/* * Copyright (c) 2010-2012 VMware, 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 * on the rights to use, copy, modify, merge, publish, distribute, sub * license, 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 * NON-INFRINGEMENT. IN NO EVENT SHALL VMWARE AND/OR THEIR SUPPLIERS * 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 * Tests OpenGL 3.0 integer textures */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END static const char *TestName = "texture-integer"; static GLint TexWidth = 16, TexHeight = 16; static GLint BiasUniform = -1, TexUniform = -1; struct format_info { GLenum IntFormat, BaseFormat; GLuint BitsPerChannel; GLboolean Signed; }; static const struct format_info Formats[] = { /* { "GL_RGBA", GL_RGBA, GL_RGBA, 8, GL_FALSE },*/ { GL_RGBA8I_EXT, GL_RGBA_INTEGER_EXT, 8, GL_TRUE }, { GL_RGBA8UI_EXT, GL_RGBA_INTEGER_EXT, 8, GL_FALSE }, { GL_RGBA16I_EXT, GL_RGBA_INTEGER_EXT, 16, GL_TRUE }, { GL_RGBA16UI_EXT, GL_RGBA_INTEGER_EXT, 16, GL_FALSE }, { GL_RGBA32I_EXT, GL_RGBA_INTEGER_EXT, 32, GL_TRUE }, { GL_RGBA32UI_EXT, GL_RGBA_INTEGER_EXT, 32, GL_FALSE }, { GL_RGB8I_EXT, GL_RGB_INTEGER_EXT, 8, GL_TRUE }, { GL_RGB8UI_EXT, GL_RGB_INTEGER_EXT, 8, GL_FALSE }, { GL_RGB16I_EXT, GL_RGB_INTEGER_EXT, 16, GL_TRUE }, { GL_RGB16UI_EXT, GL_RGB_INTEGER_EXT, 16, GL_FALSE }, { GL_RGB32I_EXT, GL_RGB_INTEGER_EXT, 32, GL_TRUE }, { GL_RGB32UI_EXT, GL_RGB_INTEGER_EXT, 32, GL_FALSE }, { GL_ALPHA8I_EXT, GL_ALPHA_INTEGER_EXT, 8, GL_TRUE }, { GL_ALPHA8UI_EXT, GL_ALPHA_INTEGER_EXT, 8, GL_FALSE }, { GL_ALPHA16I_EXT, GL_ALPHA_INTEGER_EXT, 16, GL_TRUE }, { GL_ALPHA16UI_EXT, GL_ALPHA_INTEGER_EXT, 16, GL_FALSE }, { GL_ALPHA32I_EXT, GL_ALPHA_INTEGER_EXT, 32, GL_TRUE }, { GL_ALPHA32UI_EXT, GL_ALPHA_INTEGER_EXT, 32, GL_FALSE }, { GL_LUMINANCE8I_EXT, GL_LUMINANCE_INTEGER_EXT, 8, GL_TRUE }, { GL_LUMINANCE8UI_EXT, GL_LUMINANCE_INTEGER_EXT, 8, GL_FALSE }, { GL_LUMINANCE16I_EXT, GL_LUMINANCE_INTEGER_EXT, 16, GL_TRUE }, { GL_LUMINANCE16UI_EXT, GL_LUMINANCE_INTEGER_EXT, 16, GL_FALSE }, { GL_LUMINANCE32I_EXT, GL_LUMINANCE_INTEGER_EXT, 32, GL_TRUE }, { GL_LUMINANCE32UI_EXT, GL_LUMINANCE_INTEGER_EXT, 32, GL_FALSE }, { GL_LUMINANCE_ALPHA8I_EXT, GL_LUMINANCE_ALPHA_INTEGER_EXT, 8, GL_TRUE }, { GL_LUMINANCE_ALPHA8UI_EXT, GL_LUMINANCE_ALPHA_INTEGER_EXT, 8, GL_FALSE }, { GL_LUMINANCE_ALPHA16I_EXT, GL_LUMINANCE_ALPHA_INTEGER_EXT, 16, GL_TRUE }, { GL_LUMINANCE_ALPHA16UI_EXT, GL_LUMINANCE_ALPHA_INTEGER_EXT, 16, GL_FALSE }, { GL_LUMINANCE_ALPHA32I_EXT, GL_LUMINANCE_ALPHA_INTEGER_EXT, 32, GL_TRUE }, { GL_LUMINANCE_ALPHA32UI_EXT, GL_LUMINANCE_ALPHA_INTEGER_EXT, 32, GL_FALSE }, { GL_INTENSITY8I_EXT, GL_RED_INTEGER_EXT, 8, GL_TRUE }, { GL_INTENSITY8UI_EXT, GL_RED_INTEGER_EXT, 8, GL_FALSE }, { GL_INTENSITY16I_EXT, GL_RED_INTEGER_EXT, 16, GL_TRUE }, { GL_INTENSITY16UI_EXT, GL_RED_INTEGER_EXT, 16, GL_FALSE }, { GL_INTENSITY32I_EXT, GL_RED_INTEGER_EXT, 32, GL_TRUE }, { GL_INTENSITY32UI_EXT, GL_RED_INTEGER_EXT, 32, GL_FALSE }, }; /** * The basic idea here is to sample the integer texture and then apply * a bias vector to bring all the color components into the [0,1] range. * One minor issue is that we can't test the full range of 32-bit integer * textures since we cast the int values to floats. But we test enough of * the range to be confident. */ static const char *FragShaderText = "#version 130 \n" "uniform vec4 bias; \n" "uniform isampler2D tex; \n" "void main() \n" "{ \n" " ivec4 t = texture(tex, gl_TexCoord[0].xy); \n" " gl_FragColor = vec4(t) + bias; \n" "} \n"; /** * Return the max texture value that can be represented with the given * integer format. */ static int get_max_val(const struct format_info *info) { int max; switch (info->BitsPerChannel) { case 8: if (info->Signed) max = 127; else max = 255; break; case 16: if (info->Signed) max = 32767; else max = 65535; break; case 32: if (info->Signed) max = 10*1000; /* don't use 0x8fffffff to avoid overflow issues */ else max = 20*1000; break; default: assert(!"unexpected bpp"); max = 0; } return max; } /** * Return the number of color components in the given format. */ static int num_components(GLenum format) { switch (format) { case GL_RGBA: case GL_RGBA_INTEGER_EXT: return 4; case GL_RGB_INTEGER_EXT: return 3; case GL_ALPHA_INTEGER_EXT: return 1; case GL_LUMINANCE_INTEGER_EXT: return 1; case GL_LUMINANCE_ALPHA_INTEGER_EXT: return 2; case GL_RED_INTEGER_EXT: return 1; default: assert(!"unexpected format"); return 0; } } /** * Fill image buffer with given value. */ static void fill_array(int comps, int texels, void *buf, int bpp, const int val[4]) { int i, j; switch (bpp) { case 8: { GLubyte *b = (GLubyte *) buf; for (i = 0; i < texels; i++) { for (j = 0; j < comps; j++) { b[i * comps + j] = val[j]; } } } break; case 16: { GLushort *b = (GLushort *) buf; for (i = 0; i < texels; i++) { for (j = 0; j < comps; j++) { b[i * comps + j] = val[j]; } } } break; case 32: { GLuint *b = (GLuint *) buf; for (i = 0; i < texels; i++) { for (j = 0; j < comps; j++) { b[i * comps + j] = val[j]; } } } break; default: assert(!"unexpected bpp"); } } static GLenum get_datatype(const struct format_info *info) { switch (info->BitsPerChannel) { case 8: return info->Signed ? GL_BYTE : GL_UNSIGNED_BYTE; case 16: return info->Signed ? GL_SHORT : GL_UNSIGNED_SHORT; case 32: return info->Signed ? GL_INT : GL_UNSIGNED_INT; default: assert(!"unexpected bpp"); return 0; } } /** \return GL_TRUE for pass, GL_FALSE for fail */ static bool test_format(const struct format_info *info) { const int max = get_max_val(info); const int comps = num_components(info->BaseFormat); const int texels = TexWidth * TexHeight; const GLenum type = get_datatype(info); const int w = piglit_width / 10; const int h = piglit_height / 10; const float error = 2.0 / 255.0; /* XXX fix */ GLfloat expected[4]; void *buf; int value[4]; GLfloat result[4], bias[4]; GLint f; /* pick random texture color */ value[0] = rand() % max; value[1] = rand() % max; value[2] = rand() % max; value[3] = rand() % max; /* alloc, fill texture image */ buf = malloc(comps * texels * info->BitsPerChannel / 8); fill_array(comps, texels, buf, info->BitsPerChannel, value); glTexImage2D(GL_TEXTURE_2D, 0, info->IntFormat, TexWidth, TexHeight, 0, info->BaseFormat, type, buf); /* make sure the teximage call worked */ if (!piglit_check_gl_error(GL_NO_ERROR)) return false; glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &f); /* setup expected polygon color */ expected[0] = 0.25; expected[1] = 0.50; expected[2] = 0.75; expected[3] = 1.00; /* need to swizzle things depending on texture format */ switch (info->BaseFormat) { case GL_RGBA_INTEGER_EXT: /* nothing */ break; case GL_RGB_INTEGER_EXT: value[3] = 0.0; break; case GL_ALPHA_INTEGER_EXT: expected[0] = expected[1] = expected[2] = 0.0; expected[3] = 0.25; value[3] = value[0]; value[0] = value[1] = value[2] = 0.0; break; case GL_LUMINANCE_INTEGER_EXT: expected[0] = expected[1] = expected[2] = 0.25; expected[3] = 1.0; value[1] = value[2] = value[0]; value[3] = 1.0; break; case GL_LUMINANCE_ALPHA_INTEGER_EXT: expected[0] = expected[1] = expected[2] = 0.25; value[3] = value[1]; value[1] = value[2] = value[0]; break; case GL_RED_INTEGER_EXT: expected[0] = expected[1] = expected[2] = expected[3] = 0.25; value[1] = value[2] = value[3] = value[0]; break; default: ; } /* compute, set test bias */ bias[0] = expected[0] - value[0]; bias[1] = expected[1] - value[1]; bias[2] = expected[2] - value[2]; bias[3] = expected[3] - value[3]; glUniform4fv(BiasUniform, 1, bias); /* draw */ glClearColor(0, 1, 1, 0); glClear(GL_COLOR_BUFFER_BIT); glBegin(GL_POLYGON); glTexCoord2f(0, 0); glVertex2f(0, 0); glTexCoord2f(1, 0); glVertex2f(w, 0); glTexCoord2f(1, 1); glVertex2f(w, h); glTexCoord2f(0, 1); glVertex2f(0, h); glEnd(); /* test */ glReadPixels(w/2, h/2, 1, 1, GL_RGBA, GL_FLOAT, result); if (fabsf(result[0] - expected[0]) > error || fabsf(result[1] - expected[1]) > error || fabsf(result[2] - expected[2]) > error || fabsf(result[3] - expected[3]) > error) { fprintf(stderr, "%s: failure with format %s:\n", TestName, piglit_get_gl_enum_name(info->IntFormat)); fprintf(stderr, " texture color = %d, %d, %d, %d\n", value[0], value[1], value[2], value[3]); fprintf(stderr, " expected color = %g, %g, %g, %g\n", expected[0], expected[1], expected[2], expected[3]); fprintf(stderr, " result color = %g, %g, %g, %g\n", result[0], result[1], result[2], result[3]); return false; } piglit_present_results(); free(buf); return GL_TRUE; } enum piglit_result piglit_display(void) { int f, i; for (f = 0; f < ARRAY_SIZE(Formats); f++) { for (i = 0; i < 5; i++) { if (!test_format(&Formats[f])) return PIGLIT_FAIL; } } return PIGLIT_PASS; } void piglit_init(int argc, char **argv) { GLuint program; static GLuint tex; piglit_require_gl_version(30); piglit_require_GLSL_version(130); program = piglit_build_simple_program(NULL, FragShaderText); glUseProgram(program); BiasUniform = glGetUniformLocation(program, "bias"); TexUniform = glGetUniformLocation(program, "tex"); glUniform1i(TexUniform, 0); /* tex unit zero */ glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D, tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE); }