This test is wrong. The section 3.8.7 (page 160) of the GL 3.2 core specification says:
"Depth textures and the depth components of depth/stencil textures can be treated as RED textures during texture filtering and application (see section 3.8.15). The initial state for depth and depth/stencil textures treats them as RED textures." Your cited text from Appendix E is confusing and can be ignored. Sorry that I didn't review this earlier. I fixed this in Mesa some time ago: http://cgit.freedesktop.org/mesa/mesa/commit/?id=a6b1a7c0d269256ffbaf2300710601cde8ac872c Marek On Thu, Dec 5, 2013 at 11:26 PM, Brian Paul <[email protected]> wrote: > The spec says (d,d,d,1) should be returned. NVIDIA's current driver fails. > --- > tests/all.tests | 1 + > tests/spec/gl-3.2/CMakeLists.gl.txt | 1 + > tests/spec/gl-3.2/depth-tex-sampling.c | 211 > ++++++++++++++++++++++++++++++++ > 3 files changed, 213 insertions(+) > create mode 100644 tests/spec/gl-3.2/depth-tex-sampling.c > > diff --git a/tests/all.tests b/tests/all.tests > index 014f8d9..5f0ceb2 100644 > --- a/tests/all.tests > +++ b/tests/all.tests > @@ -729,6 +729,7 @@ gl31['required-texture-attachment-formats'] = > concurrent_test('gl-3.0-required-t > > spec['!OpenGL 3.2/minmax'] = concurrent_test('gl-3.2-minmax') > spec['!OpenGL 3.2/clear-no-buffers'] = > concurrent_test('gl-3.2-clear-no-buffers') > +spec['!OpenGL 3.2/depth-tex-sampling'] = > concurrent_test('gl-3.2-depth-tex-sampling') > spec['!OpenGL 3.2/get-buffer-parameter-i64v'] = > concurrent_test('gl-3.2-get-buffer-parameter-i64v') > spec['!OpenGL 3.2/get-integer-64iv'] = > concurrent_test('gl-3.2-get-integer-64iv') > spec['!OpenGL 3.2/get-integer-64v'] = > concurrent_test('gl-3.2-get-integer-64v') > diff --git a/tests/spec/gl-3.2/CMakeLists.gl.txt > b/tests/spec/gl-3.2/CMakeLists.gl.txt > index c8725be..595cc10 100644 > --- a/tests/spec/gl-3.2/CMakeLists.gl.txt > +++ b/tests/spec/gl-3.2/CMakeLists.gl.txt > @@ -11,6 +11,7 @@ link_libraries ( > > piglit_add_executable (gl-3.2-minmax minmax.c) > piglit_add_executable (gl-3.2-clear-no-buffers clear-no-buffers.c) > +piglit_add_executable (gl-3.2-depth-tex-sampling depth-tex-sampling.c) > piglit_add_executable (gl-3.2-get-buffer-parameter-i64v > get-buffer-parameter-i64v.c) > piglit_add_executable (gl-3.2-get-integer-64iv get-integer-64iv.c) > piglit_add_executable (gl-3.2-get-integer-64v get-integer-64v.c) > diff --git a/tests/spec/gl-3.2/depth-tex-sampling.c > b/tests/spec/gl-3.2/depth-tex-sampling.c > new file mode 100644 > index 0000000..7d2988c > --- /dev/null > +++ b/tests/spec/gl-3.2/depth-tex-sampling.c > @@ -0,0 +1,211 @@ > +/* > + * 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 > + * 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. > + */ > + > +/* > + * In the GL 3.2 core profile, GL_DEPTH_TEXTURE_MODE is deprecated. > + * Sampling a depth texture should always return (d, d, d, 1) which > + * corresponds to the legacy GL_DEPTH_TEXTURE_MODE = GL_LUMINANCE. > + * > + * NVIDIA's driver, however, seems to return (d, 0, 0, 1). > + * > + * From the OpenGL 3.2 specification, page 332: > + * "Depth texture mode - DEPTH_TEXTURE_MODE. Section 3.8.15 is to be > + * changed so that r is returned to texture samplers directly, and > + * the OpenGL Shading Language 1.30 Specification is to be changed > + * so that (r,r,r,1) is always returned from depth texture samplers > + * in this case." > + * > + * Brian Paul > + * 5 Dec 2013 > + */ > + > + > +#include "piglit-util-gl-common.h" > + > +PIGLIT_GL_TEST_CONFIG_BEGIN > + config.supports_gl_core_version = 32; > + config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | > PIGLIT_GL_VISUAL_RGBA; > +PIGLIT_GL_TEST_CONFIG_END > + > + > +#define TEX_SIZE 64 > + > +static GLuint tex, prog, vao; > + > + > +static GLuint > +make_depth_texture(void) > +{ > + GLfloat texels[TEX_SIZE][TEX_SIZE]; > + GLuint tex, i, j; > + GLenum format = GL_DEPTH_COMPONENT; > + > + /* Z = 0 at bottom, Z = 1 at top */ > + for (i = 0; i < TEX_SIZE; i++) { > + for (j = 0; j < TEX_SIZE; j++) { > + float z = i / (float) (TEX_SIZE - 1); > + texels[i][j] = z; > + } > + } > + > + glGenTextures(1, &tex); > + glBindTexture(GL_TEXTURE_2D, tex); > + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); > + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); > + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); > + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); > + > + glTexImage2D(GL_TEXTURE_2D, 0, format, > + TEX_SIZE, TEX_SIZE, 0, > + format, GL_FLOAT, texels); > + > + piglit_check_gl_error(GL_NO_ERROR); > + > + /* this call should generate an error in the core profile */ > + glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY); > + if (!piglit_check_gl_error(GL_INVALID_ENUM)) { > + piglit_report_result(PIGLIT_FAIL); > + } > + > + return tex; > +} > + > + > +static GLuint > +make_shader_program(void) > +{ > + static const char *vs_text = > + "#version 150\n" > + "in vec4 pos_in;\n" > + "in vec2 texcoord_in;\n" > + "smooth out vec2 texcoord;\n" > + "void main()\n" > + "{\n" > + " gl_Position = pos_in;\n" > + " texcoord = texcoord_in;\n" > + "}\n"; > + static const char *fs_text = > + "#version 150\n" > + "uniform sampler2D tex;\n" > + "smooth in vec2 texcoord;\n" > + "out vec4 color;\n" > + "void main()\n" > + "{\n" > + " color = texture(tex, texcoord);\n" > + " // enabling the next line fixes NVIDIA failure\n" > + " // color = vec4(vec3(color.x), 1.0);\n" > + "}\n"; > + > + GLuint prog; > + GLint u; > + > + prog = piglit_build_simple_program(vs_text, fs_text); > + glUseProgram(prog); > + > + u = glGetUniformLocation(prog, "tex"); > + glUniform1i(u, 0); /* bind tex unit 0, just to be safe */ > + > + glBindAttribLocation(prog, 0, "pos_in"); > + glBindAttribLocation(prog, 1, "texcoord_in"); > + > + glLinkProgram(prog); > + > + piglit_check_gl_error(GL_NO_ERROR); > + > + return prog; > +} > + > + > +static GLuint > +make_vao(void) > +{ > + static const float pos_tc[4][4] = { > + { -1.0, -1.0, 0.0, 0.0 }, > + { 1.0, -1.0, 1.0, 0.0 }, > + { 1.0, 1.0, 1.0, 1.0 }, > + { -1.0, 1.0, 0.0, 1.0 } > + }; > + const int stride = sizeof(pos_tc[0]); > + GLuint vbo, vao; > + > + glGenVertexArrays(1, &vao); > + glBindVertexArray(vao); > + > + glGenBuffers(1, &vbo); > + glBindBuffer(GL_ARRAY_BUFFER, vbo); > + glBufferData(GL_ARRAY_BUFFER, sizeof(pos_tc), pos_tc, GL_STATIC_DRAW); > + piglit_check_gl_error(GL_NO_ERROR); > + > + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, stride, (void *) 0); > + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (void *) 8); > + > + glEnableVertexAttribArray(0); > + glEnableVertexAttribArray(1); > + > + piglit_check_gl_error(GL_NO_ERROR); > + > + return vbo; > +} > + > + > +void > +piglit_init(int argc, char **argv) > +{ > + tex = make_depth_texture(); > + prog = make_shader_program(); > + vao = make_vao(); > +} > + > + > +enum piglit_result > +piglit_display(void) > +{ > + static const float black[4] = { 0.0, 0.0, 0.0, 1.0 }; > + static const float white[4] = { 1.0, 1.0, 1.0, 1.0 }; > + static const float gray[4] = { 0.5, 0.5, 0.5, 1.0 }; > + bool pass = true; > + > + glViewport(0, 0, piglit_width, piglit_height); > + > + /* This should draw a grayscale gradient ranging from black > + * at the bottom of the window to white at the top. > + */ > + glClearColor(0.2, 0.2, 0.8, 1.0); > + glClear(GL_COLOR_BUFFER_BIT); > + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); > + > + if (!piglit_probe_pixel_rgba(0, 0, black)) > + pass = false; > + > + if (!piglit_probe_pixel_rgba(0, piglit_height/2, gray)) > + pass = false; > + > + if (!piglit_probe_pixel_rgba(0, piglit_height-1, white)) > + pass = false; > + > + piglit_present_results(); > + > + piglit_check_gl_error(GL_NO_ERROR); > + > + return pass ? PIGLIT_PASS : PIGLIT_FAIL; > +} > -- > 1.7.10.4 > > _______________________________________________ > Piglit mailing list > [email protected] > http://lists.freedesktop.org/mailman/listinfo/piglit _______________________________________________ Piglit mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/piglit
