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 > _______________________________________________ Piglit mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/piglit
