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/*
* Copyright © 2010 Fredrik Höglund (fredrik@kde.org)
*
* 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:
* Fredrik Höglund (fredrik@kde.org)
*/
/** @file glsl-kwin-blur-1.c
*
* Tests the blur effect used by the KWin window manager,
* with a 6 pixel blur radius (uses 7 varyings).
*/
#include "piglit-util-gl.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_compat_version = 10;
config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
PIGLIT_GL_TEST_CONFIG_END
/* Size of viewport and test region. Note that there are pixel probes at
* specific locations.
*/
#define WIDTH 100
#define HEIGHT 100
/*
Note: In KWin, the code for these shaders is generated at runtime,
based on the blur radius. This is what the code looks like
with a 6 pixel blur radius. The code generator makes sure
that the code doesn't exceed GL_MAX_VARYING_FLOATS.
*/
static const char vs_code[] =
"uniform vec2 pixelSize;\n"
"varying vec2 samplePos0;\n"
"varying vec2 samplePos1;\n"
"varying vec2 samplePos2;\n"
"varying vec2 samplePos3;\n"
"varying vec2 samplePos4;\n"
"varying vec2 samplePos5;\n"
"varying vec2 samplePos6;\n"
"void main(void)\n"
"{\n"
" vec2 center = vec4(gl_TextureMatrix[0] * gl_MultiTexCoord0).st;\n"
" samplePos0 = center + pixelSize * vec2(-5.5);\n"
" samplePos1 = center + pixelSize * vec2(-3.5);\n"
" samplePos2 = center + pixelSize * vec2(-1.5);\n"
" samplePos3 = center;\n"
" samplePos4 = center + pixelSize * vec2(1.5);\n"
" samplePos5 = center + pixelSize * vec2(3.5);\n"
" samplePos6 = center + pixelSize * vec2(5.5);\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
"}\n";
/*
This shader doesn't use the += operator because the old GLSL
compiler in Mesa didn't emit MAD's when it was used.
This isn't an issue with the new GLSL2 compiler.
*/
static const char fs_code[] =
"uniform sampler2D texUnit;\n"
"varying vec2 samplePos0;\n"
"varying vec2 samplePos1;\n"
"varying vec2 samplePos2;\n"
"varying vec2 samplePos3;\n"
"varying vec2 samplePos4;\n"
"varying vec2 samplePos5;\n"
"varying vec2 samplePos6;\n"
"const vec4 kernel0 = vec4(0.0242836);\n"
"const vec4 kernel1 = vec4(0.11585);\n"
"const vec4 kernel2 = vec4(0.275987);\n"
"const vec4 kernel3 = vec4(0.167758);\n"
"void main(void)\n"
"{\n"
" vec4 sum = texture2D(texUnit, samplePos0) * kernel0;\n"
" sum = sum + texture2D(texUnit, samplePos1) * kernel1;\n"
" sum = sum + texture2D(texUnit, samplePos2) * kernel2;\n"
" sum = sum + texture2D(texUnit, samplePos3) * kernel3;\n"
" sum = sum + texture2D(texUnit, samplePos4) * kernel2;\n"
" sum = sum + texture2D(texUnit, samplePos5) * kernel1;\n"
" sum = sum + texture2D(texUnit, samplePos6) * kernel0;\n"
" gl_FragColor = sum;\n"
"}\n";
static const int expected_edge[] = {
0x00, 0x03, 0x06, 0x15, 0x24, 0x47, 0x6a, 0x95, 0xb8, 0xdb, 0xea, 0xf9,
0xfc, 0xff
};
static const int expected_corner[] = {
0x00, 0x02, 0x05, 0x14, 0x2c, 0x57, 0x85, 0xbc, 0xd7, 0xf3, 0xf9, 0xff
};
static GLuint setup_shaders()
{
GLuint vs, fs, prog;
vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_code);
fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_code);
prog = piglit_link_simple_program(vs, fs);
glDeleteShader(vs);
glDeleteShader(fs);
return prog;
}
static GLboolean test()
{
GLboolean pass = GL_TRUE;
/* Prepare the shaders */
GLint prog = setup_shaders();
GLint uPixelSize = glGetUniformLocation(prog, "pixelSize");
GLint uTexUnit = glGetUniformLocation(prog, "texUnit");
GLuint scratchTex;
int i;
/* Pixel sizes in texture coordinates for the horizontal and vertical passes */
const float horizontal[2] = { 1.0 / WIDTH, 0 };
const float vertical[2] = { 0, 1.0 / HEIGHT };
/* Texture and vertex coordinates */
const float tc[] = { 0,1, 1,1, 0,0, 0,0, 1,1, 1,0 };
const float vc[] = { -1,1, 1,1, -1,-1, -1,-1, 1,1, 1,-1 };
/* Draw the rectangle that we're going to blur */
piglit_draw_rect(-.5, -.5, 1, 1);
/* Create a scratch texture */
glGenTextures(1, &scratchTex);
glBindTexture(GL_TEXTURE_2D, scratchTex);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, WIDTH, HEIGHT, 0, GL_BGRA, GL_UNSIGNED_BYTE, 0);
glUseProgram(prog);
glUniform1i(uTexUnit, 0);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, tc);
glVertexPointer(2, GL_FLOAT, 0, vc);
/* Horizontal pass */
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, WIDTH, HEIGHT);
glUniform2fv(uPixelSize, 1, horizontal);
glDrawArrays(GL_TRIANGLES, 0, 6);
/* Vertical pass */
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, WIDTH, HEIGHT);
glUniform2fv(uPixelSize, 1, vertical);
glDrawArrays(GL_TRIANGLES, 0, 6);
/* Clean up */
glUseProgram(0);
glBindTexture(GL_TEXTURE_2D, 0);
glDeleteTextures(1, &scratchTex);
glDeleteProgram(prog);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (!piglit_check_gl_error(GL_NO_ERROR))
piglit_report_result(PIGLIT_FAIL);
/* Test the sides */
for (i = 0; i < 14; i++) {
float color[3];
color[0] = expected_edge[i] / 255.;
color[1] = color[0];
color[2] = color[0];
pass = piglit_probe_pixel_rgb(50, 18 + i, color) && pass;
pass = piglit_probe_pixel_rgb(50, HEIGHT - 19 - i, color) && pass;
pass = piglit_probe_pixel_rgb(18 + i, 50, color) && pass;
pass = piglit_probe_pixel_rgb(WIDTH - 19 - i, 50, color) && pass;
}
/* Test the corners */
for (i = 0; i < 12; i++) {
float color[3];
color[0] = expected_corner[i] / 255.;
color[1] = color[0];
color[2] = color[0];
pass = piglit_probe_pixel_rgb(20 + i, 20 + i, color) && pass;
pass = piglit_probe_pixel_rgb(20 + i, HEIGHT - 21 - i, color) && pass;
pass = piglit_probe_pixel_rgb(WIDTH - 21 - i, 20 + i, color) && pass;
pass = piglit_probe_pixel_rgb(WIDTH - 21 - i, HEIGHT - 21 - i, color) && pass;
}
return pass;
}
enum piglit_result piglit_display(void)
{
GLboolean pass;
glViewport(0, 0, WIDTH, HEIGHT);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
pass = test();
piglit_present_results();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
void piglit_init(int argc, char **argv)
{
piglit_require_gl_version(20);
}
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