This test renders to multiple slices of a 2D array texture
by using a geometry shader and the gl_Layer variable.

Signed-off-by: Jordan Justen <[email protected]>
---
 tests/all.tests                               |    4 +
 tests/spec/CMakeLists.txt                     |    1 +
 tests/spec/gl-3.2/CMakeLists.gl.txt           |   13 +
 tests/spec/gl-3.2/CMakeLists.txt              |    1 +
 tests/spec/gl-3.2/layered-2d-texture-render.c |  339 +++++++++++++++++++++++++
 5 files changed, 358 insertions(+)
 create mode 100644 tests/spec/gl-3.2/CMakeLists.gl.txt
 create mode 100644 tests/spec/gl-3.2/CMakeLists.txt
 create mode 100644 tests/spec/gl-3.2/layered-2d-texture-render.c

diff --git a/tests/all.tests b/tests/all.tests
index 6c1298d..75f79c3 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -707,6 +707,10 @@ for subtest in ['generated', 'written', 'flush']:
         cmdline = 'primitive-restart-xfb {0}'.format(subtest)
         gl31[cmdline] = concurrent_test('gl-3.1-' + cmdline)
 
+gl32 = Group()
+spec['!OpenGL 3.2'] = gl32
+gl32['layered-2d-texture-render'] = 
concurrent_test('gl-3.2-layered-2d-texture-render')
+
 # Group spec/glsl-es-1.00
 spec['glsl-es-1.00'] = Group()
 import_glsl_parser_tests(spec['glsl-es-1.00'],
diff --git a/tests/spec/CMakeLists.txt b/tests/spec/CMakeLists.txt
index f901a20..d2dda8a 100644
--- a/tests/spec/CMakeLists.txt
+++ b/tests/spec/CMakeLists.txt
@@ -59,6 +59,7 @@ add_subdirectory (gl-2.0)
 add_subdirectory (gl-2.1)
 add_subdirectory (gl-3.0)
 add_subdirectory (gl-3.1)
+add_subdirectory (gl-3.2)
 add_subdirectory (gles-2.0)
 add_subdirectory (gles-3.0)
 add_subdirectory (glx_arb_create_context)
diff --git a/tests/spec/gl-3.2/CMakeLists.gl.txt 
b/tests/spec/gl-3.2/CMakeLists.gl.txt
new file mode 100644
index 0000000..ac9e3d2
--- /dev/null
+++ b/tests/spec/gl-3.2/CMakeLists.gl.txt
@@ -0,0 +1,13 @@
+include_directories(
+       ${GLEXT_INCLUDE_DIR}
+       ${OPENGL_INCLUDE_PATH}
+)
+
+link_libraries (
+       piglitutil_${piglit_target_api}
+       ${OPENGL_gl_LIBRARY}
+       ${OPENGL_glu_LIBRARY}
+)
+
+piglit_add_executable (gl-3.2-layered-2d-texture-render 
layered-2d-texture-render.c)
+
diff --git a/tests/spec/gl-3.2/CMakeLists.txt b/tests/spec/gl-3.2/CMakeLists.txt
new file mode 100644
index 0000000..144a306
--- /dev/null
+++ b/tests/spec/gl-3.2/CMakeLists.txt
@@ -0,0 +1 @@
+piglit_include_target_api()
diff --git a/tests/spec/gl-3.2/layered-2d-texture-render.c 
b/tests/spec/gl-3.2/layered-2d-texture-render.c
new file mode 100644
index 0000000..0f77dc4
--- /dev/null
+++ b/tests/spec/gl-3.2/layered-2d-texture-render.c
@@ -0,0 +1,339 @@
+/*
+ * Copyright (c) 2013 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.
+ *
+ */
+
+/*
+ * Test 2D array texture rendering with gl_Layer
+ */
+
+#include "piglit-util-gl-common.h"
+
+#define PAD            5
+#define SIZE           64
+#define LAYERS         5
+#define LOD            7
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+       config.supports_gl_core_version = 32;
+       config.supports_gl_compat_version = 0;
+
+       config.window_width = (((SIZE+PAD)*LAYERS)+PAD);
+       config.window_height = (((SIZE+PAD)*2)+PAD);
+       config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGB;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+static GLuint rectangle_vertices_bo;
+
+/* VS, GS and FS to fill the 2D array texture */
+static const char *fill_tex_vs = 
+ "#version 150\n"
+ "in vec2 vertex;\n"
+ "out vec4 vertex_to_gs;\n"
+ "out int layer;\n"
+ "void main()\n"
+ "{\n"
+ " layer = gl_InstanceID;\n"
+ " vertex_to_gs = vec4(vertex, vec2(0.0, 1.0));\n"
+ "}\n";
+
+static const char *fill_tex_gs = 
+ "#version 150\n"
+ "uniform int color_bias;\n"
+ "in vec4 vertex_to_gs[3];\n"
+ "in int layer[3];\n"
+ "out vec3 color;\n"
+ "layout (triangle_strip, max_vertices=3) out;\n"
+ "vec3 get_color(int num)\n"
+ "{\n"
+ " vec3 result = vec3(0.0);\n"
+ " if ((num & 4) != 0) result.r = 1.0;"
+ " if ((num & 2) != 0) result.g = 1.0;"
+ " if ((num & 1) != 0) result.b = 1.0;"
+ " return result;\n"
+ "}\n"
+ "void main()\n"
+ "{\n"
+ " for (int i = 0; i < 3; i++) {\n"
+ "  gl_Position = vertex_to_gs[i];\n"
+ "  gl_Layer = layer[i];\n"
+ "  color = get_color(color_bias + layer[i]);\n"
+ "  EmitVertex();\n"
+ " }"
+ "}\n";
+
+static const char *fill_tex_fs = 
+ "#version 150\n"
+ "in vec3 color;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = vec4(color, 1.0);\n"
+ "}\n";
+
+/* VS and FS to use and test the 2D array texture */
+static const char *use_tex_vs = 
+ "#version 130\n"
+ "in vec2 vertex;\n"
+ "out vec2 coord;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = vec4(vertex, vec2(0.0, 1.0));\n"
+ " coord = (vertex * 0.5) + 0.5;\n"
+ "}\n";
+
+static const char *use_tex_fs =
+ "#version 130\n"
+ "uniform sampler2DArray tex; \n"
+ "uniform int layer;\n"
+ "uniform int lod;\n"
+ "in vec2 coord;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = textureLod(tex, vec3(coord, float(layer)), lod);\n"
+ "}\n";
+
+static GLuint fill_tex_program;
+static GLuint use_tex_program;
+
+static int get_x(int layer)
+{
+       return ((SIZE + PAD) * layer) + PAD;
+}
+
+static int get_y(int layer, int lod)
+{
+       int size = SIZE >> lod;
+       return PAD + (((1 << lod) - 1) * 2 * size);
+}
+
+static GLfloat* get_color(int num)
+{
+       int color_index;
+
+       static GLfloat colors[][3] = {
+               {0.0, 0.0, 0.0},
+               {0.0, 0.0, 1.0},
+               {0.0, 1.0, 0.0},
+               {0.0, 1.0, 1.0},
+               {1.0, 0.0, 0.0},
+               {1.0, 0.0, 1.0},
+               {1.0, 1.0, 0.0},
+               {1.0, 1.0, 1.0},
+       };
+
+       color_index = num % ARRAY_SIZE(colors);
+       return colors[color_index];
+}
+
+static bool
+render_tex_layers(GLuint tex)
+{
+       int lod;
+       GLint color_bias_loc;
+       GLenum status;
+       int color_index = 0;
+       int size;
+
+       glUseProgram(fill_tex_program);
+
+       color_bias_loc = glGetUniformLocation(fill_tex_program, "color_bias");
+
+       glBindBuffer(GL_ARRAY_BUFFER, rectangle_vertices_bo);
+       glBindAttribLocation(fill_tex_program, 0, "vertex");
+       glVertexAttribPointer(0, 2, GL_FLOAT, 0, 0, 0);
+       glEnableVertexAttribArray(0);
+       for (lod = 0; lod < LOD; lod++) {
+               size = SIZE >> lod;
+               glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 
lod);
+               status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+               if (status != GL_FRAMEBUFFER_COMPLETE) {
+                       fprintf(stderr, "fbo incomplete (status = %s)\n",
+                               piglit_get_gl_enum_name(status));
+                       return false;
+               }
+               glDrawBuffer(GL_COLOR_ATTACHMENT0);
+               glViewport(0, 0, size, size);
+               glUniform1i(color_bias_loc, color_index);
+               glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, LAYERS);
+               color_index += LAYERS;
+               glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 0, 
lod);
+       }
+       glBindFramebuffer(GL_FRAMEBUFFER, 0);
+       glDisableVertexAttribArray(0);
+
+       return true;
+}
+
+static GLuint
+build_texture(void)
+{
+       GLuint tex;
+       int lod;
+       int size;
+
+       glGenTextures(1, &tex);
+       glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
+       for (lod = 0; lod < LOD; lod++) {
+               size = SIZE >> lod;
+               glTexImage3D(GL_TEXTURE_2D_ARRAY, lod, GL_RGBA,
+                            size, size, LAYERS, 0, GL_RGBA, GL_FLOAT, NULL);
+       }
+
+       render_tex_layers(tex);
+
+       return tex;
+}
+
+static void
+draw_box(GLuint tex, int layer, int lod)
+{
+       GLint layer_loc, lod_loc;
+       int x = get_x(layer);
+       int y = get_y(layer, lod);
+       int size = SIZE >> lod;
+
+       layer_loc = glGetUniformLocation(use_tex_program, "layer");
+       lod_loc = glGetUniformLocation(use_tex_program, "lod");
+
+       glBindBuffer(GL_ARRAY_BUFFER, rectangle_vertices_bo);
+
+       glBindAttribLocation(use_tex_program, 0, "vertex");
+       glVertexAttribPointer(0, 2, GL_FLOAT, 0, 0, 0);
+       glEnableVertexAttribArray(0);
+
+       glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
+
+       glViewport(x, y, size, size);
+       glUniform1i(layer_loc, layer);
+       glUniform1i(lod_loc, lod);
+       glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+       glDisableVertexAttribArray(0);
+}
+
+static GLboolean
+test_results(int layer, int lod)
+{
+       int x = get_x(layer);
+       int y = get_y(layer, lod);
+       GLfloat *color3f = get_color((lod * LAYERS) + layer);
+       GLboolean pass;
+       int size = SIZE >> lod;
+
+       pass = piglit_probe_rect_rgb(x, y, size, size, color3f);
+
+       if (!pass) {
+               printf("2D array failed at size %d, layer %d\n",
+                      size, layer);
+       }
+
+       return pass;
+}
+
+static GLboolean
+test_texture(GLuint tex)
+{
+       int layer, lod;
+       GLint tex_loc;
+       GLboolean pass = GL_TRUE;
+       glUseProgram(use_tex_program);
+       glActiveTexture(GL_TEXTURE0);
+       tex_loc = glGetUniformLocation(use_tex_program, "tex");
+       glUniform1i(tex_loc, 0);
+
+       glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER,
+                       GL_NEAREST_MIPMAP_NEAREST);
+       glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER,
+                       GL_NEAREST);
+
+       for (lod = 0; lod < LOD; lod++) {
+               for (layer = 0; layer < LAYERS; layer++) {
+                       draw_box(tex, layer, lod);
+                       pass = test_results(layer, lod) && pass;
+               }
+       }
+
+       glUseProgram(0);
+       return pass;
+}
+
+enum piglit_result
+piglit_display(void)
+{
+       GLboolean pass;
+       GLuint vao, fbo;
+       GLuint tex;
+       static GLfloat verts[4][2] = {
+               { 1.0, -1.0},
+               {-1.0, -1.0},
+               { 1.0,  1.0},
+               {-1.0,  1.0},
+       };
+
+       /* Clear background to gray */
+       glClearColor(0.5, 0.5, 0.5, 1.0);
+       glClear(GL_COLOR_BUFFER_BIT);
+
+       glGenFramebuffers(1, &fbo);
+       glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+       glGenVertexArrays(1, &vao);
+       glBindVertexArray(vao);
+       glGenBuffers(1, &rectangle_vertices_bo);
+       glBindBuffer(GL_ARRAY_BUFFER, rectangle_vertices_bo);
+       glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
+
+       tex = build_texture();
+       pass = test_texture(tex);
+       glDeleteTextures(1, &tex);
+
+       piglit_present_results();
+
+       glDeleteBuffers(1, &rectangle_vertices_bo);
+       glDeleteFramebuffers(1, &fbo);
+       glDeleteVertexArrays(1, &vao);
+
+       return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+       GLuint vs, gs, fs;
+
+       vs = piglit_compile_shader_text(GL_VERTEX_SHADER, fill_tex_vs);
+       piglit_check_gl_error(GL_NO_ERROR);
+       gs = piglit_compile_shader_text(GL_GEOMETRY_SHADER, fill_tex_gs);
+       piglit_check_gl_error(GL_NO_ERROR);
+       fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fill_tex_fs);
+       piglit_check_gl_error(GL_NO_ERROR);
+       fill_tex_program = piglit_link_simple_gs_program(vs, gs, fs);
+       piglit_check_gl_error(GL_NO_ERROR);
+
+       vs = piglit_compile_shader_text(GL_VERTEX_SHADER, use_tex_vs);
+       piglit_check_gl_error(GL_NO_ERROR);
+       fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, use_tex_fs);
+       piglit_check_gl_error(GL_NO_ERROR);
+       use_tex_program = piglit_link_simple_program(vs, fs);
+       piglit_check_gl_error(GL_NO_ERROR);
+}
-- 
1.7.10.4

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