Patch attached.

Fails with current mesa because GL_DEPTH_COMPONENT is not accepted for
array and cube textures.
Passes on nvc0 if I allow it, but swrast fails somehow (even if the
output looks correct).

>From d9164f7142d41b4daed35194e1895d6fbc68b02d Mon Sep 17 00:00:00 2001
From: Christoph Bumiller <e0425...@student.tuwien.ac.at>
Date: Wed, 2 Mar 2011 12:59:30 +0100
Subject: [PATCH] fbo-depth-array: test depth-only array texture FBO

---
 tests/all.tests             |    1 +
 tests/fbo/CMakeLists.gl.txt |    1 +
 tests/fbo/fbo-depth-array.c |  258 +++++++++++++++++++++++++++++++++++++++++++
 3 files changed, 260 insertions(+), 0 deletions(-)
 create mode 100644 tests/fbo/fbo-depth-array.c

diff --git a/tests/all.tests b/tests/all.tests
index ae9328d..4d78ade 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -107,6 +107,7 @@ add_plain_test(fbo, 'fbo-clear-formats')
 add_plain_test(fbo, 'fbo-copypix')
 add_plain_test(fbo, 'fbo-copyteximage')
 add_plain_test(fbo, 'fbo-copyteximage-simple')
+add_plain_test(fbo, 'fbo-depth-array')
 add_plain_test(fbo, 'fbo-depthtex')
 add_plain_test(fbo, 'fbo-depth-sample-compare')
 add_plain_test(fbo, 'fbo-drawbuffers')
diff --git a/tests/fbo/CMakeLists.gl.txt b/tests/fbo/CMakeLists.gl.txt
index e2a95ba..9d19aac 100644
--- a/tests/fbo/CMakeLists.gl.txt
+++ b/tests/fbo/CMakeLists.gl.txt
@@ -20,6 +20,7 @@ add_executable (fbo-depth-sample-compare 
fbo-depth-sample-compare.c)
 add_executable (fbo-depthtex fbo-depthtex.c)
 add_executable (fbo-3d fbo-3d.c)
 add_executable (fbo-array fbo-array.c)
+add_executable (fbo-depth-array fbo-depth-array.c)
 add_executable (fbo-alpha fbo-alpha.c)
 add_executable (fbo-luminance-alpha fbo-luminance-alpha.c)
 add_executable (fbo-blit fbo-blit.c)
diff --git a/tests/fbo/fbo-depth-array.c b/tests/fbo/fbo-depth-array.c
new file mode 100644
index 0000000..6e93c72
--- /dev/null
+++ b/tests/fbo/fbo-depth-array.c
@@ -0,0 +1,258 @@
+/*
+ * Copyright © 2009 Intel Corporation
+ * Copyright (c) 2010 VMWare, Inc.
+ * Copyright © 2011 Red Hat Inc.
+ *
+ * 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.
+ *
+ * Authors:
+ *     Dave Airlie
+ *     Christoph Bumiller
+ *
+ */
+
+/** @file fbo-depth-array.c
+ *
+ * Tests that drawing to each level of a depth-only array texture FBO and then
+ * drawing views of those individual depths to the window system framebuffer
+ * succeeds.
+ * based on fbo-array.c
+ */
+
+#include "piglit-util.h"
+
+#define BUF_WIDTH 32
+#define BUF_HEIGHT 32
+int piglit_width = 200;
+int piglit_height = 100;
+int piglit_window_mode = GLUT_DOUBLE | GLUT_RGB;
+
+#define NUM_LAYERS     6
+
+float layer_depth[NUM_LAYERS][4] = {
+       {0.1, 0.1, 0.1, 0.0},
+       {0.2, 0.2, 0.2, 0.0},
+       {0.4, 0.4, 0.4, 0.0},
+       {0.6, 0.6, 0.6, 0.0},
+       {0.8, 0.8, 0.8, 0.0},
+       {1.0, 1.0, 1.0, 0.0},
+};
+
+static int num_layers = NUM_LAYERS;
+
+static const char *prog = "fbo-depth-array";
+/* debug aid */
+static void
+check_error(int line)
+{
+   GLenum err = glGetError();
+   if (err) {
+      printf("%s: GL error 0x%x at line %d\n", prog, err, line);
+   }
+}
+
+static const char *frag_shader_depth_output_text =
+   "void main() \n"
+   "{ \n"
+   "   gl_FragDepth = gl_Color.r;\n"
+   "} \n";
+
+static GLuint frag_shader_depth_output;
+static GLuint program_depth_output;
+
+static const char *frag_shader_2d_array_text =
+   "#extension GL_EXT_texture_array : enable \n"
+   "uniform sampler2DArray tex; \n"
+   "void main() \n"
+   "{ \n"
+   "   gl_FragColor = texture2DArray(tex, gl_TexCoord[0].xyz).rrrr; \n"
+   "} \n";
+
+static GLuint frag_shader_2d_array;
+static GLuint program_2d_array;
+
+
+static int
+create_array_fbo(void)
+{
+       GLuint tex, fb;
+       GLenum status;
+       int layer;
+
+       glUseProgram(program_depth_output);
+
+       glGenTextures(1, &tex);
+       glBindTexture(GL_TEXTURE_2D_ARRAY_EXT, tex);
+       assert(glGetError() == 0);
+
+       /* allocate empty array texture */
+       glTexImage3D(GL_TEXTURE_2D_ARRAY_EXT, 0, GL_DEPTH_COMPONENT24,
+                    BUF_WIDTH, BUF_HEIGHT, num_layers,
+                    0,
+                    GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
+       assert(glGetError() == 0);
+
+       glGenFramebuffersEXT(1, &fb);
+       glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb);
+
+       glDrawBuffer(GL_NONE);
+       glReadBuffer(GL_NONE);
+
+       /* draw something into each layer of the array texture */
+       for (layer = 0; layer < NUM_LAYERS; layer++) {
+               glFramebufferTextureLayer(GL_FRAMEBUFFER_EXT,
+                                         GL_DEPTH_ATTACHMENT,
+                                         tex,
+                                         0,
+                                         layer);
+
+               assert(glGetError() == 0);
+
+               status = glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT);
+               if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
+                       fprintf(stderr, "FBO incomplete\n");
+                       goto done;
+               }
+
+               glViewport(0, 0, BUF_WIDTH, BUF_HEIGHT);
+               piglit_ortho_projection(BUF_WIDTH, BUF_HEIGHT, GL_FALSE);
+
+               glEnable(GL_DEPTH_TEST);
+               glDepthFunc(GL_ALWAYS);
+
+               /* solid color quad */
+               glColor4fv(layer_depth[layer]);
+               piglit_draw_rect(-2, -2, BUF_WIDTH + 2, BUF_HEIGHT + 2);
+
+               glDisable(GL_DEPTH_TEST);
+       }
+
+       glUseProgram(0);
+
+done:
+       glDeleteFramebuffersEXT(1, &fb);
+       return tex;
+}
+
+/* Draw a textured quad, sampling only the given layer of the
+ * array texture.
+ */
+static void
+draw_layer(int x, int y, int depth)
+{
+       GLfloat depth_coord = (GLfloat)depth;
+       GLint loc;
+
+       glUseProgram(program_2d_array);
+       loc = glGetUniformLocation(program_2d_array, "tex");
+       glUniform1i(loc, 0); /* texture unit p */
+
+       glViewport(0, 0, piglit_width, piglit_height);
+       piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
+
+       glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+
+       glEnable(GL_TEXTURE_2D_ARRAY_EXT);
+       glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+       glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MIN_FILTER, 
GL_NEAREST);
+       glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MAG_FILTER, 
GL_NEAREST);
+       glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_WRAP_S, 
GL_CLAMP_TO_EDGE);
+       glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_WRAP_T, 
GL_CLAMP_TO_EDGE);
+       glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_WRAP_R, 
GL_CLAMP_TO_EDGE);
+       glBegin(GL_QUADS);
+
+       glTexCoord3f(0, 0, depth_coord);
+       glVertex2f(x, y);
+
+       glTexCoord3f(1, 0, depth_coord);
+       glVertex2f(x + BUF_WIDTH, y);
+
+       glTexCoord3f(1, 1, depth_coord);
+       glVertex2f(x + BUF_WIDTH, y + BUF_HEIGHT);
+
+       glTexCoord3f(0, 1, depth_coord);
+       glVertex2f(x, y + BUF_HEIGHT);
+
+       glEnd();
+
+       glDisable(GL_TEXTURE_2D_ARRAY_EXT);
+       glUseProgram(0);
+}
+
+static GLboolean test_layer_drawing(int start_x, int start_y, float *expected)
+{
+       return piglit_probe_rect_rgb(start_x, start_y, BUF_WIDTH, BUF_HEIGHT,
+                                    expected);
+}
+
+enum piglit_result
+piglit_display(void)
+{
+       GLboolean pass = GL_TRUE;
+       int layer;
+       GLuint tex;
+
+       glClearColor(1.0, 1.0, 1.0, 1.0);
+       glClear(GL_COLOR_BUFFER_BIT);
+
+       tex = create_array_fbo();
+
+       for (layer = 0; layer < NUM_LAYERS; layer++) {
+               int x = 1 + layer * (BUF_WIDTH + 1);
+               int y = 1;
+               draw_layer(x, y, layer);
+       }
+
+       for (layer = 0; layer < NUM_LAYERS; layer++) {
+               int x = 1 + layer * (BUF_WIDTH + 1);
+               int y = 1;
+               pass &= test_layer_drawing(x, y, layer_depth[layer]);
+       }
+
+       glDeleteTextures(1, &tex);
+
+       glutSwapBuffers();
+
+       return pass ? PIGLIT_SUCCESS : PIGLIT_FAILURE;
+}
+
+void piglit_init(int argc, char **argv)
+{
+       piglit_require_extension("GL_EXT_framebuffer_object");
+       piglit_require_extension("GL_EXT_texture_array");
+
+       /* Make shader programs */
+       frag_shader_2d_array =
+               piglit_compile_shader_text(GL_FRAGMENT_SHADER,
+                                          frag_shader_2d_array_text);
+       check_error(__LINE__);
+
+       frag_shader_depth_output =
+               piglit_compile_shader_text(GL_FRAGMENT_SHADER,
+                                          frag_shader_depth_output_text);
+       check_error(__LINE__);
+
+       program_2d_array = piglit_link_simple_program(0, frag_shader_2d_array);
+       check_error(__LINE__);
+
+       program_depth_output = piglit_link_simple_program(0,
+                                                 frag_shader_depth_output);
+       check_error(__LINE__);
+}
-- 
1.7.2.2

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