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/*
* Copyright © 2012 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 framebuffer-blit-levels.c
*
* This test verifies that glBlitFramebuffer operates correctly when
* the read or draw framebuffer is bound to a nonzero miplevel of a
* texture.
*
* The test can be run in two modes: "read" and "draw". In "read"
* mode, the layered/mipmapped texture is attached to
* GL_READ_FRAMEBUFFER, and in "draw" mode, the layered/mipmapped
* texture is attached to GL_DRAW_FRAMEBUFFER.
*
* The test operates as follows:
*
* - A 2D test texture is created with all miplevels present. An
* auxiliary 2D texture is also created which has a single miplevel.
*
* - The test texture is populated with a deterministic pattern of
* data. In "read" mode, this is done by simply uploading the data
* pattern using glTexImage2D. In "draw" mode, this is done by
* first uploading the data pattern to the auxiliary texture, and
* then blitting it to the test texture (this checks that blits work
* properly when GL_DRAW_FRAMEBUFFER is the test texture).
*
* - The data in the test texture is then verified. In "draw" mode,
* this is done by a direct call to glReadPixels(). In "read" mode,
* this is done by first blitting the data to the auxiliary texture,
* and then using glReadPixels() on the auxiliary texture (this
* checks that blits work properly when GL_READ_FRAMEBUFFER is the
* test texture).
*/
#include "piglit-util-gl.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_compat_version = 10;
config.window_visual = PIGLIT_GL_VISUAL_RGB;
config.khr_no_error_support = PIGLIT_NO_ERRORS;
PIGLIT_GL_TEST_CONFIG_END
enum {
TEST_MODE_DRAW,
TEST_MODE_READ,
} test_mode;
GLuint test_framebuffer;
GLuint aux_framebuffer;
GLuint test_texture;
GLuint aux_texture;
GLenum texture_internal_format;
GLenum texture_format;
GLenum readback_format;
GLenum texture_type;
GLbitfield blit_mask;
GLenum framebuffer_attachment;
#define LOG2_SIZE 7
#define SIZE (1 << LOG2_SIZE)
#define NUM_LEVELS (LOG2_SIZE + 1)
/**
* Generate a block of test data in which each pixel has a unique RGBA
* color. Different values of the \c level parameter produce
* different unique sets of pixels.
*
* This takes advantage of the Chinese Remainder Theorem to produce a
* unique color for each pixel--we produce the R, G, B, and A values
* by taking an integer mod four different primes.
*/
static void
create_test_data_rgba(GLfloat *data, unsigned level,
unsigned width, unsigned height)
{
unsigned pixel;
unsigned num_pixels = width * height;
for (pixel = 0; pixel < num_pixels; ++pixel) {
unsigned unique_value = level * (SIZE * SIZE) + pixel;
data[4*pixel + 0] = (unique_value % 233) / 233.0;
data[4*pixel + 1] = (unique_value % 239) / 239.0;
data[4*pixel + 2] = (unique_value % 241) / 241.0;
data[4*pixel + 3] = (unique_value % 251) / 251.0;
}
}
/**
* Generate a block of test data where each pixel has a unique depth value in
* the range [0.0, 1.0).
*/
static void
create_test_data_depth(GLfloat *data, unsigned level,
unsigned width, unsigned height)
{
unsigned pixel;
unsigned num_pixels = width * height;
double depth_delta = 0.95 / num_pixels;
double depth_value = 0;
for (pixel = 0; pixel < num_pixels; ++pixel) {
data[pixel] = depth_value;
depth_value += depth_delta;
}
}
/**
* Generate a block of test data appropriate for testing a stencil
* buffer. Different values of the \c level parameter produce
* different unique sets of pixels.
*
* Since there are only 256 possible stencil values, we need to be
* clever to generate a pattern that doesn't repeat every 256 pixels.
* Here's how we do it: for each consecutive pair of values, we
* compute x = (16451 * (i + 1)) % 65521 (where i is the index of the
* pair, and starts at a different value for each miplevel). Since
* 16451 and 65521 are relatively prime, this pattern won't repeat for
* 65521 pairs. Then we set the first pixel in the pair to x / 256
* and the second pixel in the pair to x % 256.
*/
static void
create_test_data_stencil(GLbyte *data, unsigned level,
unsigned width, unsigned height)
{
unsigned pixel;
unsigned num_pixels = width * height;
for (pixel = 0; pixel < num_pixels; ++pixel) {
unsigned i = (level * (SIZE * SIZE) + pixel) / 2;
unsigned x = (16451 * (i + 1)) % 65521;
if (pixel % 2 == 0)
data[pixel] = x / 256;
else
data[pixel] = x % 256;
}
}
/**
* As with create_test_data_stencil(), but intersperse the stencil
* data with depth values of 0, so that the resulting data can be
* uploaded to a depth/stencil texture using glTexImage2D().
*/
static void
create_test_data_depthstencil(GLbyte *data, unsigned level,
unsigned width, unsigned height)
{
GLbyte *stencil_data = malloc(width * height);
unsigned i;
create_test_data_stencil(stencil_data, level, width, height);
for (i = 0; i < width * height; ++i) {
data[4 * i] = stencil_data[i];
data[4 * i + 1] = 0;
data[4 * i + 2] = 0;
data[4 * i + 3] = 0;
}
free(stencil_data);
}
static void
create_test_data(GLfloat *data, GLenum format,
unsigned level, unsigned width, unsigned height)
{
switch (format) {
case GL_RGBA:
create_test_data_rgba(data, level, width, height);
break;
case GL_DEPTH_COMPONENT:
create_test_data_depth(data, level, width, height);
break;
case GL_STENCIL_INDEX:
create_test_data_stencil((GLbyte *) data, level,
width, height);
break;
case GL_DEPTH_STENCIL:
create_test_data_depthstencil((GLbyte *) data, level,
width, height);
break;
default:
assert(0);
break;
}
}
static void
print_usage_and_exit(char *prog_name)
{
printf("Usage: %s <test_mode>\n"
" where <test_mode> is one of:\n"
" draw: test blitting *to* the given texture type\n"
" read: test blitting *from* the given texture type\n"
" where <format> is one of:\n"
" rgba\n"
" depth\n"
" stencil\n",
prog_name);
piglit_report_result(PIGLIT_FAIL);
}
void
piglit_init(int argc, char **argv)
{
unsigned level;
if (argc != 3) {
print_usage_and_exit(argv[0]);
}
if (strcmp(argv[1], "draw") == 0) {
test_mode = TEST_MODE_DRAW;
} else if (strcmp(argv[1], "read") == 0) {
test_mode = TEST_MODE_READ;
} else {
print_usage_and_exit(argv[0]);
}
if(strcmp(argv[2], "rgba") == 0) {
texture_internal_format = GL_RGBA;
texture_format = GL_RGBA;
readback_format = GL_RGBA;
texture_type = GL_FLOAT;
framebuffer_attachment = GL_COLOR_ATTACHMENT0;
blit_mask = GL_COLOR_BUFFER_BIT;
} else if (strcmp(argv[2], "depth") == 0) {
texture_internal_format = GL_DEPTH_COMPONENT;
texture_format = GL_DEPTH_COMPONENT;
readback_format = GL_DEPTH_COMPONENT;
texture_type = GL_FLOAT;
framebuffer_attachment = GL_DEPTH_ATTACHMENT;
blit_mask = GL_DEPTH_BUFFER_BIT;
} else if (strcmp(argv[2], "stencil") == 0) {
texture_internal_format = GL_DEPTH_STENCIL;
texture_format = GL_DEPTH_STENCIL;
readback_format = GL_STENCIL_INDEX;
texture_type = GL_UNSIGNED_INT_24_8;
framebuffer_attachment = GL_DEPTH_STENCIL_ATTACHMENT;
blit_mask = GL_STENCIL_BUFFER_BIT;
} else {
print_usage_and_exit(argv[0]);
}
piglit_require_extension("GL_ARB_framebuffer_object");
/* Set up test framebuffer and test texture, but don't
* populate with data yet.
*/
glGenFramebuffers(1, &test_framebuffer);
glGenTextures(1, &test_texture);
glBindTexture(GL_TEXTURE_2D, test_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
for (level = 0; level < NUM_LEVELS; ++level) {
glTexImage2D(GL_TEXTURE_2D, level,
texture_internal_format,
SIZE >> level, SIZE >> level,
0 /* border */,
texture_format,
texture_type,
NULL /* data */);
}
/* Set up aux framebuffer */
glGenFramebuffers(1, &aux_framebuffer);
glGenTextures(1, &aux_texture);
glBindTexture(GL_TEXTURE_2D, aux_texture);
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 /* level */,
texture_internal_format, SIZE, SIZE,
0 /* border */, texture_format,
texture_type, NULL /* data */);
glBindFramebuffer(GL_FRAMEBUFFER, aux_framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, framebuffer_attachment,
GL_TEXTURE_2D, aux_texture, 0 /* level */);
}
/**
* Upload test data to the given texture.
*
* \param data_level is the miplevel that the data is destined to
* ultimately end up in--this influences the contents of the test
* data.
*
* \param upload_level is the miplevel that the data should be
* uploaded to.
*/
static void
upload_test_data(GLuint texture, unsigned data_level,
unsigned upload_level, unsigned width, unsigned height)
{
GLfloat *data = malloc(SIZE * SIZE * 4 * sizeof(GLfloat));
glBindTexture(GL_TEXTURE_2D, texture);
create_test_data(data, texture_format, data_level, width, height);
glTexImage2D(GL_TEXTURE_2D, upload_level, texture_internal_format,
width, height, 0 /* border */, texture_format,
texture_type, data);
free(data);
}
static bool
test_image(unsigned width, unsigned height, const GLfloat *expected)
{
if (readback_format == GL_STENCIL_INDEX) {
return piglit_probe_image_stencil(0, 0, width, height,
(const GLubyte *) expected);
} else {
return piglit_probe_image_color(0, 0, width, height,
readback_format, expected);
}
}
enum piglit_result
piglit_display()
{
bool pass = true;
GLfloat *data = malloc(SIZE * SIZE * 4 * sizeof(GLfloat));
unsigned level;
/* Populate the test texture */
for (level = 0; level < NUM_LEVELS; ++level) {
unsigned width = SIZE >> level;
unsigned height = SIZE >> level;
if (test_mode == TEST_MODE_READ) {
/* Populate directly */
upload_test_data(test_texture, level, level,
width, height);
} else {
/* Populate via aux texture */
upload_test_data(aux_texture, level, 0,
width, height);
glBindFramebuffer(GL_READ_FRAMEBUFFER,
aux_framebuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER,
test_framebuffer);
glBindTexture(GL_TEXTURE_2D, test_texture);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER,
framebuffer_attachment,
GL_TEXTURE_2D,
test_texture,
level);
glBlitFramebuffer(0, 0, width, height,
0, 0, width, height,
blit_mask, GL_NEAREST);
}
}
/* Verify the test texture */
for (level = 0; level < NUM_LEVELS; ++level) {
unsigned width = SIZE >> level;
unsigned height = SIZE >> level;
printf("Testing level %d\n", level);
create_test_data(data, readback_format, level, width, height);
if (test_mode == TEST_MODE_DRAW) {
/* Read texture data directly using glReadPixels() */
glBindFramebuffer(GL_READ_FRAMEBUFFER, test_texture);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER,
framebuffer_attachment,
GL_TEXTURE_2D,
test_texture,
level);
pass = test_image(width, height, data) && pass;
} else {
/* Read via aux texture */
glBindFramebuffer(GL_READ_FRAMEBUFFER,
test_framebuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER,
aux_framebuffer);
glBindTexture(GL_TEXTURE_2D, test_texture);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER,
framebuffer_attachment,
GL_TEXTURE_2D,
test_texture,
level);
glBindTexture(GL_TEXTURE_2D, aux_texture);
glTexImage2D(GL_TEXTURE_2D, 0 /* level */,
texture_internal_format, width, height,
0 /* border */, texture_format,
texture_type, NULL);
glBlitFramebuffer(0, 0, width, height,
0, 0, width, height,
blit_mask, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER,
aux_framebuffer);
pass = test_image(width, height, data) && pass;
}
}
free(data);
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
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