This patch modifies framebuffer-blit-levels to test that blitting
between miplevels of the stencil portion of a depth/stencil texture
works properly.  This is an important corner case for Mesa's i965
driver.

Note that stencil data can't be uploaded to a texture directly using
glTexImage2D().  It must be converted into a combined depth/stencil
format first.
---
 tests/all.tests                                    |   2 +-
 .../framebuffer-blit-levels.c                      | 111 ++++++++++++++++++---
 2 files changed, 99 insertions(+), 14 deletions(-)

diff --git a/tests/all.tests b/tests/all.tests
index 6f9982b..5f99fb2 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -1165,7 +1165,7 @@ spec['ARB_framebuffer_object'] = arb_framebuffer_object
 add_concurrent_test(arb_framebuffer_object, 
'same-attachment-glFramebufferTexture2D-GL_DEPTH_STENCIL_ATTACHMENT')
 add_concurrent_test(arb_framebuffer_object, 
'same-attachment-glFramebufferRenderbuffer-GL_DEPTH_STENCIL_ATTACHMENT')
 add_plain_test(arb_framebuffer_object, 'fdo28551')
-for format in ('rgba', 'depth'):
+for format in ('rgba', 'depth', 'stencil'):
     for test_mode in ('draw', 'read'):
         test_name = ' '.join(['framebuffer-blit-levels', test_mode, format])
         arb_framebuffer_object[test_name] = PlainExecTest(test_name + ' -auto')
diff --git a/tests/spec/arb_framebuffer_object/framebuffer-blit-levels.c 
b/tests/spec/arb_framebuffer_object/framebuffer-blit-levels.c
index c605eba..4e734ff 100644
--- a/tests/spec/arb_framebuffer_object/framebuffer-blit-levels.c
+++ b/tests/spec/arb_framebuffer_object/framebuffer-blit-levels.c
@@ -125,16 +125,78 @@ create_test_data_depth(GLfloat *data, unsigned level,
        }
 }
 
+/**
+ * Generate a block of test data appropriate for testing a stencil
+ * buffer.  Different values of the \c level parameter produce
+ * different unique sets of pixels.
+ *
+ * Since there are only 256 possible stencil values, we need to be
+ * clever to generate a pattern that doesn't repeat every 256 pixels.
+ * Here's how we do it: for each consecutive pair of values, we
+ * compute x = (16451 * (i + 1)) % 65521 (where i is the index of the
+ * pair, and starts at a different value for each miplevel).  Since
+ * 16451 and 65521 are relatively prime, this pattern won't repeat for
+ * 65521 pairs.  Then we set the first pixel in the pair to x / 256
+ * and the second pixel in the pair to x % 256.
+ */
+static void
+create_test_data_stencil(GLbyte *data, unsigned level,
+                        unsigned width, unsigned height)
+{
+       unsigned pixel;
+       unsigned num_pixels = width * height;
+       for (pixel = 0; pixel < num_pixels; ++pixel) {
+               unsigned i = (level * (SIZE * SIZE) + pixel) / 2;
+               unsigned x = (16451 * (i + 1)) % 65521;
+               if (pixel % 2 == 0)
+                       data[pixel] = x / 256;
+               else
+                       data[pixel] = x % 256;
+       }
+}
+
+/**
+ * As with create_test_data_stencil(), but intersperse the stencil
+ * data with depth values of 0, so that the resulting data can be
+ * uploaded to a depth/stencil texture using glTexImage2D().
+ */
+static void
+create_test_data_depthstencil(GLbyte *data, unsigned level,
+                             unsigned width, unsigned height)
+{
+       GLbyte *stencil_data = malloc(width * height);
+       unsigned i;
+       create_test_data_stencil(stencil_data, level, width, height);
+
+       for (i = 0; i < width * height; ++i) {
+               data[4 * i] = stencil_data[i];
+               data[4 * i + 1] = 0;
+               data[4 * i + 2] = 0;
+               data[4 * i + 3] = 0;
+       }
+
+       free(stencil_data);
+}
+
 static void
 create_test_data(GLfloat *data, GLenum texture_format,
                 unsigned level, unsigned width, unsigned height)
 {
-       if (texture_format == GL_RGBA)
+       switch (texture_format) {
+       case GL_RGBA:
                create_test_data_rgba(data, level, width, height);
-       else if (texture_format == GL_DEPTH_COMPONENT)
+               break;
+       case GL_DEPTH_COMPONENT:
                create_test_data_depth(data, level, width, height);
-       else
+               break;
+       case GL_DEPTH_STENCIL:
+               create_test_data_stencil((GLbyte *) data, level,
+                                        width, height);
+               break;
+       default:
                assert(0);
+               break;
+       }
 }
 
 static void
@@ -146,7 +208,8 @@ print_usage_and_exit(char *prog_name)
               "    read: test blitting *from* the given texture type\n"
               "  where <format> is one of:\n"
               "    rgba\n"
-              "    depth\n",
+              "    depth\n"
+              "    stencil\n",
               prog_name);
        piglit_report_result(PIGLIT_FAIL);
 }
@@ -180,6 +243,12 @@ piglit_init(int argc, char **argv)
                texture_type = GL_FLOAT;
                framebuffer_attachment = GL_DEPTH_ATTACHMENT;
                blit_mask = GL_DEPTH_BUFFER_BIT;
+       } else if (strcmp(argv[2], "stencil") == 0) {
+               texture_internal_format = GL_DEPTH_STENCIL;
+               texture_format = GL_DEPTH_STENCIL;
+               texture_type = GL_UNSIGNED_INT_24_8;
+               framebuffer_attachment = GL_DEPTH_STENCIL_ATTACHMENT;
+               blit_mask = GL_STENCIL_BUFFER_BIT;
        } else {
                print_usage_and_exit(argv[0]);
        }
@@ -239,7 +308,13 @@ upload_test_data(GLuint texture, unsigned data_level,
 
        glBindTexture(GL_TEXTURE_2D, texture);
 
-       create_test_data(data, texture_format, data_level, width, height);
+       if (texture_format == GL_DEPTH_STENCIL) {
+               create_test_data_depthstencil((GLbyte *) data, data_level,
+                                             width, height);
+       } else {
+               create_test_data(data, texture_format, data_level,
+                                width, height);
+       }
 
        glTexImage2D(GL_TEXTURE_2D, upload_level, texture_internal_format,
                     width, height, 0 /* border */, texture_format,
@@ -248,6 +323,18 @@ upload_test_data(GLuint texture, unsigned data_level,
        free(data);
 }
 
+static bool
+test_image(unsigned width, unsigned height, const GLfloat *expected)
+{
+       if (texture_format == GL_DEPTH_STENCIL) {
+               return piglit_probe_image_stencil(0, 0, width, height,
+                                                 (const GLubyte *) expected);
+       } else {
+               return piglit_probe_image_color(0, 0, width, height,
+                                               texture_format, expected);
+       }
+}
+
 enum piglit_result
 piglit_display()
 {
@@ -261,11 +348,13 @@ piglit_display()
                unsigned height = SIZE >> level;
                if (test_mode == TEST_MODE_READ) {
                        /* Populate directly */
-                       upload_test_data(test_texture, level, level,
+                       upload_test_data(test_texture,
+                                        level, level,
                                         width, height);
                } else {
                        /* Populate via aux texture */
-                       upload_test_data(aux_texture, level, 0,
+                       upload_test_data(aux_texture,
+                                        level, 0,
                                         width, height);
                        glBindFramebuffer(GL_READ_FRAMEBUFFER,
                                          aux_framebuffer);
@@ -297,9 +386,7 @@ piglit_display()
                                               GL_TEXTURE_2D,
                                               test_texture,
                                               level);
-                       pass = piglit_probe_image_color(0, 0, width, height,
-                                                       texture_format,
-                                                       data) && pass;
+                       pass = test_image(width, height, data) && pass;
                } else {
                        /* Read via aux texture */
                        glBindFramebuffer(GL_READ_FRAMEBUFFER,
@@ -322,9 +409,7 @@ piglit_display()
                                          blit_mask, GL_NEAREST);
                        glBindFramebuffer(GL_READ_FRAMEBUFFER,
                                          aux_framebuffer);
-                       pass = piglit_probe_image_color(0, 0, width, height,
-                                                       texture_format,
-                                                       data) && pass;
+                       pass = test_image(width, height, data) && pass;
                }
        }
 
-- 
1.7.12

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