The GL_ARB_stencil_texturing extension allows sampling from either the depth or stencil components of combined GL_DEPTH_STENCIL textures. To select which component to sample, applications can call TexParameter with a pname of GL_DEPTH_STENCIL_TEXTURE_MODE and value of either GL_DEPTH_COMPONENT or GL_STENCIL_INDEX.
This test verifies that both depth and stencil texturing works as expected. In particular, it verifies that the shader samples the correct locations. I chose a 256x256 texture since it's larger than i965's Y-tiling format (64) and W-tiling-interpreted-as-Y (128). Cc: Eric Anholt <[email protected]> Cc: Topi Pohjolainen <[email protected]> Signed-off-by: Kenneth Graunke <[email protected]> --- tests/spec/CMakeLists.txt | 1 + tests/spec/arb_stencil_texturing/CMakeLists.gl.txt | 12 + tests/spec/arb_stencil_texturing/CMakeLists.txt | 1 + tests/spec/arb_stencil_texturing/draw.c | 278 +++++++++++++++++++++ 4 files changed, 292 insertions(+) create mode 100644 tests/spec/arb_stencil_texturing/CMakeLists.gl.txt create mode 100644 tests/spec/arb_stencil_texturing/CMakeLists.txt create mode 100644 tests/spec/arb_stencil_texturing/draw.c We should also test that GetTexParameter works. diff --git a/tests/spec/CMakeLists.txt b/tests/spec/CMakeLists.txt index c83a64b..1c9e52f 100644 --- a/tests/spec/CMakeLists.txt +++ b/tests/spec/CMakeLists.txt @@ -31,6 +31,7 @@ add_subdirectory (arb_separate_shader_objects) add_subdirectory (arb_shader_texture_lod/execution) add_subdirectory (arb_shader_objects) add_subdirectory (arb_shading_language_420pack/execution) +add_subdirectory (arb_stencil_texturing) add_subdirectory (arb_sync) add_subdirectory (arb_uniform_buffer_object) add_subdirectory (ati_draw_buffers) diff --git a/tests/spec/arb_stencil_texturing/CMakeLists.gl.txt b/tests/spec/arb_stencil_texturing/CMakeLists.gl.txt new file mode 100644 index 0000000..d49656a --- /dev/null +++ b/tests/spec/arb_stencil_texturing/CMakeLists.gl.txt @@ -0,0 +1,12 @@ +include_directories( + ${GLEXT_INCLUDE_DIR} + ${OPENGL_INCLUDE_PATH} +) + +link_libraries ( + piglitutil_${piglit_target_api} + ${OPENGL_gl_LIBRARY} + ${OPENGL_glu_LIBRARY} +) + +piglit_add_executable (arb_stencil_texturing-draw draw.c) diff --git a/tests/spec/arb_stencil_texturing/CMakeLists.txt b/tests/spec/arb_stencil_texturing/CMakeLists.txt new file mode 100644 index 0000000..144a306 --- /dev/null +++ b/tests/spec/arb_stencil_texturing/CMakeLists.txt @@ -0,0 +1 @@ +piglit_include_target_api() diff --git a/tests/spec/arb_stencil_texturing/draw.c b/tests/spec/arb_stencil_texturing/draw.c new file mode 100644 index 0000000..59c9e65 --- /dev/null +++ b/tests/spec/arb_stencil_texturing/draw.c @@ -0,0 +1,278 @@ +/* + * Copyright © 2014 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 draw.c + * + * A basic drawing test for GL_ARB_stencil_texturing which ensures that + * sampling occurs from the right position in the texture. + * + * It creates two packed depth/stencil textures. The first has a horizontal + * gradient (0.0 -> 1.0 for depth, 0 -> 255 for stencil), and the second a + * vertical gradient. + * + * The expected output is four squares, separated by a blue border. + * The left half of the window is generated by stencil texturing, and drawn + * in red. The right half is generated by depth texturing, and drawn in green. + * + * Stencil | Depth + * (red) | (green) + * | + * 0 --> 1 | 0 --> 1 + * -------------------- + * 1 | 1 + * ^ | ^ + * | | | + * 0 | 0 + */ + +#define __STDC_FORMAT_MACROS +#include <inttypes.h> +#include "piglit-util-gl-common.h" + +PIGLIT_GL_TEST_CONFIG_BEGIN + + config.supports_gl_compat_version = 20; + config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE; + config.window_width = 256 * 2 + 3; + config.window_height = 256 * 2 + 3; + +PIGLIT_GL_TEST_CONFIG_END + +float stencil_horiz_expected[256 * 256 * 3]; +float stencil_vert_expected[256 * 256 * 3]; +float depth_horiz_expected[256 * 256 * 3]; +float depth_vert_expected[256 * 256 * 3]; + +GLuint horiz_tex; +GLuint vert_tex; + +/** A program that samples from stencil using usampler2D. */ +GLint stencil_prog; + +/** A program that samples from depth using sampler2D. */ +GLint depth_prog; + +/******************************************************************************/ + +/** + * Bind a texture and change DEPTH_STENCIL_TEXTURE_MODE (convenience function). + */ +static void +select_tex(GLint handle, GLenum depth_stencil_texture_mode) +{ + glBindTexture(GL_TEXTURE_2D, handle); + glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE, + depth_stencil_texture_mode); +} + +enum piglit_result +piglit_display(void) +{ + bool pass = true; + + glClearColor(0.0, 0.0, 1.0, 1.0); + glClear(GL_COLOR_BUFFER_BIT); + + glUseProgram(stencil_prog); + + /* Upper left corner: Stencil (black to red, left to right). */ + glViewport(0, 259, 256, 256); + select_tex(horiz_tex, GL_STENCIL_INDEX); + piglit_draw_rect(-1, -1, 2, 2); + if (!piglit_probe_image_rgb(0, 259, 256, 256, stencil_horiz_expected)) { + printf(" FAIL: stencil (horizontal).\n"); + pass = false; + } + + + /* Lower left corner: Stencil (black to red, upwards). */ + glViewport(0, 0, 256, 256); + select_tex(vert_tex, GL_STENCIL_INDEX); + piglit_draw_rect(-1, -1, 2, 2); + if (!piglit_probe_image_rgb(0, 0, 256, 256, stencil_vert_expected)) { + printf(" FAIL: stencil (vertical).\n"); + pass = false; + } + + glUseProgram(depth_prog); + + /* Upper right corner: Depth (black to green, left to right). */ + glViewport(259, 259, 256, 256); + select_tex(horiz_tex, GL_DEPTH_COMPONENT); + piglit_draw_rect(-1, -1, 2, 2); + if (!piglit_probe_image_rgb(259, 259, 256, 256, depth_horiz_expected)) { + printf(" FAIL: depth (horizontal).\n"); + pass = false; + } + + /* Lower right corner: Depth (black to green, upwards). */ + glViewport(259, 0, 256, 256); + select_tex(vert_tex, GL_DEPTH_COMPONENT); + piglit_draw_rect(-1, -1, 2, 2); + if (!piglit_probe_image_rgb(259, 0, 256, 256, depth_vert_expected)) { + printf(" FAIL: depth (vertical).\n"); + pass = false; + } + + piglit_present_results(); + + return pass ? PIGLIT_PASS : PIGLIT_FAIL; +} + +/******************************************************************************/ + +/** + * Pack a floating point depth value and 8-bit stencil value into + * GL_UNSIGNED_INT24_S8 data. + */ +uint32_t +pack_z24_s8(float z, uint8_t s) +{ + uint32_t z24 = z * (double) 0xffffff; + return (z24 << 8) | s; +} + +/** + * Generate two textures containing gradients: + * - Depth ranges from 0.0 to 1.0. + * - Stencil ranges from 0 to 255. + * + * horiz_tex is left to right (increasing in the +x direction); + * vert_tex is bottom to top (increasing in the +y direction). + * + * Also set up expected values. + */ +static void +setup_textures(void) +{ + int i; + uint32_t horiz_data[256 * 256]; + uint32_t vert_data[256 * 256]; + + for (i = 0; i < ARRAY_SIZE(horiz_data); i++) { + unsigned x = i % 256; + unsigned y = i / 256; + horiz_data[i] = pack_z24_s8(x / 255.0f, x); + vert_data[i] = pack_z24_s8(y / 255.0f, y); + } + + glGenTextures(1, &horiz_tex); + glBindTexture(GL_TEXTURE_2D, horiz_tex); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, + 256, 256, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, + horiz_data); + if (!piglit_check_gl_error(GL_NO_ERROR)) + piglit_report_result(PIGLIT_FAIL); + + glGenTextures(1, &vert_tex); + glBindTexture(GL_TEXTURE_2D, vert_tex); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, + 256, 256, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, + vert_data); + if (!piglit_check_gl_error(GL_NO_ERROR)) + piglit_report_result(PIGLIT_FAIL); + + /* Set up expected values. */ + memset(stencil_horiz_expected, 0, sizeof(stencil_horiz_expected)); + memset(stencil_vert_expected, 0, sizeof(stencil_vert_expected)); + memset(depth_horiz_expected, 0, sizeof(depth_horiz_expected)); + memset(depth_vert_expected, 0, sizeof(depth_vert_expected)); + + for (i = 0; i < 256 * 256; i++) { + unsigned x = i % 256; + unsigned y = i / 256; + stencil_horiz_expected[3*i] = x / 255.0f; + stencil_vert_expected[3*i] = y / 255.0f; + depth_horiz_expected[3*i+1] = x / 255.0f; + depth_vert_expected[3*i+1] = y / 255.0f; + } + + +} + +/** + * Compile the shaders used by this program. + * + * Depth data should be read using a floating point sampler2D; stencil data + * should be read using an unsigned integer usampler2D. So, we need two + * separate shaders. + */ +static void +setup_shaders(void) +{ + int loc; + + const char *vs = + "#version 130\n" + "out vec2 texcoords;\n" + "void main()\n" + "{\n" + " gl_Position = gl_Vertex;\n" + " texcoords = (gl_Vertex.xy + 1.0) / 2.0;\n" + "}\n"; + + const char *fs_stencil = + "#version 130\n" + "in vec2 texcoords;\n" + "uniform usampler2D tex;\n" + "void main()\n" + "{\n" + " uint stencil = texture(tex, texcoords).x;\n" + " gl_FragColor = vec4(float(stencil) / 255.0, 0, 0, 1);\n" + "}\n"; + + const char *fs_depth = + "#version 130\n" + "in vec2 texcoords;\n" + "uniform sampler2D tex;\n" + "void main()\n" + "{\n" + " float depth = texture(tex, texcoords).x;\n" + " gl_FragColor = vec4(0, depth, 0, 1);\n" + "}\n"; + + stencil_prog = piglit_build_simple_program(vs, fs_stencil); + loc = glGetUniformLocation(stencil_prog, "tex"); + glUseProgram(stencil_prog); + glUniform1i(loc, 0); + + depth_prog = piglit_build_simple_program(vs, fs_depth); + loc = glGetUniformLocation(depth_prog, "tex"); + glUseProgram(depth_prog); + glUniform1i(loc, 0); +} + +void +piglit_init(int argc, char **argv) +{ + piglit_require_extension("GL_ARB_stencil_texturing"); + piglit_require_GLSL_version(130); /* for usampler2D */ + + setup_textures(); + setup_shaders(); +} -- 1.8.5.2 _______________________________________________ Piglit mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/piglit
