/* * Copyright © 2012 Red Hat * * 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 * */ /* * arb_texture_cube_map_array-cubemap-lod * * This constructs a two layer mipmapped cube array, and tests * setting an explicit lod to layer 3 and a lod bias of 3.0 * samples from the correct levels/layers, across both layers * of rendering. */ #include "piglit-util-gl.h" #define PAD 5 #define NUM_LAYERS 2 PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_width = (64 * 6 + PAD * 9) * 2; config.window_height = 200*NUM_LAYERS; config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGB; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END int max_size; static const 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}, }; /* we need a larger size than the common code so just copy them in */ GLfloat a_cube_face_texcoords[6][4][4]; void setup_texcoords(void) { int i, j; for (i = 0; i < 6; i++) { for (j = 0; j < 4; j++) { memcpy(a_cube_face_texcoords[i][j], cube_face_texcoords[i][j], 3 * sizeof(GLfloat)); } } } static const char *frag_shader_biased = "#extension GL_ARB_texture_cube_map_array : enable\n" "uniform samplerCubeArray tex; \n" "void main()\n" "{\n" " gl_FragColor = texture(tex, gl_TexCoord[0], 3.0);\n" "}\n"; static const char *frag_shader_explicit = "#extension GL_ARB_texture_cube_map_array : enable\n" "uniform samplerCubeArray tex; \n" "void main()\n" "{\n" " gl_FragColor = textureLod(tex, gl_TexCoord[0], 3.0);\n" "}\n"; static GLuint frag_shader_cube_array_biased; static GLuint program_cube_array_biased; static GLuint frag_shader_cube_array_explicit; static GLuint program_cube_array_explicit; static void set_image(int level, int size, int *color) { const GLfloat *color1; const GLfloat *color2; GLfloat *tex; int x, y; int face; int face_size; face_size = size * size * 3; tex = malloc(NUM_LAYERS * 6 * face_size * sizeof(GLfloat)); for (face = 0; face < NUM_LAYERS * 6; face++) { if (face % 6 == 0) *color = (level + (face / 6)) % ARRAY_SIZE(colors); color1 = colors[*color]; color2 = colors[(*color + 1) % ARRAY_SIZE(colors)]; /* 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++) { const GLfloat *chosen_color; if (y >= (size / 2) || x >= (size / 2)) chosen_color = color1; else chosen_color = color2; tex[(face * face_size) + (y * size + x) * 3 + 0] = chosen_color[0]; tex[(face * face_size) + (y * size + x) * 3 + 1] = chosen_color[1]; tex[(face * face_size) + (y * size + x) * 3 + 2] = chosen_color[2]; } } } glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, level, GL_RGB, size, size, 6 * NUM_LAYERS, 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 bool test_results(int x, int y, int size, int level, int face, bool biased, int color, int layer, int maxlevel) { const GLfloat *color1 = colors[color]; const GLfloat *color2 = colors[(color + 1) % ARRAY_SIZE(colors)]; bool pass = true; int x1 = x + size / 4, x2 = x + size * 3 / 4; int y1 = y + size / 4, y2 = y + size * 3 / 4; 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], biased ? ", biased" : ""); } return pass; } static bool draw_at_size(int size, int x_offset, int y_offset, bool biased) { GLfloat row_y = PAD + y_offset; int dim, face; int color = 0, level = 0, maxlevel, baselevel = 3; GLuint texname; bool pass = true; GLint loc; if (biased) { glUseProgram(program_cube_array_biased); loc = glGetUniformLocation(program_cube_array_biased, "tex"); } else { glUseProgram(program_cube_array_explicit); loc = glGetUniformLocation(program_cube_array_explicit, "tex"); } glUniform1i(loc, 0); /* texture unit p */ /* Create the texture. */ glGenTextures(1, &texname); glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY_ARB, texname); /* For each face drawing, we want to only see that face's contents at * that mipmap level. */ glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); /* Fill in faces on each level */ for (dim = size; dim > 0; dim /= 2) { set_image(level, dim, &color); level++; } maxlevel = level; if (maxlevel >= ARRAY_SIZE(colors)) maxlevel = ARRAY_SIZE(colors) - 1; color = 0; level = baselevel; for (dim = size; dim > 0; dim /= 2) { GLfloat row_x = PAD + x_offset; if (!biased) level = baselevel; for (face = 0; face < 6 * NUM_LAYERS; face++) { GLint realface = face % 6; GLint layer = face / 6; GLfloat base_x = row_x + realface * (max_size + PAD); GLfloat base_y = row_y + (200 * layer); if (realface == 0) { color = (level); if (color >= ARRAY_SIZE(colors)) color = ARRAY_SIZE(colors) - 1; color += layer; color %= ARRAY_SIZE(colors); } glBegin(GL_QUADS); a_cube_face_texcoords[realface][0][3] = layer; a_cube_face_texcoords[realface][1][3] = layer; a_cube_face_texcoords[realface][2][3] = layer; a_cube_face_texcoords[realface][3][3] = layer; glTexCoord4fv(a_cube_face_texcoords[realface][0]); glVertex2f(base_x, base_y); glTexCoord4fv(a_cube_face_texcoords[realface][1]); glVertex2f(base_x + dim, base_y); glTexCoord4fv(a_cube_face_texcoords[realface][2]); glVertex2f(base_x + dim, base_y + dim); glTexCoord4fv(a_cube_face_texcoords[realface][3]); glVertex2f(base_x, base_y + dim); glEnd(); if (dim > 2) { pass = test_results(base_x, base_y, dim, level, realface, biased, color, layer, maxlevel) && pass; } } row_y += dim + PAD; level++; if (level > maxlevel) level = maxlevel; } glDeleteTextures(1, &texname); glUseProgram(0); return pass; } enum piglit_result piglit_display(void) { int dim; bool pass = true; int i = 0, y_offset = 0; int row_dim = 0; bool biased = false; 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); /* Next, do each size with mipmaps from MAX_SIZExMAX_SIZE * to 1x1. */ again: y_offset = 0; for (dim = max_size; dim > max_size/2; dim /= 2) { int x_offset = (i % 2 == 0) ? 0 : piglit_width / 2; row_dim = (row_dim < dim) ? dim : row_dim; pass &= draw_at_size(dim, x_offset, y_offset, biased); if (i % 2 == 0) { y_offset += row_dim * 2 + (ffs(dim) + 3) * PAD; row_dim = 0; } i++; } if (biased == false) { biased = true; goto again; } 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_array"); 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; } } frag_shader_cube_array_biased = piglit_compile_shader_text(GL_FRAGMENT_SHADER, frag_shader_biased); piglit_check_gl_error(GL_NO_ERROR); program_cube_array_biased = piglit_link_simple_program(0, frag_shader_cube_array_biased); piglit_check_gl_error(GL_NO_ERROR); frag_shader_cube_array_explicit = piglit_compile_shader_text(GL_FRAGMENT_SHADER, frag_shader_explicit); piglit_check_gl_error(GL_NO_ERROR); program_cube_array_explicit = piglit_link_simple_program(0, frag_shader_cube_array_explicit); piglit_check_gl_error(GL_NO_ERROR); setup_texcoords(); }