/* * Copyright © 2008-2009 Intel Corporation * Copyright © 2012 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 * Eric Anholt * */ /* * test cubemap with shaders enabled - accept lod (with glsl 1.30) and * bias parameters to test different sampling modes. * This test is for a bug on r600g where for cubemaps the explicit lod * and lod bias weren't being routed correctly to the texture instruction * in the fragment shader. */ #include "piglit-util-gl-common.h" #define PAD 5 PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_width = (64*6+PAD*9)*2; config.window_height = 200; config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGB; PIGLIT_GL_TEST_CONFIG_END int max_size; #define STATE_PLAIN_SHADER 0 #define STATE_LOD_SHADER 1 #define STATE_LOD_BIAS_SHADER 2 int test_state; static GLfloat colors[][3] = { {1.0, 1.0, 1.0}, {1.0, 1.0, 0.0}, {1.0, 0.0, 0.0}, {1.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 1.0, 1.0}, {0.0, 1.0, 0.0}, }; static const char *frag_shader = "uniform samplerCube tex; \n" "void main()\n" "{\n" " gl_FragColor = textureCube(tex, gl_TexCoord[0].xyz);\n" "}\n"; static const char *frag_shader_lod_bias = "uniform samplerCube tex; \n" "void main()\n" "{\n" " gl_FragColor = textureCube(tex, gl_TexCoord[0].xyz, 3.0);\n" "}\n"; static const char *frag_shader_lod = "#version 130\n" "uniform samplerCube tex; \n" "void main()\n" "{\n" " gl_FragColor = textureLod(tex, gl_TexCoord[0].xyz, 3.0);\n" "}\n"; static GLuint frag_shader_cube; static GLuint program_cube; #if defined(_MSC_VER) /** * Find the first bit set in i and return the index set of that bit. */ static int ffs(int i) { int bit; if (i == 0) { return 0; } for (bit = 1; !(i & 1); bit++) { i = i >> 1; } return bit; } #endif static void set_face_image(int level, GLenum face, int size, int color) { GLfloat *color1 = colors[color]; GLfloat *color2 = colors[(color + 1) % ARRAY_SIZE(colors)]; GLfloat *tex; int x, y; tex = malloc(size * size * 3 * sizeof(GLfloat)); /* Set the texture for this face to one corner being color2 and the * rest color1. If the texture is 1x1, then it's all color1. */ for (y = 0; y < size; y++) { for (x = 0; x < size; x++) { GLfloat *chosen_color; if (y >= (size / 2) || x >= (size / 2)) chosen_color = color1; else chosen_color = color2; tex[(y * size + x) * 3 + 0] = chosen_color[0]; tex[(y * size + x) * 3 + 1] = chosen_color[1]; tex[(y * size + x) * 3 + 2] = chosen_color[2]; } } glTexImage2D(face, level, GL_RGB, size, size, 0, GL_RGB, GL_FLOAT, tex); free(tex); } /** * Tests that the mipmap drawn at (x,y)-(x+size,y+size) has the majority color, * with color+1 in bottom left. */ static GLboolean test_results(int x, int y, int size, int level, int face, GLboolean mipmapped, int color, int maxlevel) { GLfloat *color1 = colors[color]; GLfloat *color2 = colors[(color + 1) % ARRAY_SIZE(colors)]; GLboolean pass = GL_TRUE; int x1 = x + size / 4, x2 = x + size * 3 / 4; int y1 = y + size / 4, y2 = y + size * 3 / 4; if (test_state != STATE_PLAIN_SHADER) if (level >= maxlevel) color2 = color1; if (size == 1) { pass = pass && piglit_probe_pixel_rgb(x1, y1, color1); } else { pass = pass && piglit_probe_pixel_rgb(x1, y1, color2); pass = pass && piglit_probe_pixel_rgb(x2, y1, color1); pass = pass && piglit_probe_pixel_rgb(x2, y2, color1); pass = pass && piglit_probe_pixel_rgb(x1, y2, color1); } if (!pass) { int base_size = size * (1 << level); printf("Cube map failed at size %dx%d, level %d (%dx%d), face %s%s\n", base_size, base_size, level, size, size, cube_face_names[face], mipmapped ? ", mipmapped" : ""); } return pass; } static GLboolean draw_at_size(int size, int x_offset, int y_offset, GLboolean mipmapped) { GLfloat row_y = PAD + y_offset; int dim, face; int color = 0, level = 0, maxlevel, baselevel = 3; GLuint texname; GLboolean pass = GL_TRUE; GLint loc; glUseProgram(program_cube); loc = glGetUniformLocation(program_cube, "tex"); glUniform1i(loc, 0); /* texture unit p */ /* Create the texture. */ glGenTextures(1, &texname); glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, texname); /* For each face drawing, we want to only see that face's contents at * that mipmap level. */ if (mipmapped) { glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); } else { glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST); } glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); /* Fill in faces on each level */ for (dim = size; dim > 0; dim /= 2) { if (test_state != STATE_PLAIN_SHADER) color = (level) % ARRAY_SIZE(colors); for (face = 0; face < 6; face++) { set_face_image(level, cube_face_targets[face], dim, color); if (test_state == STATE_PLAIN_SHADER) color = (color + 1) % ARRAY_SIZE(colors); } if (!mipmapped) break; level++; } maxlevel = level; if (maxlevel >= ARRAY_SIZE(colors)) maxlevel = ARRAY_SIZE(colors) - 1; glEnable(GL_TEXTURE_CUBE_MAP_ARB); color = 0; level = 0; if (test_state == STATE_LOD_BIAS_SHADER) level = baselevel; for (dim = size; dim > 0; dim /= 2) { GLfloat row_x = PAD + x_offset; if (test_state == STATE_LOD_SHADER) level = baselevel; for (face = 0; face < 6; face++) { GLfloat base_x = row_x + face * (max_size + PAD); GLfloat base_y = row_y; if (test_state != STATE_PLAIN_SHADER) { color = level; if (color >= ARRAY_SIZE(colors)) color = ARRAY_SIZE(colors) - 1; } glBegin(GL_QUADS); glTexCoord3fv(cube_face_texcoords[face][0]); glVertex2f(base_x, base_y); glTexCoord3fv(cube_face_texcoords[face][1]); glVertex2f(base_x + dim, base_y); glTexCoord3fv(cube_face_texcoords[face][2]); glVertex2f(base_x + dim, base_y + dim); glTexCoord3fv(cube_face_texcoords[face][3]); glVertex2f(base_x, base_y + dim); glEnd(); if (dim > 2) { pass = test_results(base_x, base_y, dim, level, face, mipmapped, color, maxlevel) && pass; } if (test_state == STATE_PLAIN_SHADER) color = (color + 1) % ARRAY_SIZE(colors); } if (!mipmapped) break; row_y += dim + PAD; level++; if (test_state != STATE_PLAIN_SHADER) if (level > maxlevel) level = maxlevel; } glUseProgram(0); glDeleteTextures(1, &texname); return pass; } enum piglit_result piglit_display(void) { int dim; GLboolean pass = GL_TRUE; int i = 0, y_offset = 0; int row_dim = 0; int xc = 0; piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE); /* Clear background to gray */ glClearColor(0.5, 0.5, 0.5, 1.0); glClear(GL_COLOR_BUFFER_BIT); if (test_state == STATE_PLAIN_SHADER) { /* First, do each size from MAX_SIZExMAX_SIZE to 1x1 as a * single texture level. */ y_offset = 0; for (dim = max_size; dim > 0; dim /= 2) { pass = draw_at_size(dim, 0, y_offset, GL_FALSE) && pass; y_offset += dim + PAD; } xc = 1; } /* Next, do each size with mipmaps from MAX_SIZExMAX_SIZE * to 1x1. */ y_offset = 0; for (dim = max_size; dim > max_size / 2; dim /= 2) { int x_offset = (i % 2 == xc) ? 0 : piglit_width / 2; row_dim = (row_dim < dim) ? dim : row_dim; pass &= draw_at_size(dim, x_offset, y_offset, GL_TRUE); if (i % 2 == 0) { y_offset += row_dim * 2 + (ffs(dim) + 3) * PAD; row_dim = 0; } i++; } piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { int i; piglit_require_extension("GL_ARB_texture_cube_map"); max_size = 64; for (i = 1; i < argc; i++) { if (strcmp(argv[i], "npot") == 0) { piglit_require_extension("GL_ARB_texture_non_power_of_two"); max_size = 50; break; } if (strcmp(argv[i], "lod") == 0) { piglit_require_GLSL_version(130); test_state = STATE_LOD_SHADER; break; } if (strcmp(argv[i], "bias") == 0) { test_state = STATE_LOD_BIAS_SHADER; break; } } switch (test_state) { default: case STATE_PLAIN_SHADER: frag_shader_cube = piglit_compile_shader_text(GL_FRAGMENT_SHADER, frag_shader); break; case STATE_LOD_SHADER: frag_shader_cube = piglit_compile_shader_text(GL_FRAGMENT_SHADER, frag_shader_lod); break; case STATE_LOD_BIAS_SHADER: frag_shader_cube = piglit_compile_shader_text(GL_FRAGMENT_SHADER, frag_shader_lod_bias); break; } piglit_check_gl_error(GL_NO_ERROR); program_cube = piglit_link_simple_program(0, frag_shader_cube); piglit_check_gl_error(GL_NO_ERROR); }