/* * 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.h" int piglit_width = 100, piglit_height = 100; int piglit_window_mode = GLUT_RGB | GLUT_DOUBLE; /* 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 / piglit_width, 0 }; const float vertical[2] = { 0, 1.0 / piglit_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, piglit_width, piglit_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, piglit_width, piglit_height); glUniform2fv(uPixelSize, 1, horizontal); glDrawArrays(GL_TRIANGLES, 0, 6); /* Vertical pass */ glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, piglit_width, piglit_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); assert(glGetError() == 0); /* 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, piglit_height - 19 - i, color) && pass; pass = piglit_probe_pixel_rgb(18 + i, 50, color) && pass; pass = piglit_probe_pixel_rgb(piglit_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, piglit_height - 21 - i, color) && pass; pass = piglit_probe_pixel_rgb(piglit_width - 21 - i, 20 + i, color) && pass; pass = piglit_probe_pixel_rgb(piglit_width - 21 - i, piglit_height - 21 - i, color) && pass; } return pass; } enum piglit_result piglit_display(void) { GLboolean pass; glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); pass = test(); glutSwapBuffers(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { if (!GLEW_VERSION_2_0) { printf("Requires OpenGL 2.0\n"); piglit_report_result(PIGLIT_SKIP); } }