/* * Copyright © 2014 Intel Corporation * * 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. */ /** * \file draw.c * * A basic drawing test for GL_ARB_stencil_texturing which ensures that * sampling occurs from the right position in the texture. * * It creates two packed depth/stencil textures. The first has a horizontal * gradient (0.0 -> 1.0 for depth, 0 -> 255 for stencil), and the second a * vertical gradient. * * The expected output is four squares, separated by a blue border. * The left half of the window is generated by stencil texturing, and drawn * in red. The right half is generated by depth texturing, and drawn in green. * * Stencil | Depth * (red) | (green) * | * 0 --> 1 | 0 --> 1 * -------------------- * 1 | 1 * ^ | ^ * | | | * 0 | 0 */ #define __STDC_FORMAT_MACROS #include #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 30; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE; config.window_width = 256 * 2 + 3; config.window_height = 256 * 2 + 3; PIGLIT_GL_TEST_CONFIG_END float stencil_horiz_expected[256 * 256 * 3]; float stencil_vert_expected[256 * 256 * 3]; float depth_horiz_expected[256 * 256 * 3]; float depth_vert_expected[256 * 256 * 3]; GLuint horiz_tex; GLuint vert_tex; /** A program that samples from stencil using usampler2D. */ GLint stencil_prog; /** A program that samples from depth using sampler2D. */ GLint depth_prog; /******************************************************************************/ /** * Bind a texture and change DEPTH_STENCIL_TEXTURE_MODE (convenience function). */ static void select_tex(GLint handle, GLenum depth_stencil_texture_mode) { glBindTexture(GL_TEXTURE_2D, handle); glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE, depth_stencil_texture_mode); } enum piglit_result piglit_display(void) { bool pass = true; glClearColor(0.0, 0.0, 1.0, 1.0); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(stencil_prog); /* Upper left corner: Stencil (black to red, left to right). */ glViewport(0, 259, 256, 256); select_tex(horiz_tex, GL_STENCIL_INDEX); piglit_draw_rect(-1, -1, 2, 2); if (!piglit_probe_image_rgb(0, 259, 256, 256, stencil_horiz_expected)) { printf(" FAIL: stencil (horizontal).\n"); pass = false; } /* Lower left corner: Stencil (black to red, upwards). */ glViewport(0, 0, 256, 256); select_tex(vert_tex, GL_STENCIL_INDEX); piglit_draw_rect(-1, -1, 2, 2); if (!piglit_probe_image_rgb(0, 0, 256, 256, stencil_vert_expected)) { printf(" FAIL: stencil (vertical).\n"); pass = false; } glUseProgram(depth_prog); /* Upper right corner: Depth (black to green, left to right). */ glViewport(259, 259, 256, 256); select_tex(horiz_tex, GL_DEPTH_COMPONENT); piglit_draw_rect(-1, -1, 2, 2); if (!piglit_probe_image_rgb(259, 259, 256, 256, depth_horiz_expected)) { printf(" FAIL: depth (horizontal).\n"); pass = false; } /* Lower right corner: Depth (black to green, upwards). */ glViewport(259, 0, 256, 256); select_tex(vert_tex, GL_DEPTH_COMPONENT); piglit_draw_rect(-1, -1, 2, 2); if (!piglit_probe_image_rgb(259, 0, 256, 256, depth_vert_expected)) { printf(" FAIL: depth (vertical).\n"); pass = false; } piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } /******************************************************************************/ /** * Pack a floating point depth value and 8-bit stencil value into * GL_UNSIGNED_INT24_S8 data. */ uint32_t pack_z24_s8(float z, uint8_t s) { uint32_t z24 = z * (double) 0xffffff; return (z24 << 8) | s; } /** * Generate two textures containing gradients: * - Depth ranges from 0.0 to 1.0. * - Stencil ranges from 0 to 255. * * horiz_tex is left to right (increasing in the +x direction); * vert_tex is bottom to top (increasing in the +y direction). * * Also set up expected values. */ static void setup_textures(void) { int i; uint32_t horiz_data[256 * 256]; uint32_t vert_data[256 * 256]; for (i = 0; i < ARRAY_SIZE(horiz_data); i++) { unsigned x = i % 256; unsigned y = i / 256; horiz_data[i] = pack_z24_s8(x / 255.0f, x); vert_data[i] = pack_z24_s8(y / 255.0f, y); } glGenTextures(1, &horiz_tex); glBindTexture(GL_TEXTURE_2D, horiz_tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, 256, 256, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, horiz_data); if (!piglit_check_gl_error(GL_NO_ERROR)) piglit_report_result(PIGLIT_FAIL); glGenTextures(1, &vert_tex); glBindTexture(GL_TEXTURE_2D, vert_tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, 256, 256, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, vert_data); if (!piglit_check_gl_error(GL_NO_ERROR)) piglit_report_result(PIGLIT_FAIL); /* Set up expected values. */ memset(stencil_horiz_expected, 0, sizeof(stencil_horiz_expected)); memset(stencil_vert_expected, 0, sizeof(stencil_vert_expected)); memset(depth_horiz_expected, 0, sizeof(depth_horiz_expected)); memset(depth_vert_expected, 0, sizeof(depth_vert_expected)); for (i = 0; i < 256 * 256; i++) { unsigned x = i % 256; unsigned y = i / 256; stencil_horiz_expected[3*i] = x / 255.0f; stencil_vert_expected[3*i] = y / 255.0f; depth_horiz_expected[3*i+1] = x / 255.0f; depth_vert_expected[3*i+1] = y / 255.0f; } } /** * Compile the shaders used by this program. * * Depth data should be read using a floating point sampler2D; stencil data * should be read using an unsigned integer usampler2D. So, we need two * separate shaders. */ static void setup_shaders(void) { int loc; const char *vs = "#version 130\n" "out vec2 texcoords;\n" "void main()\n" "{\n" " gl_Position = gl_Vertex;\n" " texcoords = (gl_Vertex.xy + 1.0) / 2.0;\n" "}\n"; const char *fs_stencil = "#version 130\n" "in vec2 texcoords;\n" "uniform usampler2D tex;\n" "void main()\n" "{\n" " uint stencil = texture(tex, texcoords).x;\n" " gl_FragColor = vec4(float(stencil) / 255.0, 0, 0, 1);\n" "}\n"; const char *fs_depth = "#version 130\n" "in vec2 texcoords;\n" "uniform sampler2D tex;\n" "void main()\n" "{\n" " float depth = texture(tex, texcoords).x;\n" " gl_FragColor = vec4(0, depth, 0, 1);\n" "}\n"; stencil_prog = piglit_build_simple_program(vs, fs_stencil); loc = glGetUniformLocation(stencil_prog, "tex"); glUseProgram(stencil_prog); glUniform1i(loc, 0); depth_prog = piglit_build_simple_program(vs, fs_depth); loc = glGetUniformLocation(depth_prog, "tex"); glUseProgram(depth_prog); glUniform1i(loc, 0); } void piglit_init(int argc, char **argv) { piglit_require_extension("GL_ARB_stencil_texturing"); setup_textures(); setup_shaders(); }