On 04/04/2013 09:33 AM, Roland Scheidegger wrote:
Am 04.04.2013 01:55, schrieb Brian Paul:
On 04/03/2013 05:14 PM, [email protected] wrote:
From: Roland Scheidegger<[email protected]>

Similar to arb_shader_texture_lod-texgrad, but using cube maps instead.
Given the somewhat undefined behavior of explicit gradients with cube
maps, the main purpose of the test is really to test that those work at
all, as there doesn't seem to be any other test covering this.
That said, drivers which simply drop explicit derivatives on the floor
(like softpipe) pass this perfectly as it simply compares implicit vs.
explicit behavior (which, given the fuzzy specification, might not be
really required to be the same here, though given the chosen values, that
is the major axis derivatives being zero, it might seem like a reasonable
assumption).
I guess something which would also test that the implementation is really
using explicit derivatives instead of implicit ones would also be
desirable,
but I'll leave that for now, I couldn't really come up with something.
---
   .../execution/CMakeLists.gl.txt                    |    1 +
   .../arb_shader_texture_lod/execution/texgradcube.c |  195
++++++++++++++++++++
   2 files changed, 196 insertions(+)
   create mode 100644
tests/spec/arb_shader_texture_lod/execution/texgradcube.c

diff --git
a/tests/spec/arb_shader_texture_lod/execution/CMakeLists.gl.txt
b/tests/spec/arb_shader_texture_lod/execution/CMakeLists.gl.txt
index c403939..2366fa9 100644
--- a/tests/spec/arb_shader_texture_lod/execution/CMakeLists.gl.txt
+++ b/tests/spec/arb_shader_texture_lod/execution/CMakeLists.gl.txt
@@ -10,5 +10,6 @@ link_libraries (
   )

   piglit_add_executable (arb_shader_texture_lod-texgrad texgrad.c)
+piglit_add_executable (arb_shader_texture_lod-texgradcube texgradcube.c)

   # vim: ft=cmake:
diff --git a/tests/spec/arb_shader_texture_lod/execution/texgradcube.c
b/tests/spec/arb_shader_texture_lod/execution/texgradcube.c
new file mode 100644
index 0000000..90f7ddc
--- /dev/null
+++ b/tests/spec/arb_shader_texture_lod/execution/texgradcube.c
@@ -0,0 +1,195 @@
+/*
+ * Copyright (c) 2013 VMware, 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
+ * on the rights to use, copy, modify, merge, publish, distribute, sub
+ * license, 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
+ * NON-INFRINGEMENT.  IN NO EVENT SHALL THE AUTHORS AND/OR THEIR
+ * SUPPLIERS 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:
+ *    Roland Scheidegger<[email protected]>
+ *
+ * Based on arb_shader_texture_lod-texgrad:
+ *    Marek Olšák<[email protected]>
+ */
+
+#include "piglit-util-gl-common.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+    config.supports_gl_compat_version = 10;
+
+    config.window_width = 512;
+    config.window_height = 256;
+    config.window_visual = PIGLIT_GL_VISUAL_RGB |
PIGLIT_GL_VISUAL_DOUBLE;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+#define TEX_WIDTH 256
+#define TEX_HEIGHT 256
+
+static const float colors[][3] = {
+    {1.0, 0.0, 0.0},
+    {0.0, 1.0, 0.0},
+    {0.0, 0.0, 1.0},
+    {1.0, 1.0, 0.0},
+    {0.0, 1.0, 1.0},
+    {1.0, 0.0, 1.0},
+    {0.5, 0.0, 0.5},
+    {1.0, 1.0, 1.0},
+};
+
+static const char *sh_tex =
+    "uniform samplerCube tex;"
+    "void main()"
+    "{"
+    "   gl_FragColor = textureCube(tex, gl_TexCoord[0].xyz);"
+    "}";
+
+static const char *sh_texgrad =
+    "#extension GL_ARB_shader_texture_lod : enable\n"
+    "uniform samplerCube tex;"
+    "void main()"
+    "{"
+    "   gl_FragColor = textureCubeGradARB(tex, gl_TexCoord[0].xyz,"
+    "                                     dFdx(gl_TexCoord[0].xyz),"
+    "                                     dFdy(gl_TexCoord[0].xyz));"
+    "}";
+
+static GLint prog_tex, prog_texgrad;
+
+void piglit_init(int argc, char **argv)
+{
+    GLuint tex, fb;
+    GLenum status;
+    int i, j, dim;
+    static GLuint fs_tex, fs_texgrad;
+
+    piglit_require_GLSL();
+    piglit_require_extension("GL_EXT_framebuffer_object");
+    piglit_require_extension("GL_ARB_shader_texture_lod");
+
+    fs_tex = piglit_compile_shader_text(GL_FRAGMENT_SHADER, sh_tex);
+    fs_texgrad = piglit_compile_shader_text(GL_FRAGMENT_SHADER,
sh_texgrad);
+    prog_tex = piglit_link_simple_program(0, fs_tex);
+    prog_texgrad = piglit_link_simple_program(0, fs_texgrad);
+
+    glGenTextures(1,&tex);
+    glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
+
+    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR);
+    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
+
+    for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j<=
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; j++) {
+        for (i = 0, dim = TEX_WIDTH; dim>0; i++, dim /= 2) {
+            glTexImage2D(j, i, GL_RGBA,
+                     dim, dim,
+                     0,
+                     GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+        }
+    }
+    assert(glGetError() == 0);
+
+    glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
+    glDisable(GL_TEXTURE_CUBE_MAP);
+
+    glGenFramebuffersEXT(1,&fb);
+    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb);
+
+    for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j<=
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; j++) {
+        for (i = 0, dim = TEX_WIDTH; dim>0; i++, dim /= 2) {
+            glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
+                          GL_COLOR_ATTACHMENT0_EXT,
+                          j,
+                          tex,
+                          i);
+
+            status = glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT);
+            if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
+                fprintf(stderr, "FBO incomplete\n");
+                piglit_report_result(PIGLIT_SKIP);
+            }
+
+            glClearColor(colors[i][0],
+                     colors[i][1],
+                     colors[i][2],
+                     0.0);
+            glClear(GL_COLOR_BUFFER_BIT);
+
+            assert(glGetError() == 0);
+        }
+    }
+
+    glDeleteFramebuffersEXT(1,&fb);
+    glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
+
+    glMatrixMode(GL_PROJECTION);
+    glLoadIdentity();
+    glFrustum(-0.1, 0.1, -0.1, 0.1, 0.1, 1000.0);
+
+    glMatrixMode(GL_MODELVIEW);
+    glLoadIdentity();
+    glTranslatef(-0.5, -0.5, -1.2);
+    glRotatef(68, 0, 1, 0);
+    glScalef(2000, 1, 1);
+
+    glEnable(GL_TEXTURE_CUBE_MAP);
+    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+
+    piglit_set_tolerance_for_bits(7, 7, 7, 7);
+
+    printf("Left: textureCube, Right: textureCubeGradARB\n");
+}
+
+static void draw_quad()
+{
+    glBegin(GL_QUADS);
+    glTexCoord3f(-0.5, -0.5, 1);
+    glVertex2f(0, 0);
+    glTexCoord3f(0.5, -0.5, 1);
+    glVertex2f(1, 0);
+    glTexCoord3f(0.5, 0.5, 1);
+    glVertex2f(1, 1);
+    glTexCoord3f(-0.5, 0.5, 1);
+    glVertex2f(0, 1);
+    glEnd();
+}
+
+enum piglit_result piglit_display(void)
+{
+    GLboolean pass = GL_TRUE;
+
+    glViewport(0, 0, piglit_width, piglit_height);
+    glClearColor(0.5, 0.5, 0.5, 0.5);
+    glClear(GL_COLOR_BUFFER_BIT);
+
+    glViewport(0, 0, piglit_width/2, piglit_height);
+    glUseProgram(prog_tex);
+    draw_quad();
+
+    glViewport(piglit_width/2, 0, piglit_width/2, piglit_height);
+    glUseProgram(prog_texgrad);
+    draw_quad();
+
+    if (!piglit_probe_rect_halves_equal_rgba(0, 0, piglit_width,
piglit_height))
+        pass = GL_FALSE;
+
+    piglit_present_results();
+
+    return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}

It looks like you're building a complete mipmap but only testing the 0th
mipmap level.  Could you hit those other levels by drawing some smaller
quads?
No the test does hit all mip levels (or rather, 6 out of 8 here). Don't
ask me how but that's the same as the noncube version.

Ah, so the texcoords "cross" multiple mipmap levels?  I see.


It is true however that only one cube face is hit (but it doesn't matter
which one in any case as they are all the same color, and just the same
the texel doesn't matter neither - only the derivatives matter for
picking the right level). I guess I could make the faces which are
supposed to not get picked a different color though.

Your call.

-Brian
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