
+{
+       GLuint tempFBO;
+       GLenum fbStatus;
+
+       /* Gen temp fbo to work with */
+       glCreateFramebuffers(1, &tempFBO);
+
+       if (layers == 1) {
+               glNamedFramebufferTexture(tempFBO, GL_COLOR_ATTACHMENT0,
+                                         tex, 0);
+
+               /* Blit layer to screen */
+               glBindFramebuffer(GL_DRAW_FRAMEBUFFER, piglit_winsys_fbo);
+               glBindFramebuffer(GL_READ_FRAMEBUFFER, tempFBO);
+               glBlitFramebuffer(0, 0, texWidth, texHeight,
+                                 x, y, x + texWidth, y + texDepth * texHeight,
+                                 GL_COLOR_BUFFER_BIT, GL_NEAREST);
+       } else {
+               int i;
+
+               /* loop through each layer */
+               for (i = 0; i < layers; i++) {
+                       /* Bind new layer to display */
+                       glNamedFramebufferTextureLayer(tempFBO,
+                                                      GL_COLOR_ATTACHMENT0,
+                                                      tex, 0, i);
+
+                       glBindFramebuffer(GL_FRAMEBUFFER, tempFBO);
+                       fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+                       if (fbStatus != GL_FRAMEBUFFER_COMPLETE) {
+                               printf("Framebuffer Status: %s\n",
+                                      piglit_get_gl_enum_name(fbStatus));
+                               return false;
+                       }
+
+                       /* Blit layer to screen */
+                       glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 
piglit_winsys_fbo);
+                       glBindFramebuffer(GL_READ_FRAMEBUFFER, tempFBO);
+                       glBlitFramebuffer(0, 0, texWidth, texHeight,
+                                         x,
+                                          y + i * texHeight,
+                                         x + texWidth,
+                                          y + (i + 1) * texHeight,
+                                         GL_COLOR_BUFFER_BIT, GL_NEAREST);
+               }
+       }
+
+       /* Cleanup temp fbo */
+       glBindFramebuffer(GL_FRAMEBUFFER, piglit_winsys_fbo);
+       glDeleteFramebuffers(1, &tempFBO);
+
+       return piglit_check_gl_error(GL_NO_ERROR);
+}
+
+float *
+gen_color_data(int layers, bool useSrcTex)
+{
+       int i, j;
+       float *colorData = malloc(layers * texWidth * texHeight * 3 *
+                               sizeof(float));
+
+       for (j = 0; j < layers; j++) {
+               for (i = 0; i < texWidth * texHeight; i++) {
+                       int offset = j * texWidth * texHeight * 3 + i * 3;
+                       if (useSrcTex) {
+                               colorData[offset + 0] = srcColors[j][0];
+                               colorData[offset + 1] = srcColors[j][1];
+                               colorData[offset + 2] = srcColors[j][2];
+                       } else {
+                               colorData[offset + 0] = dstColors[j][0];
+                               colorData[offset + 1] = dstColors[j][1];
+                               colorData[offset + 2] = dstColors[j][2];
+                       }
+               }
+       }
+
+       return colorData;
+}
+
+GLuint
+create_bind_texture(GLenum textureType, bool useSrcTex)
+{
+       GLuint texture = 0;
+       float *colorData = NULL;
+
+       piglit_check_gl_error(GL_NO_ERROR);
+
+       glCreateTextures(textureType, 1, &texture);
+       glTextureParameteri(texture, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+       glTextureParameteri(texture, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+       switch (textureType) {
+       case GL_TEXTURE_2D:
+               colorData = gen_color_data(1, useSrcTex);
+               glTextureStorage2D(texture, 1, GL_RGB8, texWidth, texHeight);
+               glTextureSubImage2D(texture, 0, 0, 0, texWidth, texHeight,
+                                   GL_RGB, GL_FLOAT, colorData);
+               break;
+       case GL_TEXTURE_3D:
+               colorData = gen_color_data(texDepth, useSrcTex);
+               glTextureStorage3D(texture, 1, GL_RGB8, texWidth, texHeight,
+                                  texDepth);
+               glTextureSubImage3D(texture, 0, 0, 0, 0,
+                                   texWidth, texHeight, texDepth,
+                                   GL_RGB, GL_FLOAT, colorData);
+               break;
+       }
+
+       if (!piglit_check_gl_error(GL_NO_ERROR)) {
+               glDeleteTextures(1, &texture);
+               texture = 0;
+       }
+
+       if (colorData != NULL)
+               free(colorData);
+
+       return texture;
+}
+
+bool
+testFramebufferBlitLayered(int x, int y, bool srcLayered, bool dstLayered)
+{
+       bool pass = true;
+       GLuint srcFBO, dstFBO;
+       GLuint srcTex, dstTex;
+       GLenum fbStatus;
+
+       /* Set up source fbo */
+       glCreateFramebuffers(1, &srcFBO);
+       piglit_check_gl_error(GL_NO_ERROR);
+       if (srcLayered)
+               srcTex = create_bind_texture(GL_TEXTURE_3D, true);
+       else
+               srcTex = create_bind_texture(GL_TEXTURE_2D, true);
+       glNamedFramebufferTexture(srcFBO, GL_COLOR_ATTACHMENT0, srcTex, 0);
+
+       /* Check source framebuffer status */
+       glBindFramebuffer(GL_FRAMEBUFFER, srcFBO);
+       fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+       if (fbStatus != GL_FRAMEBUFFER_COMPLETE) {
+               printf("testFramebufferBlitLayered srcFBO Status: %s\n",
+                      piglit_get_gl_enum_name(fbStatus));
+               return false;
+       }
+
+       /* Set up dst fbo */
+       glCreateFramebuffers(1, &dstFBO);
+       if (dstLayered)
+               dstTex = create_bind_texture(GL_TEXTURE_3D, false);
+       else
+               dstTex = create_bind_texture(GL_TEXTURE_2D, false);
+       glNamedFramebufferTexture(dstFBO, GL_COLOR_ATTACHMENT0, dstTex, 0);
+
+       /* Check destination framebuffer status */
+       glBindFramebuffer(GL_FRAMEBUFFER, dstFBO);
+       fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+       if (fbStatus != GL_FRAMEBUFFER_COMPLETE) {
+               printf("testFramebufferBlitLayered dstFBO Status: %s\n",
+                      piglit_get_gl_enum_name(fbStatus));
+               return false;
+       }
+
+       /* Check for if any errors have occured */
+       if (!piglit_check_gl_error(GL_NO_ERROR)) {
+               printf("Error setting up framebuffers for test.\n");
+               return false;
+       }
+
+       /* Blit from source to destination framebuffers */
+       glBindFramebuffer(GL_READ_FRAMEBUFFER, srcFBO);
+       glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dstFBO);
+       glBlitFramebuffer(0, 0, texWidth, texHeight,
+                         0, 0, texWidth, texHeight,
+                         GL_COLOR_BUFFER_BIT, GL_LINEAR);
+
+       /* Display the results */
+       display_texture(x, y, srcTex, srcLayered ? texDepth : 1);
+       display_texture(x + texWidth, y, dstTex, dstLayered ? texDepth : 1);
+
+       /* Check for pass condition */
+       if (dstLayered) {
+               pass = piglit_probe_rect_rgb(x + texWidth, y,
+                                texWidth, texHeight, srcColors[0]) && pass;
+               pass = piglit_probe_rect_rgb(x + texWidth, y + texHeight,
+                                texWidth, texHeight, dstColors[1]) && pass;
+       } else {
+               pass = piglit_probe_rect_rgb(x + texWidth, y, texWidth,
+                                texDepth * texHeight, srcColors[0]) && pass;
+       }
+
+       /* Clean up */
+       glBindFramebuffer(GL_FRAMEBUFFER, piglit_winsys_fbo);
+       glDeleteFramebuffers(1, &srcFBO);
+       glDeleteFramebuffers(1, &dstFBO);
+       glDeleteTextures(1, &srcTex);
+       glDeleteTextures(1, &dstTex);
+
+       /* Check for if any errors have occured */
+       if (!piglit_check_gl_error(GL_NO_ERROR)) {
+               printf("Error setting up framebuffers for test.\n");
+               return false;
+       }
+
+       return pass;
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+       piglit_require_extension("GL_ARB_direct_state_access");
+}
+
+enum piglit_result
+piglit_display(void)
+{
+       bool pass = true;
+
+       glBindFramebuffer(GL_FRAMEBUFFER, piglit_winsys_fbo);
+       glClearColor(1,1,1,1);
+       glClear(GL_COLOR_BUFFER_BIT);
+
+       /* Source is layered, destination is layered */
+       pass = testFramebufferBlitLayered(0, 0, true, true) && pass;
+
+       /* Source is layered, destination is not layered */
+       pass = testFramebufferBlitLayered(2 * texWidth, 0, true, false) && pass;
+
+       /* Source not is layered, destination is layered */
+       pass = testFramebufferBlitLayered(0, texDepth * texHeight, false,
+                                        true) && pass;
+
+       /* Source not is layered, destination is not layered */
+       pass = testFramebufferBlitLayered(2 * texWidth, texDepth * texHeight,
+                                        false, false) && pass;
+
+       /* Check for if any errors have occured */
+       pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+
+       piglit_present_results();
+
+       return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
-- 
2.1.0

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