This test verifies that faces of a cube-map texture can be attached
to a framebuffer object using glNamedFramebufferTextureLayer and
glFramebufferTextureLayer.
---
 tests/all.py                                       |   4 +
 .../spec/arb_direct_state_access/CMakeLists.gl.txt |   1 +
 .../fbo-texturelayer-cubemap.c                     | 322 +++++++++++++++++++++
 3 files changed, 327 insertions(+)
 create mode 100644 
tests/spec/arb_direct_state_access/fbo-texturelayer-cubemap.c

diff --git a/tests/all.py b/tests/all.py
index 6197c18..e80c2cd 100755
--- a/tests/all.py
+++ b/tests/all.py
@@ -4305,6 +4305,10 @@ with profile.group_manager(
     g(['arb_direct_state_access-create-programpipelines'],
       'create-programpipelines')
     g(['arb_direct_state_access-create-queries'], 'create-queries')
+    g(['arb_direct_state_access-fbo-texturelayer-cubemap 
glNamedFramebufferTextureLayer'],
+      'fbo-texturelayer-cubemap glNamedFramebufferTextureLayer')
+    g(['arb_direct_state_access-fbo-texturelayer-cubemap 
glFramebufferTextureLayer'],
+      'fbo-texturelayer-cubemap glFramebufferTextureLayer')
 
 with profile.group_manager(
         PiglitGLTest,
diff --git a/tests/spec/arb_direct_state_access/CMakeLists.gl.txt 
b/tests/spec/arb_direct_state_access/CMakeLists.gl.txt
index a5ae423..1b837f9 100644
--- a/tests/spec/arb_direct_state_access/CMakeLists.gl.txt
+++ b/tests/spec/arb_direct_state_access/CMakeLists.gl.txt
@@ -36,4 +36,5 @@ piglit_add_executable (arb_direct_state_access-texture-buffer 
texture-buffer.c)
 piglit_add_executable (arb_direct_state_access-create-samplers 
create-samplers.c)
 piglit_add_executable (arb_direct_state_access-create-programpipelines 
create-programpipelines.c)
 piglit_add_executable (arb_direct_state_access-create-queries create-queries.c)
+piglit_add_executable (arb_direct_state_access-fbo-texturelayer-cubemap 
fbo-texturelayer-cubemap.c)
 # vim: ft=cmake:
diff --git a/tests/spec/arb_direct_state_access/fbo-texturelayer-cubemap.c 
b/tests/spec/arb_direct_state_access/fbo-texturelayer-cubemap.c
new file mode 100644
index 0000000..c158cce
--- /dev/null
+++ b/tests/spec/arb_direct_state_access/fbo-texturelayer-cubemap.c
@@ -0,0 +1,322 @@
+/*
+ * Copyright (C) 2015 Fredrik Höglund
+ *
+ * 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
+ * on the rights to use, copy, modify, merge, publish, distribute, sub
+ * license, 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 NON-INFRINGEMENT.  IN NO EVENT SHALL
+ * THE AUTHORS AND/OR THEIR SUPPLIERS 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 fbo-texturelayer-cubemap.c
+ *
+ * Verifies that faces of a cube-map texture can be attached to a
+ * framebuffer object using NamedFramebufferTextureLayer and
+ * FramebufferTextureLayer.
+ */
+
+#include "piglit-util-gl.h"
+
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+       config.supports_gl_core_version = 31;
+
+       config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+
+const char *vs =
+    "#version 140\n"
+    "#extension GL_ARB_draw_instanced : require\n"
+    "in vec4 piglit_vertex;\n"
+    "in vec3 piglit_texcoord;\n"
+    "out vec3 texcoord;\n"
+    "void main(void)\n{\n"
+    "    gl_Position = piglit_vertex;\n"
+    "    gl_Position.xy +=\n"
+    "        vec2(gl_InstanceID) * vec2(1.0 / 3.0, -1.0 / 3.0);\n"
+    "    texcoord = piglit_texcoord;\n"
+    "}";
+
+const char *fs =
+    "#version 140\n"
+    "in vec3 texcoord;\n"
+    "out vec4 fragColor;\n"
+    "uniform samplerCube sampler;\n"
+    "void main(void)\n{\n"
+    "    fragColor = texture(sampler, texcoord);\n"
+    "}";
+
+static bool test_named_fbo = false;
+
+
+static bool
+check_attachment_parameter(GLuint fbo, GLenum attachment,
+                           GLenum pname, GLint expected, int line)
+{
+       GLint value;
+       glGetNamedFramebufferAttachmentParameteriv(fbo, attachment,
+                                                  pname, &value);
+
+       if (value != expected) {
+               if (pname == GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE) {
+                       fprintf(stderr, "%s was %s, expected %s (%s:%d)\n",
+                               piglit_get_gl_enum_name(pname),
+                               value == GL_NONE ? "GL_NONE" :
+                                       piglit_get_gl_enum_name(value),
+                               piglit_get_gl_enum_name(expected),
+                               __FILE__, line);
+               } else {
+                       fprintf(stderr, "%s was %d, expected %d (%s:%d)\n",
+                               piglit_get_gl_enum_name(pname),
+                               value, expected, __FILE__, line);
+               }
+               return false;
+       }
+
+       return true;
+}
+
+
+static bool
+check_attachment_parameters_(GLuint fbo, GLuint texture, GLenum face, int line)
+{
+       bool pass = true;
+
+       pass = check_attachment_parameter(fbo, GL_COLOR_ATTACHMENT0,
+               GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, texture, line) && pass;
+
+       pass = check_attachment_parameter(fbo, GL_COLOR_ATTACHMENT0,
+               GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, 0, line) && pass;
+
+       pass = check_attachment_parameter(fbo, GL_COLOR_ATTACHMENT0,
+               GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE, face, line)
+               && pass;
+
+       pass = check_attachment_parameter(fbo, GL_COLOR_ATTACHMENT0,
+               GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER, 0, line) && pass;
+
+       return pass;
+}
+
+
+#define check_attachment_parameters(fbo, texture, face) \
+       check_attachment_parameters_(fbo, texture, face, __LINE__)
+
+
+static bool
+check_framebuffer_complete_(GLuint fbo, int line)
+{
+       GLenum status = glCheckNamedFramebufferStatus(fbo, GL_FRAMEBUFFER);
+
+       if (status != GL_FRAMEBUFFER_COMPLETE) {
+               fprintf(stderr, "Status of FBO %u was %s, "
+                               "expected GL_FRAMEBUFFER_COMPLETE (%s:%d)\n",
+                       fbo, piglit_get_gl_enum_name(status), __FILE__, line);
+               return false;
+       }
+
+       return true;
+}
+
+
+#define check_framebuffer_complete(fbo) \
+       check_framebuffer_complete_(fbo, __LINE__)
+
+
+enum piglit_result
+piglit_display(void)
+{
+       GLuint vao, fbo, texture, vbos[2];
+       const float size = 2.0 / 6.0;
+
+       /* The vertex positions for the triangle strip */
+       const float vertices[] = {
+               -1.0,        1.0 - size, /* Bottom-left */
+               -1.0,        1.0,        /* Top-left */
+               -1.0 + size, 1.0 - size, /* Bottom-right */
+               -1.0 + size, 1.0,        /* Top-right */
+       };
+
+       /* The color for each cube map face */
+       static const float colors[6][4] = {
+               { 1.0, 0.0, 0.0, 1.0 }, /* Red */
+               { 0.0, 1.0, 0.0, 1.0 }, /* Green */
+               { 0.0, 0.0, 1.0, 1.0 }, /* Blue */
+               { 0.0, 1.0, 1.0, 1.0 }, /* Cyan */
+               { 1.0, 0.0, 1.0, 1.0 }, /* Magenta */
+               { 1.0, 1.0, 0.0, 1.0 }, /* Yellow */
+       };
+
+       /* The texture coordinates for each instance of the triangle strip */
+       static const float coords[6][3] = {
+               { +1.0,  0.0,  0.0 }, /* GL_TEXTURE_CUBE_MAP_POSITIVE_X */
+               { -1.0,  0.0,  0.0 }, /* GL_TEXTURE_CUBE_MAP_NEGATIVE_X */
+               {  0.0, +1.0,  0.0 }, /* GL_TEXTURE_CUBE_MAP_POSITIVE_Y */
+               {  0.0, -1.0,  0.0 }, /* GL_TEXTURE_CUBE_MAP_NEGATIVE_Y */
+               {  0.0,  0.0, +1.0 }, /* GL_TEXTURE_CUBE_MAP_POSITIVE_Z */
+               {  0.0,  0.0, -1.0 }, /* GL_TEXTURE_CUBE_MAP_NEGATIVE_Z */
+       };
+
+       bool pass = true;
+       int i;
+
+       /* Create a cube map texture */
+       glCreateTextures(GL_TEXTURE_CUBE_MAP, 1, &texture);
+       glTextureStorage2D(texture, 1, GL_RGBA8, 16, 16);
+
+       /* Attach each face in turn to a framebuffer object and clear it */
+       glCreateFramebuffers(1, &fbo);
+
+       if (test_named_fbo) {
+               for (i = 0; i < 6; i++) {
+                       const GLenum face = GL_TEXTURE_CUBE_MAP_POSITIVE_X + i;
+                       glNamedFramebufferTextureLayer(fbo,
+                                                      GL_COLOR_ATTACHMENT0,
+                                                      texture, 0, i);
+
+                       pass = check_attachment_parameters(fbo, texture,
+                                                          face) && pass;
+
+                       pass = check_framebuffer_complete(fbo) && pass;
+
+                       glClearNamedFramebufferfv(fbo, GL_COLOR, 0, colors[i]);
+               }
+       } else {
+               glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+               for (i = 0; i < 6; i++) {
+                       const GLenum face = GL_TEXTURE_CUBE_MAP_POSITIVE_X + i;
+                       glFramebufferTextureLayer(GL_FRAMEBUFFER,
+                                                 GL_COLOR_ATTACHMENT0,
+                                                 texture, 0, i);
+
+                       pass = check_attachment_parameters(fbo, texture,
+                                                          face) && pass;
+
+                       pass = check_framebuffer_complete(fbo) && pass;
+
+                       glClearBufferfv(GL_COLOR, 0, colors[i]);
+               }
+
+               glBindFramebuffer(GL_FRAMEBUFFER, piglit_winsys_fbo);
+       }
+
+       pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+
+       glDeleteFramebuffers(1, &fbo);
+
+       /* Create and configure a vertex array object */
+       glCreateVertexArrays(1, &vao);
+
+       glVertexArrayAttribFormat(vao, PIGLIT_ATTRIB_POS,
+                                 2, GL_FLOAT, GL_FALSE, 0);
+       glVertexArrayAttribBinding(vao, PIGLIT_ATTRIB_POS, 0);
+       glEnableVertexArrayAttrib(vao, PIGLIT_ATTRIB_POS);
+
+       glVertexArrayAttribFormat(vao, PIGLIT_ATTRIB_TEX,
+                                 3, GL_FLOAT, GL_FALSE, 0);
+       glVertexArrayAttribBinding(vao, PIGLIT_ATTRIB_TEX, 1);
+       glEnableVertexArrayAttrib(vao, PIGLIT_ATTRIB_TEX);
+
+       /* Create the vertex buffers and upload data */
+       glCreateBuffers(2, vbos);
+       glNamedBufferStorage(vbos[0], sizeof(vertices), vertices, 0);
+       glNamedBufferStorage(vbos[1], sizeof(coords), coords, 0);
+
+       /* Bind the vertex buffers and set the instance divisor for
+        * the second VBO slot to 1.
+        */
+       {
+               static const GLintptr offsets[] = { 0, 0 };
+               static const GLsizei strides[] = {
+                       2 * sizeof(float),
+                       3 * sizeof(float)
+               };
+
+               glVertexArrayVertexBuffers(vao, 0, 2, vbos, offsets, strides);
+               glVertexArrayBindingDivisor(vao, 1, 1);
+       }
+
+       /* Clear the color buffer to gray */
+       glClearColor(0.5, 0.5, 0.5, 1.0);
+       glClear(GL_COLOR_BUFFER_BIT);
+
+       /* Bind the vertex array object and the cube map texture,
+        * and draw the cube faces.
+        */
+       glBindVertexArray(vao);
+       glBindTextureUnit(0, texture);
+       glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, 6);
+
+       /* Clean up */
+       glDeleteTextures(1, &texture);
+       glDeleteVertexArrays(1, &vao);
+       glDeleteBuffers(2, vbos);
+
+       pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+
+       for (i = 0; i < 6; i++) {
+               int x = i * piglit_width  / 6.0 + piglit_width  / 12.0;
+               int y = i * piglit_height / 6.0 + piglit_height / 12.0;
+               pass = piglit_probe_pixel_rgba(x, piglit_height - y,
+                                              colors[i]) && pass;
+       }
+
+       piglit_present_results();
+
+       return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
+
+
+static void
+usage(int argc, char *argv[])
+{
+       fprintf(stderr, "Usage: %s <glFramebufferTextureLayer|"
+                       "glNamedFramebufferTextureLayer>\n", argv[0]);
+       exit(1);
+}
+
+
+void
+piglit_init(int argc, char *argv[])
+{
+       GLuint program;
+
+       piglit_require_extension("GL_ARB_direct_state_access");
+       piglit_require_extension("GL_ARB_draw_instanced");
+       piglit_require_extension("GL_ARB_instanced_arrays");
+       piglit_require_extension("GL_ARB_multi_bind");
+       piglit_require_extension("GL_ARB_vertex_array_object");
+       piglit_require_extension("GL_ARB_vertex_attrib_binding");
+
+       if (argc != 2)
+               usage(argc, argv);
+
+       if (strcmp("glNamedFramebufferTextureLayer", argv[1]) == 0)
+               test_named_fbo = true;
+       else if (strcmp("glFramebufferTextureLayer", argv[1]) == 0)
+               test_named_fbo = false;
+       else
+               usage(argc, argv);
+
+       program = piglit_build_simple_program(vs, fs);
+
+       glUseProgram(program);
+}
-- 
2.1.4

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