On Tue, Feb 11, 2014 at 08:12:27PM -0800, Kenneth Graunke wrote:
> 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).

I've been playing quite a bit with this, and read it through a few
times. If you add this to tests/all it's:

Reviewed-by: Topi Pohjolainen <[email protected]>

> 
> 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
> 
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