On Thursday 21 May 2015, Ian Romanick wrote:
> On 04/29/2015 12:21 PM, Fredrik Höglund wrote:
> > This test verifies that faces of a cube-map texture can be attached
> > to a framebuffer object using glNamedFramebufferTextureLayer and
> > glFramebufferTextureLayer.
> > ---
> > 
> > v2: - Remove the check for ARB_vertex_array_object (core in 3.0)
> >     - Fix the executable name in all.py
> > 
> >  tests/all.py                                       |   4 +
> >  .../spec/arb_direct_state_access/CMakeLists.gl.txt |   1 +
> >  .../fbo-texturelayer-cubemap.c                     | 321 
> > +++++++++++++++++++++
> >  3 files changed, 326 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..efecc09 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..e3e9ac3
> > --- /dev/null
> > +++ b/tests/spec/arb_direct_state_access/fbo-texturelayer-cubemap.c
> > @@ -0,0 +1,321 @@
> > +/*
> > + * 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);
> 
> Since a big part of the reason for this test is to verify that
> applications can attach cube textures with this function, I think we
> should check the GL error state here...

There is a piglit_check_gl_error() call after the loop, but yeah
this is probably a better place for it.

> > +
> > +                   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);
> 
> ...and here.
> 
> > +
> > +                   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;
>                                             ^^^                   ^^^^^
> That should just be 6 and 12, right?

Yes.

> > +           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");
> 
> GL_ARB_draw_instanced is part of OpenGL 3.1, so you can delete that check.
> 
> > +   piglit_require_extension("GL_ARB_instanced_arrays");
> > +   piglit_require_extension("GL_ARB_multi_bind");
> 
> It doesn't look like any of the new entry points from GL_ARB_multi_bind
> are used.  You should be able to delete this check too.

IIRC the ARB_direct_state_access spec says that VertexArrayVertexBuffers
is only available if ARB_multi_bind is supported.  But I can change the test
to call VertexArrayVertexBuffer twice instead.

> > +   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);
> > +}
> > 
> 
> 

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