/* * Copyright © 2011 Intel Corporation * 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. */ /* Author: Dave Airlie */ /* * Test to verify samplerCubeArrayShadow support * * samplerCubeArrayShadow takes the compare value in an extra vertex attrib. * This test works like sampler-cube-shadow except it uses the cube * map array interfaces. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_width = 400; config.window_height = 300; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END static GLuint tex; static GLint prog; /* grab the coordinates from the main definition, and grab the compvals from here */ static GLfloat cube_shadow_attributes[6][4][9]; static GLfloat verts[6][2] = { {100, 125}, {175, 125}, {250, 125}, {100, 200}, {175, 200}, {250, 200} }; static GLfloat compvals[6][4] = { { -0.50, 0.00, 0.50, 0.00 }, { 0.90, 0.20, -0.50, 0.20 }, { 0.35, 1.20, 0.35, -0.50 }, { 0.50, -0.50, 0.50, 1.50 }, { 0.85, 0.85, 0.85, 0.85 }, { 0.90, 0.90, 0.90, 0.90 } }; #define STRIDE (9 * sizeof(GLfloat)) /* Setup interleaved vertex attributes for 6 * 4 vertices: * 4 float vertex coordinates for drawing 6 quads aligned in a 3x2 grid with * some space inbetween. * 4 float texture coordinates for sampling one cube map face per quad. * 1 float compare value for shadow texture fetch. */ void setup_attributes(float layer_sample) { int i, j; for (i = 0; i < 6; i++) { for (j = 0; j < 4; j++) { cube_shadow_attributes[i][j][0] = verts[i][0]; cube_shadow_attributes[i][j][1] = verts[i][1]; cube_shadow_attributes[i][j][2] = 0.0; cube_shadow_attributes[i][j][3] = 1.0; if (j == 1 || j == 2) cube_shadow_attributes[i][j][0] += 50.0; if (j == 2 || j == 3) cube_shadow_attributes[i][j][1] += 50.0; memcpy(&cube_shadow_attributes[i][j][4], cube_face_texcoords[i][j], 3 * sizeof(GLfloat)); cube_shadow_attributes[i][j][7] = layer_sample; cube_shadow_attributes[i][j][8] = compvals[i][j]; } } } static const char *vertShaderText = "#version 130\n" "in vec4 vertex;\n" "in vec4 texCoord;\n" "in float compf;\n" "out float compval;\n" "void main()\n" "{\n" " gl_Position = gl_ModelViewProjectionMatrix * vertex;\n" " gl_TexCoord[0] = texCoord;\n" " compval = compf;\n" "}\n"; static const char *fragShaderText = "#version 130\n" "#extension GL_ARB_texture_cube_map_array : enable\n" "uniform samplerCubeArrayShadow cubeArrayShadow;\n" "in float compval;\n" "void main()\n" "{\n" " float shadow = texture(cubeArrayShadow, gl_TexCoord[0], compval);\n" " gl_FragColor = vec4(shadow, shadow, shadow, 1.0);\n" "}\n"; static void shaderSetup(void) { prog = piglit_build_simple_program(vertShaderText, fragShaderText); glUseProgram(prog); } static void loadTex(void) { #define height 2 #define width 2 int i, j; GLfloat tex_vals[12][width][height]; /* Set the cubemap depth values for each face */ for (i=0; i < height; ++i) { for (j=0; j < width; ++j) { /* fill base layer with wrong stuff - checks we don't accidentally sample layer 0 */ tex_vals[0][i][j] = 1.0; tex_vals[1][i][j] = 0.75; tex_vals[2][i][j] = 0.50; tex_vals[3][i][j] = 0.35; tex_vals[4][i][j] = 0.2; tex_vals[5][i][j] = 0.0; tex_vals[6][i][j] = 0.0; tex_vals[7][i][j] = 0.2; tex_vals[8][i][j] = 0.35; tex_vals[9][i][j] = 0.50; tex_vals[10][i][j] = 0.75; tex_vals[11][i][j] = 1.0; } } /* Render the epth cube texture using LUMINANCE */ glGenTextures(1, &tex); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, tex); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_GENERATE_MIPMAP, GL_FALSE); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE); glTexParameterf(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE ); glTexParameterf(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, GL_DEPTH_COMPONENT, width, height, 12, 0, GL_DEPTH_COMPONENT, GL_FLOAT, (void*)tex_vals); #undef height #undef width } void piglit_init(int argc, char **argv) { piglit_require_extension("GL_ARB_texture_cube_map_array"); loadTex(); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, piglit_width, 0, piglit_height, -1, 1); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glClearColor(0.1, 0.1, 0.1, 1.0); shaderSetup(); setup_attributes(1.0); } enum piglit_result piglit_display(void) { GLint cubeArrayShadow_loc, vertex_loc, texCoord_loc, compf_loc; GLboolean pass = GL_TRUE; GLfloat white[4] = {1.0, 1.0, 1.0, 1.0}; GLfloat black[4] = {0.0, 0.0, 0.0, 1.0}; int i; cubeArrayShadow_loc = glGetUniformLocation(prog, "cubeArrayShadow"); vertex_loc = glGetAttribLocation(prog, "vertex"); texCoord_loc = glGetAttribLocation(prog, "texCoord"); compf_loc = glGetAttribLocation(prog, "compf"); glClear(GL_COLOR_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glUniform1i(cubeArrayShadow_loc, 0); glEnableVertexAttribArray(vertex_loc); glEnableVertexAttribArray(texCoord_loc); glEnableVertexAttribArray(compf_loc); /* Apply each face of cubemap as texture to a polygon */ for (i = 0; i < 6; ++i) { glVertexAttribPointer(vertex_loc, 4, GL_FLOAT, GL_FALSE, STRIDE, &cube_shadow_attributes[i][0][0]); glVertexAttribPointer(texCoord_loc, 4, GL_FLOAT, GL_FALSE, STRIDE, &cube_shadow_attributes[i][0][4]); glVertexAttribPointer(compf_loc, 1, GL_FLOAT, GL_FALSE, STRIDE, &cube_shadow_attributes[i][0][8]); glDrawArrays(GL_QUADS, 0, 4); } /* Test the pixel color of polygons against the expected output */ /* Polygon 1 */ pass = piglit_probe_pixel_rgb(101, 170, white); pass = pass && piglit_probe_pixel_rgb(105, 130, white); pass = pass && piglit_probe_pixel_rgb(120, 145, white); pass = pass && piglit_probe_pixel_rgb(145, 126, white); pass = pass && piglit_probe_pixel_rgb(105, 174, black); pass = pass && piglit_probe_pixel_rgb(130, 155, black); pass = pass && piglit_probe_pixel_rgb(145, 170, black); pass = pass && piglit_probe_pixel_rgb(149, 130, black); /* Polygon 2 */ pass = pass && piglit_probe_pixel_rgb(176, 170, black); pass = pass && piglit_probe_pixel_rgb(180, 130, black); pass = pass && piglit_probe_pixel_rgb(195, 145, black); pass = pass && piglit_probe_pixel_rgb(220, 126, black); pass = pass && piglit_probe_pixel_rgb(224, 130, white); pass = pass && piglit_probe_pixel_rgb(205, 155, white); pass = pass && piglit_probe_pixel_rgb(220, 170, white); pass = pass && piglit_probe_pixel_rgb(180, 174, white); /* Polygon 3 */ pass = pass && piglit_probe_pixel_rgb(251, 130, white); pass = pass && piglit_probe_pixel_rgb(255, 170, white); pass = pass && piglit_probe_pixel_rgb(270, 155, white); pass = pass && piglit_probe_pixel_rgb(290, 174, white); pass = pass && piglit_probe_pixel_rgb(255, 126, black); pass = pass && piglit_probe_pixel_rgb(280, 145, black); pass = pass && piglit_probe_pixel_rgb(295, 130, black); pass = pass && piglit_probe_pixel_rgb(299, 170, black); /* Polygon 4 */ pass = pass && piglit_probe_pixel_rgb(101, 205, black); pass = pass && piglit_probe_pixel_rgb(105, 245, black); pass = pass && piglit_probe_pixel_rgb(120, 230, black); pass = pass && piglit_probe_pixel_rgb(145, 249, black); pass = pass && piglit_probe_pixel_rgb(105, 201, white); pass = pass && piglit_probe_pixel_rgb(130, 220, white); pass = pass && piglit_probe_pixel_rgb(145, 205, white); pass = pass && piglit_probe_pixel_rgb(149, 245, white); /* Polygon 5 & 6 are filled with a flat color. So probe using * piglit_probe_rect_rgb */ pass = pass && piglit_probe_rect_rgba(175, 200, 50, 50, black); pass = pass && piglit_probe_rect_rgba(250, 200, 50, 50, white); pass = piglit_check_gl_error(GL_NO_ERROR) && pass; if (piglit_automatic) piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL); piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; }