From: Marek Olšák <[email protected]>

---
 tests/all.py                             |   8 +++
 tests/texturing/tex-miplevel-selection.c | 101 +++++++++++++++++++++++++++----
 2 files changed, 98 insertions(+), 11 deletions(-)

diff --git a/tests/all.py b/tests/all.py
index 66b36cb..3a18ebf 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -1235,6 +1235,14 @@ add_concurrent_test(spec['glsl-1.30']['execution'], 
'tex-miplevel-selection text
 add_concurrent_test(spec['glsl-1.30']['execution'], 'tex-miplevel-selection 
textureOffset(bias) 2DArray')
 add_concurrent_test(spec['glsl-1.30']['execution'], 'tex-miplevel-selection 
textureOffset(bias) 1DArrayShadow')
 
+add_concurrent_test(spec['glsl-1.30']['execution'], 'tex-miplevel-selection 
textureProj 1D')
+add_concurrent_test(spec['glsl-1.30']['execution'], 'tex-miplevel-selection 
textureProj 1D_ProjVec4')
+add_concurrent_test(spec['glsl-1.30']['execution'], 'tex-miplevel-selection 
textureProj 2D')
+add_concurrent_test(spec['glsl-1.30']['execution'], 'tex-miplevel-selection 
textureProj 2D_ProjVec4')
+add_concurrent_test(spec['glsl-1.30']['execution'], 'tex-miplevel-selection 
textureProj 3D')
+add_concurrent_test(spec['glsl-1.30']['execution'], 'tex-miplevel-selection 
textureProj 1DShadow')
+add_concurrent_test(spec['glsl-1.30']['execution'], 'tex-miplevel-selection 
textureProj 2DShadow')
+
 # Group spec/glsl-1.40
 spec['glsl-1.40'] = {}
 import_glsl_parser_tests(spec['glsl-1.40'],
diff --git a/tests/texturing/tex-miplevel-selection.c 
b/tests/texturing/tex-miplevel-selection.c
index 8bb6b07..8633a9b 100644
--- a/tests/texturing/tex-miplevel-selection.c
+++ b/tests/texturing/tex-miplevel-selection.c
@@ -91,8 +91,10 @@ static const float clear_depths[] = {
 };
 
 enum target_type {
-       TEX_1D,
-       TEX_2D,
+       TEX_1D,           /* proj. coords = vec2(x,w) */
+       TEX_1D_PROJ_VEC4, /* proj. coords = vec4(x,0,0,w) */
+       TEX_2D,           /* proj. coords = vec3(x,y,w) */
+       TEX_2D_PROJ_VEC4, /* proj. coords = vec4(x,y,0,w) */
        TEX_3D,
        TEX_CUBE,
        TEX_1D_ARRAY,
@@ -115,7 +117,8 @@ enum shader_type {
        GL3_TEXTURE_BIAS,
        GL3_TEXTURE,
        GL3_TEXTURE_OFFSET,
-       GL3_TEXTURE_OFFSET_BIAS
+       GL3_TEXTURE_OFFSET_BIAS,
+       GL3_TEXTURE_PROJ,
 };
 
 #define NEED_GL3(t) ((t) >= GL3_TEXTURE_LOD)
@@ -237,6 +240,19 @@ static const char *fscode_gl3_offset_bias_shadow =
        "                                    OFFSET, bias)); \n"
        "} \n";
 
+static const char *fscode_gl3_proj =
+       GL3_FS_PREAMBLE
+       "void main() { \n"
+       "  gl_FragColor = textureProj(tex, TYPE(gl_TexCoord[0])); \n"
+       "} \n";
+
+static const char *fscode_gl3_proj_shadow =
+       GL3_FS_SHADOW_PREAMBLE
+       "void main() { \n"
+       "  gl_FragColor = vec4(textureProj(tex, TYPE(gl_TexCoord[0]) - 0.05 * 
MASK) * \n"
+       "                      textureProj(tex2, TYPE(gl_TexCoord[0]) + 0.05 * 
MASK)); \n"
+       "} \n";
+
 static void set_sampler_parameter(GLenum pname, GLint value)
 {
        glSamplerParameteri(samp[0], pname, value);
@@ -273,10 +289,16 @@ piglit_init(int argc, char **argv)
                        test = GL3_TEXTURE_OFFSET;
                else if (strcmp(argv[i], "textureOffset(bias)") == 0)
                        test = GL3_TEXTURE_OFFSET_BIAS;
+               else if (strcmp(argv[i], "textureProj") == 0)
+                       test = GL3_TEXTURE_PROJ;
                else if (strcmp(argv[i], "1D") == 0)
                        target = TEX_1D;
+               else if (strcmp(argv[i], "1D_ProjVec4") == 0)
+                       target = TEX_1D_PROJ_VEC4;
                else if (strcmp(argv[i], "2D") == 0)
                        target = TEX_2D;
+               else if (strcmp(argv[i], "2D_ProjVec4") == 0)
+                       target = TEX_2D_PROJ_VEC4;
                else if (strcmp(argv[i], "3D") == 0)
                        target = TEX_3D;
                else if (strcmp(argv[i], "Cube") == 0)
@@ -323,12 +345,24 @@ piglit_init(int argc, char **argv)
                type_str = "float";
                offset_type_str = "int";
                break;
+       case TEX_1D_PROJ_VEC4:
+               gltarget = GL_TEXTURE_1D;
+               target_str = "1D";
+               type_str = "vec4";
+               offset_type_str = "int";
+               break;
        case TEX_2D:
                gltarget = GL_TEXTURE_2D;
                target_str = "2D";
                type_str = "vec2";
                offset_type_str = "ivec2";
                break;
+       case TEX_2D_PROJ_VEC4:
+               gltarget = GL_TEXTURE_2D;
+               target_str = "2D";
+               type_str = "vec4";
+               offset_type_str = "ivec2";
+               break;
        case TEX_3D:
                gltarget = GL_TEXTURE_3D;
                target_str = "3D";
@@ -407,6 +441,18 @@ piglit_init(int argc, char **argv)
                break;
        }
 
+       if (test == GL3_TEXTURE_PROJ) {
+               if (!strcmp(type_str, "float"))
+                       type_str = "vec2";
+               else if (!strcmp(type_str, "vec2"))
+                       type_str = "vec3";
+               else if (!strcmp(type_str, "vec3"))
+                       type_str = "vec4";
+
+               if (!strcmp(compare_value_mask, "vec3(0.0, 0.0, 1.0)"))
+                       compare_value_mask = "vec4(0.0, 0.0, 1.0, 0.0)";
+       }
+
        switch (test) {
        case FIXED_FUNCTION:
                break;
@@ -486,6 +532,16 @@ piglit_init(int argc, char **argv)
                has_offset = GL_TRUE;
                no_lod_clamp = GL_TRUE;
                break;
+       case GL3_TEXTURE_PROJ:
+               if (IS_SHADOW(target))
+                       sprintf(fscode, fscode_gl3_proj_shadow, version, 
target_str,
+                               type_str, compare_value_mask, offset_type_str);
+               else
+                       sprintf(fscode, fscode_gl3_proj, version, target_str, 
type_str,
+                               offset_type_str);
+
+               prog = piglit_build_simple_program(NULL, fscode);
+               break;
        default:
                assert(0);
        }
@@ -683,6 +739,8 @@ draw_quad(int x, int y, int w, int h, int expected_level, 
int fetch_level,
        float c0[4], c1[4], c2[4], c3[4];
        /* shadow compare value */
        float z = clear_depths[expected_level];
+       /* multiplier for textureProj */
+       float p = 1;
 
        switch (test) {
        case ARB_SHADER_TEXTURE_LOD:
@@ -696,6 +754,7 @@ draw_quad(int x, int y, int w, int h, int expected_level, 
int fetch_level,
                glUniform1f(loc_bias, bias);
                /* fall through to scale the coordinates */
        case GL3_TEXTURE:
+       case GL3_TEXTURE_PROJ:
        case FIXED_FUNCTION:
                /* scale the coordinates (decrease the texel size),
                 * so that the texture fetch selects this level
@@ -748,9 +807,29 @@ draw_quad(int x, int y, int w, int h, int expected_level, 
int fetch_level,
                assert(0);
        }
 
+       if (test == GL3_TEXTURE_PROJ)
+               p = 7;
+
        switch (target) {
        case TEX_1D:
+               SET_VEC(c0, s0*p, p, 0, 1);
+               SET_VEC(c1, s1*p, p, 0, 1);
+               SET_VEC(c2, s1*p, p, 0, 1);
+               SET_VEC(c3, s0*p, p, 0, 1);
+               break;
        case TEX_2D:
+               SET_VEC(c0, s0*p, t0*p, p, 1);
+               SET_VEC(c1, s1*p, t0*p, p, 1);
+               SET_VEC(c2, s1*p, t1*p, p, 1);
+               SET_VEC(c3, s0*p, t1*p, p, 1);
+               break;
+       case TEX_1D_PROJ_VEC4:
+       case TEX_2D_PROJ_VEC4:
+               SET_VEC(c0, s0*p, t0*p, 0, p);
+               SET_VEC(c1, s1*p, t0*p, 0, p);
+               SET_VEC(c2, s1*p, t1*p, 0, p);
+               SET_VEC(c3, s0*p, t1*p, 0, p);
+               break;
        case TEX_2D_ARRAY:
                SET_VEC(c0, s0, t0, TEST_LAYER, 1);
                SET_VEC(c1, s1, t0, TEST_LAYER, 1);
@@ -759,10 +838,10 @@ draw_quad(int x, int y, int w, int h, int expected_level, 
int fetch_level,
                break;
        case TEX_1D_SHADOW:
        case TEX_2D_SHADOW:
-               SET_VEC(c0, s0, t0, z, 1);
-               SET_VEC(c1, s1, t0, z, 1);
-               SET_VEC(c2, s1, t1, z, 1);
-               SET_VEC(c3, s0, t1, z, 1);
+               SET_VEC(c0, s0*p, t0*p, z*p, p);
+               SET_VEC(c1, s1*p, t0*p, z*p, p);
+               SET_VEC(c2, s1*p, t1*p, z*p, p);
+               SET_VEC(c3, s0*p, t1*p, z*p, p);
                break;
        case TEX_1D_ARRAY_SHADOW:
                SET_VEC(c0, s0, TEST_LAYER, z, 1);
@@ -777,10 +856,10 @@ draw_quad(int x, int y, int w, int h, int expected_level, 
int fetch_level,
                SET_VEC(c3, s0, t1, TEST_LAYER, z);
                break;
        case TEX_3D:
-               SET_VEC(c0, s0, t0, 0.5, 1);
-               SET_VEC(c1, s1, t0, 0.5, 1);
-               SET_VEC(c2, s1, t1, 0.5, 1);
-               SET_VEC(c3, s0, t1, 0.5, 1);
+               SET_VEC(c0, s0*p, t0*p, 0.5*p, p);
+               SET_VEC(c1, s1*p, t0*p, 0.5*p, p);
+               SET_VEC(c2, s1*p, t1*p, 0.5*p, p);
+               SET_VEC(c3, s0*p, t1*p, 0.5*p, p);
                break;
        case TEX_1D_ARRAY:
                SET_VEC(c0, s0, TEST_LAYER, 0, 1);
-- 
1.9.1

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

Reply via email to