---
 tests/spec/gl-3.2/layered-rendering/blit.c | 352 +++++++++++++++++++++++++++++
 1 file changed, 352 insertions(+)
 create mode 100644 tests/spec/gl-3.2/layered-rendering/blit.c

diff --git a/tests/spec/gl-3.2/layered-rendering/blit.c 
b/tests/spec/gl-3.2/layered-rendering/blit.c
new file mode 100644
index 0000000..d897840
--- /dev/null
+++ b/tests/spec/gl-3.2/layered-rendering/blit.c
@@ -0,0 +1,352 @@
+/*
+ * Copyright © 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.
+ */
+
+
+/** @file blit.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, Dest tex is layered
+ * | test3 | test4 |    test2:
+ * |       |       |      Source tex is layered, Dest tex is not layered
+ * *-------*-------*    test3:
+ * |       |       |      Source tex is not layered, Dest tex is layered
+ * | test1 | test2 |    test4:
+ * |       |       |      Source tex is not layered, Dest tex is not layered
+ * *-------*-------*
+ *
+ *    src dest           Each Test
+ *   *---*---*             Display source tex layers on left
+ *   |   |   | layer 1     Blit source tex to dest tex
+ *   *---*---*             Display resulting layers
+ *   |   |   | layer 2
+ *   *---*---*
+ */
+
+#include "piglit-util-gl-common.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+       config.supports_gl_compat_version = 32;
+       config.supports_gl_core_version = 32;
+
+       config.window_width  = 128;
+       config.window_height = 128;
+       config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+/* Values Set in piglit init */
+const int texWidth  = 32;
+const int texHeight = 32;
+const int texDepth  = 2;
+const int texelsPerLayer = 32 * 32;
+const int floatPerLayer  = 32 * 32 * 3;
+
+static const float srcColors[2][3] = {
+       {1, 0, 0}, {0, 1, 0}
+};
+
+static const float desColors[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.
+ */
+bool
+display_texture(int x, int y, int w, int h,
+                    GLuint tex, int layers)
+{
+       GLuint tempFBO;
+       int i, dx1, dy1, dx2, dy2;
+       GLenum fbStatus;
+
+       dx1 = x;
+       dx2 = x+w;
+
+       /* Gen temp fbo to work with */
+       glGenFramebuffers(1, &tempFBO);
+
+       if(layers == 1) {
+               dy1 = y;
+               dy2 = y+h;
+
+               glBindFramebuffer(GL_FRAMEBUFFER, tempFBO);
+               glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+                                      GL_TEXTURE_2D, tex, 0);
+
+               /* Blit layer to screen */
+               glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+               glBindFramebuffer(GL_READ_FRAMEBUFFER, tempFBO);
+               glBlitFramebuffer(0, 0, texWidth, texHeight,
+                                 dx1, dy1, dx2, dy2,
+                                 GL_COLOR_BUFFER_BIT, GL_NEAREST);
+       }
+       else {
+               /* loop through each layer */
+               for( i = 0; i < layers; i++) {
+                       dy1 = y + i*(h/layers);
+                       dy2 = y + (i+1)*(h/layers);
+
+                       /* Bind new layer to display */
+                       glBindFramebuffer(GL_FRAMEBUFFER, tempFBO);
+                       glFramebufferTextureLayer(GL_FRAMEBUFFER,
+                                                 GL_COLOR_ATTACHMENT0,
+                                                 tex, 0, i);
+
+                       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, 0);
+                       glBindFramebuffer(GL_READ_FRAMEBUFFER, tempFBO);
+                       glBlitFramebuffer(0, 0, texWidth, texHeight,
+                                         dx1, dy1, dx2, dy2,
+                                         GL_COLOR_BUFFER_BIT, GL_NEAREST);
+               }
+       }
+
+       /* Cleanup temp fbo */
+       glBindFramebuffer(GL_FRAMEBUFFER, 0);
+       glDeleteFramebuffers(1, &tempFBO);
+
+       return piglit_check_gl_error(GL_NO_ERROR);
+}
+
+void
+gen_color_data(float *colorData, int texelsPerLayer, int layers, bool 
useSrcTex)
+{
+       int i, j;
+       for(j = 0; j < layers; j++)
+       for(i = 0; i < texelsPerLayer; i++) {
+               int offset = j * texelsPerLayer * 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] = desColors[j][0];
+                       colorData[offset + 1] = desColors[j][1];
+                       colorData[offset + 2] = desColors[j][2];
+               }
+       }
+}
+
+void
+create_bind_texture(GLenum textureType, GLuint *texture, bool useSrcTex)
+{
+       piglit_check_gl_error(GL_NO_ERROR);
+
+       glGenTextures(1, texture);
+       glBindTexture(textureType, *texture);
+
+       glTexParameteri(textureType, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+       glTexParameteri(textureType, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+       glTexParameteri(textureType, GL_TEXTURE_WRAP_S, GL_REPEAT);
+       glTexParameteri(textureType, GL_TEXTURE_WRAP_T, GL_REPEAT);
+       glTexParameteri(textureType, GL_TEXTURE_WRAP_R, GL_REPEAT);
+
+       if(textureType == GL_TEXTURE_2D) {
+               float colorData[floatPerLayer];
+               gen_color_data(colorData, texelsPerLayer, 1, useSrcTex);
+               glTexImage2D(textureType, 0, GL_RGB, texWidth, texHeight, 0,
+                            GL_RGB, GL_FLOAT, colorData);
+       }
+       else if(textureType == GL_TEXTURE_3D) {
+               float colorData[texDepth * floatPerLayer];
+               gen_color_data(colorData, texelsPerLayer, texDepth, useSrcTex);
+               glTexImage3D(textureType, 0, GL_RGB, texWidth, texHeight,
+                            texDepth, 0, GL_RGB, GL_FLOAT, colorData);
+       }
+
+       if(!piglit_check_gl_error(GL_NO_ERROR)) {
+               glDeleteTextures(1, texture);
+               *texture = 0;
+       }
+}
+
+bool
+testFramebufferBlitLayered(int x, int y, int w, int h,
+                          bool sLayered, bool dLayered)
+{
+       bool pass = true;
+       GLuint srcFBO, desFBO;
+       GLuint srcTex, desTex;
+       GLenum fbStatus;
+       int srclayers = (sLayered) ? (texDepth) : (1);
+       int deslayers = (dLayered) ? (texDepth) : (1);
+
+       /* Set up source fbo */
+       glGenFramebuffers(1, &srcFBO);
+       glBindFramebuffer(GL_FRAMEBUFFER, srcFBO);
+
+       piglit_check_gl_error(GL_NO_ERROR);
+       if(sLayered) {
+               create_bind_texture(GL_TEXTURE_3D, &srcTex, true);
+               glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+                                    srcTex, 0);
+       }
+       else {
+               create_bind_texture(GL_TEXTURE_2D, &srcTex, true);
+               glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+                                    GL_TEXTURE_2D, srcTex, 0);
+       }
+
+       /* Check source framebuffer status */
+       fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+       if(fbStatus != GL_FRAMEBUFFER_COMPLETE) {
+               printf("FtestFramebufferBlitLayered srcFBO Status: %s\n",
+                      piglit_get_gl_enum_name(fbStatus));
+               return false;
+       }
+
+       /* Set up dest fbo */
+       glGenFramebuffers(1, &desFBO);
+       glBindFramebuffer(GL_FRAMEBUFFER, desFBO);
+
+       if(dLayered) {
+               create_bind_texture(GL_TEXTURE_3D, &desTex, false);
+               glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+                                    desTex, 0);
+       }
+       else {
+               create_bind_texture(GL_TEXTURE_2D, &desTex, false);
+               glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+                                      GL_TEXTURE_2D, desTex, 0);
+       }
+
+       /* Check dest framebuffer status */
+       fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+       if(fbStatus != GL_FRAMEBUFFER_COMPLETE) {
+               printf("testFramebufferBlitLayered desFBO 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 dest framebuffers */
+       glBindFramebuffer(GL_READ_FRAMEBUFFER, srcFBO);
+       glBindFramebuffer(GL_DRAW_FRAMEBUFFER, desFBO);
+       glBlitFramebuffer(0, 0, texWidth, texHeight,
+                         0, 0, texWidth, texHeight,
+                         GL_COLOR_BUFFER_BIT, GL_LINEAR);
+
+       /* Display the results */
+       display_texture(x, y, w/2, h, srcTex, srclayers);
+       display_texture(x+w/2, y, w/2, h, desTex, deslayers);
+
+       /* Check for pass condition */
+       if(sLayered) {
+               pass = piglit_probe_rect_rgb(x, y, w/2, h/2, srcColors[0])
+                      && pass;
+               pass = piglit_probe_rect_rgb(x, y+h/2, w/2, h/2, srcColors[1])
+                      && pass;
+       }
+       else {
+               pass = piglit_probe_rect_rgb(x, y, w/2, h, srcColors[0])
+                      && pass;
+       }
+
+       if(dLayered) {
+               pass = piglit_probe_rect_rgb(x+w/2, y, w/2, h/2, srcColors[0])
+                      && pass;
+               pass = piglit_probe_rect_rgb(x+w/2, y+h/2, w/2, h/2,
+                                            desColors[1])
+                      && pass;
+       }
+       else {
+               pass = piglit_probe_rect_rgb(x+w/2, y, w/2, h, srcColors[0])
+                      && pass;
+       }
+
+
+       /* Clean up */
+       glBindFramebuffer(GL_FRAMEBUFFER, 0);
+       glDeleteFramebuffers(1, &srcFBO);
+       glDeleteFramebuffers(1, &desFBO);
+       glDeleteTextures(1, &srcTex);
+       glDeleteTextures(1, &desTex);
+
+       /* 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)
+{
+
+}
+
+enum piglit_result
+piglit_display(void)
+{
+       bool pass = true;
+       int hw = piglit_width/2;
+       int hh = piglit_height/2;
+
+       glBindFramebuffer(GL_FRAMEBUFFER, 0);
+       glClearColor(1,1,1,1);
+       glClear(GL_COLOR_BUFFER_BIT);
+
+       /* Source is layered, Dest is layered */
+       pass = testFramebufferBlitLayered( 0,  0, hw, hh, true,  true)  && pass;
+
+       /* Source is layered, Dest is not layered */
+       pass = testFramebufferBlitLayered(hw,  0, hw, hh, true,  false) && pass;
+
+       /* Source not is layered, Dest is layered */
+       pass = testFramebufferBlitLayered( 0, hh, hw, hh, false, true)  && pass;
+
+       /* Source not is layered, Dest is not layered */
+       pass = testFramebufferBlitLayered(hw, hh, hw, hh, 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;
+}
-- 
1.8.3.1

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