This tests cubemap array shadow support, these are different as we have to pass the compare value not in the texture coord but in a separate attribute.
Tested against NVIDIA 295 series. Signed-off-by: Dave Airlie <[email protected]> --- .../arb_texture_cube_map_array/CMakeLists.gl.txt | 1 + .../sampler-cube-array-shadow.c | 288 ++++++++++++++++++++ 2 files changed, 289 insertions(+), 0 deletions(-) create mode 100644 tests/spec/arb_texture_cube_map_array/sampler-cube-array-shadow.c diff --git a/tests/spec/arb_texture_cube_map_array/CMakeLists.gl.txt b/tests/spec/arb_texture_cube_map_array/CMakeLists.gl.txt index 562d192..3d3f19b 100644 --- a/tests/spec/arb_texture_cube_map_array/CMakeLists.gl.txt +++ b/tests/spec/arb_texture_cube_map_array/CMakeLists.gl.txt @@ -12,3 +12,4 @@ link_libraries ( piglit_add_executable (arb_texture_cube_map_array-cubemap cubemap.c) piglit_add_executable (arb_texture_cube_map_array-teximage3d-invalid-values teximage3d-invalid-values.c) piglit_add_executable (arb_texture_cube_map_array-get get.c) +piglit_add_executable (arb_texture_cube_map_array-sampler-cube-array-shadow sampler-cube-array-shadow.c) diff --git a/tests/spec/arb_texture_cube_map_array/sampler-cube-array-shadow.c b/tests/spec/arb_texture_cube_map_array/sampler-cube-array-shadow.c new file mode 100644 index 0000000..a907121 --- /dev/null +++ b/tests/spec/arb_texture_cube_map_array/sampler-cube-array-shadow.c @@ -0,0 +1,288 @@ +/* + * Copyright © 2011 Intel Corporation + * 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. + */ + +/* Author: Dave Airlie */ +/* + * Test to verify samplerCubeArrayShadow support + * + * samplerCubeArrayShadow takes the compare value in an extra vertex attrib. + * This test works like sampler-cube-shadow except it uses the cube + * map array interfaces. + */ + +#include "piglit-util-gl-common.h" + +PIGLIT_GL_TEST_MAIN( + 400 /*window_width*/, + 300 /*window_height*/, + GLUT_RGB | GLUT_DOUBLE) + +static GLuint tex; +static GLint prog; +static GLint fs; +static GLint vs; + +/* These texture coordinates should have 1 or -1 in the major axis + * ('r' coordinate) selecting the face, a nearly-1-or-negative-1 value + * in the other two coordinates (s,t) and a reference value ('q' coordinate) + * used for shadow comparisons + */ +static GLfloat cube_shadow_texcoords[6][4][5] = { + { /* GL_TEXTURE_CUBE_MAP_POSITIVE_X */ + {1.0, 0.99, 0.99, 0.0, -0.50}, + {1.0, 0.99, -0.99, 0.0, 0.00}, + {1.0, -0.99, -0.99, 0.0, 0.50}, + {1.0, -0.99, 0.99, 0.0, 0.00}, + }, + { /* GL_TEXTURE_CUBE_MAP_NEGATIVE_X */ + {-1.0, 0.99, -0.99, 0.0, 0.90}, + {-1.0, 0.99, 0.99, 0.0, 0.20}, + {-1.0, -0.99, 0.99, 0.0,-0.50}, + {-1.0, -0.99, -0.99, 0.0, 0.20}, + }, + { /* GL_TEXTURE_CUBE_MAP_POSITIVE_Y */ + {-0.99, 1.0, -0.99, 0.0, 0.35}, + { 0.99, 1.0, -0.99, 0.0, 1.20}, + { 0.99, 1.0, 0.99, 0.0, 0.35}, + {-0.99, 1.0, 0.99, 0.0, -0.50}, + }, + { /* GL_TEXTURE_CUBE_MAP_NEGATIVE_Y */ + {-0.99, -1.0, 0.99, 0.0, 0.50}, + {-0.99, -1.0, -0.99, 0.0, -0.50}, + { 0.99, -1.0, -0.99, 0.0, 0.50}, + { 0.99, -1.0, 0.99, 0.0, 1.50}, + }, + { /* GL_TEXTURE_CUBE_MAP_POSITIVE_Z */ + {-0.99, 0.99, 1.0, 0.0, 0.85}, + {-0.99, -0.99, 1.0, 0.0, 0.85}, + { 0.99, -0.99, 1.0, 0.0, 0.85}, + { 0.99, 0.99, 1.0, 0.0, 0.85}, + }, + { /* GL_TEXTURE_CUBE_MAP_NEGATIVE_Z */ + { 0.99, 0.99, -1.0, 0.0, 0.90}, + {-0.99, 0.99, -1.0, 0.0, 0.90}, + {-0.99, -0.99, -1.0, 0.0, 0.90}, + { 0.99, -0.99, -1.0, 0.0, 0.90}, + }, +}; + +static const char *vertShaderText = + "#version 130\n" + "in float compf;\n" + "out float compval;\n" + "void main()\n" + "{\n" + " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" + " gl_TexCoord[0] = gl_MultiTexCoord0;\n" + " compval = compf;\n" + "}\n"; + +static const char *fragShaderText = + "#version 130\n" + "#extension GL_ARB_texture_cube_map_array : enable\n" + "uniform samplerCubeArrayShadow cubeArrayShadow;\n" + "in float compval;\n" + "void main()\n" + "{\n" + " float shadow = texture(cubeArrayShadow, gl_TexCoord[0], compval);\n" + " gl_FragColor = vec4(shadow, shadow, shadow, 1.0);\n" + "}\n"; + +static void +shaderSetup(void) +{ + vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vertShaderText); + fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fragShaderText); + prog = piglit_link_simple_program(vs, fs); + piglit_UseProgram(prog); +} + + +static void +loadTex(void) +{ + #define height 2 + #define width 2 + int i, j; + GLfloat tex_vals[6][width][height]; + + /* Set the cubemap depth values for each face */ + for (i=0; i < height; ++i) { + for (j=0; j < width; ++j) { + tex_vals[0][i][j] = 0.0; + tex_vals[1][i][j] = 0.2; + tex_vals[2][i][j] = 0.35; + tex_vals[3][i][j] = 0.50; + tex_vals[4][i][j] = 0.75; + tex_vals[5][i][j] = 1.0; + } + } + + /* Render the epth cube texture using LUMINANCE */ + glGenTextures(1, &tex); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, tex); + glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_GENERATE_MIPMAP, GL_FALSE); + glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_S, + GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, + GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, + GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_DEPTH_TEXTURE_MODE, + GL_LUMINANCE); + glTexParameterf(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_COMPARE_MODE, + GL_COMPARE_REF_TO_TEXTURE ); + glTexParameterf(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_COMPARE_FUNC, + GL_LEQUAL); + + glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, GL_DEPTH_COMPONENT, + width, height, 6, 0, GL_DEPTH_COMPONENT, GL_FLOAT, (void*)tex_vals); + #undef height + #undef width +} + +void +piglit_init(int argc, char **argv) +{ + piglit_require_extension("GL_ARB_texture_cube_map_array"); + loadTex(); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0, piglit_width, 0, piglit_height, -1, 1); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + glClearColor(0.1, 0.1, 0.1, 1.0); + shaderSetup(); +} + + +enum piglit_result +piglit_display(void) +{ + GLint loc1, loc2; + GLboolean pass = GL_TRUE; + GLfloat white[4] = {1.0, 1.0, 1.0, 1.0}; + GLfloat black[4] = {0.0, 0.0, 0.0, 1.0}; + + loc1 = glGetUniformLocation(prog, "cubeArrayShadow"); + loc2 = piglit_GetAttribLocation(prog, "compf"); + + glClear(GL_COLOR_BUFFER_BIT); + glMatrixMode(GL_MODELVIEW); + + glUniform1i(loc1, 0); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glEnableVertexAttribArray(loc2); + + /* Apply each face of cubemap as texture to a polygon */ + /* Polygon 1 */ + glTexCoordPointer(4, GL_FLOAT, 5*sizeof(GLfloat), cube_shadow_texcoords[0]); + glVertexAttribPointer(loc2, 1, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat), + &cube_shadow_texcoords[0][0][4]); + piglit_draw_rect(100, 125, 50, 50); + /* Polygon 2 */ + glTexCoordPointer(4, GL_FLOAT, 5*sizeof(GLfloat), cube_shadow_texcoords[1]); + glVertexAttribPointer(loc2, 1, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat), + &cube_shadow_texcoords[1][0][4]); + piglit_draw_rect(175, 125, 50, 50); + /* Polygon 3 */ + glTexCoordPointer(4, GL_FLOAT, 5*sizeof(GLfloat), cube_shadow_texcoords[2]); + glVertexAttribPointer(loc2, 1, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat), + &cube_shadow_texcoords[2][0][4]); + piglit_draw_rect(250, 125, 50, 50); + /* Polygon 4 */ + glTexCoordPointer(4, GL_FLOAT, 5*sizeof(GLfloat), cube_shadow_texcoords[3]); + + glVertexAttribPointer(loc2, 1, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat), + &cube_shadow_texcoords[3][0][4]); + piglit_draw_rect(100, 200, 50, 50); + /* Polygon 5 */ + glTexCoordPointer(4, GL_FLOAT, 5*sizeof(GLfloat), cube_shadow_texcoords[4]); + glVertexAttribPointer(loc2, 1, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat), + &cube_shadow_texcoords[4][0][4]); + piglit_draw_rect(175, 200, 50, 50); + /* Polygon 6 */ + glTexCoordPointer(4, GL_FLOAT, 5*sizeof(GLfloat), cube_shadow_texcoords[5]); + glVertexAttribPointer(loc2, 1, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat), + &cube_shadow_texcoords[5][0][4]); + piglit_draw_rect(250, 200, 50, 50); + + /* Test the pixel color of polygons against the expected output */ + /* Polygon 1 */ + pass = piglit_probe_pixel_rgb(101, 170, white); + pass = pass && piglit_probe_pixel_rgb(105, 130, white); + pass = pass && piglit_probe_pixel_rgb(120, 145, white); + pass = pass && piglit_probe_pixel_rgb(145, 126, white); + pass = pass && piglit_probe_pixel_rgb(105, 174, black); + pass = pass && piglit_probe_pixel_rgb(130, 155, black); + pass = pass && piglit_probe_pixel_rgb(145, 170, black); + pass = pass && piglit_probe_pixel_rgb(149, 130, black); + + /* Polygon 2 */ + pass = pass && piglit_probe_pixel_rgb(176, 170, black); + pass = pass && piglit_probe_pixel_rgb(180, 130, black); + pass = pass && piglit_probe_pixel_rgb(195, 145, black); + pass = pass && piglit_probe_pixel_rgb(220, 126, black); + pass = pass && piglit_probe_pixel_rgb(224, 130, white); + pass = pass && piglit_probe_pixel_rgb(205, 155, white); + pass = pass && piglit_probe_pixel_rgb(220, 170, white); + pass = pass && piglit_probe_pixel_rgb(180, 174, white); + + /* Polygon 3 */ + pass = pass && piglit_probe_pixel_rgb(251, 130, white); + pass = pass && piglit_probe_pixel_rgb(255, 170, white); + pass = pass && piglit_probe_pixel_rgb(270, 155, white); + pass = pass && piglit_probe_pixel_rgb(290, 174, white); + pass = pass && piglit_probe_pixel_rgb(255, 126, black); + pass = pass && piglit_probe_pixel_rgb(280, 145, black); + pass = pass && piglit_probe_pixel_rgb(295, 130, black); + pass = pass && piglit_probe_pixel_rgb(299, 170, black); + + /* Polygon 4 */ + pass = pass && piglit_probe_pixel_rgb(101, 205, black); + pass = pass && piglit_probe_pixel_rgb(105, 245, black); + pass = pass && piglit_probe_pixel_rgb(120, 230, black); + pass = pass && piglit_probe_pixel_rgb(145, 249, black); + pass = pass && piglit_probe_pixel_rgb(105, 201, white); + pass = pass && piglit_probe_pixel_rgb(130, 220, white); + pass = pass && piglit_probe_pixel_rgb(145, 205, white); + pass = pass && piglit_probe_pixel_rgb(149, 245, white); + + /* Polygon 5 & 6 are filled with a flat color. So probe using + * piglit_probe_rect_rgb + */ + pass = pass && piglit_probe_rect_rgba(175, 200, 50, 50, black); + pass = pass && piglit_probe_rect_rgba(250, 200, 50, 50, white); + + pass = piglit_check_gl_error(GL_NO_ERROR) && pass; + if (piglit_automatic) + piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL); + piglit_present_results(); + return pass ? PIGLIT_PASS : PIGLIT_FAIL; +} -- 1.7.1 _______________________________________________ Piglit mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/piglit
