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-rw-r--r--tests/texturing/shaders/textureGather.c423
1 files changed, 423 insertions, 0 deletions
diff --git a/tests/texturing/shaders/textureGather.c b/tests/texturing/shaders/textureGather.c
new file mode 100644
index 000000000..14dc15fc8
--- /dev/null
+++ b/tests/texturing/shaders/textureGather.c
@@ -0,0 +1,423 @@
+#include "piglit-util-gl-common.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+ config.supports_gl_compat_version = 11;
+ config.supports_gl_core_version = 31;
+
+ config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+#define TEXTURE_WIDTH 32
+#define TEXTURE_HEIGHT 32
+
+enum { NOSTAGE, VS, FS } stage = NOSTAGE;
+enum { NONE = -1, RED, GREEN, BLUE, ALPHA, ZERO, ONE } swizzle = NONE;
+enum { UNORM, FLOAT, INT, UINT, NUM_COMPTYPES } comptype = UNORM;
+enum { SAMPLER_2D, SAMPLER_2DARRAY, SAMPLER_CUBE, SAMPLER_CUBEARRAY } sampler = SAMPLER_2D;
+bool use_offset = false;
+int components = 0;
+
+GLenum internalformat_for_components[][4] = {
+ { GL_R16, GL_RG16, GL_RGB16, GL_RGBA16, },
+ { GL_R32F, GL_RG32F, GL_RGB32F, GL_RGBA32F, },
+ { GL_R16I, GL_RG16I, GL_RGB16I, GL_RGBA16I },
+ { GL_R16UI, GL_RG16UI, GL_RGB16UI, GL_RGBA16UI },
+};
+GLenum format_for_components[][4] = {
+ { GL_RED, GL_RG, GL_RGB, GL_RGBA },
+ { GL_RED, GL_RG, GL_RGB, GL_RGBA },
+ { GL_RED_INTEGER, GL_RG_INTEGER, GL_RGB_INTEGER, GL_RGBA_INTEGER },
+ { GL_RED_INTEGER, GL_RG_INTEGER, GL_RGB_INTEGER, GL_RGBA_INTEGER },
+};
+GLenum swizzles[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_ZERO, GL_ONE };
+int slices_for_sampler[] = { 1, 3, 6, 12 };
+GLenum target_for_sampler[] = { GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_CUBE_MAP_ARRAY };
+
+unsigned char *pixels;
+float *expected;
+
+enum piglit_result
+piglit_display(void)
+{
+ int i, j;
+ bool pass = true;
+
+ glViewport(0, 0, TEXTURE_WIDTH, TEXTURE_HEIGHT);
+ glClearColor(0.4, 0.4, 0.4, 0.4);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ if (swizzle >= 0) {
+ GLint sw[] = { swizzles[swizzle], GL_ZERO, GL_ZERO, GL_ZERO };
+ glTexParameteriv(target_for_sampler[sampler], GL_TEXTURE_SWIZZLE_RGBA, sw);
+ }
+
+ if (stage == FS)
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+ else
+ glDrawArrays(GL_POINTS, 0, TEXTURE_WIDTH * TEXTURE_HEIGHT);
+
+ for (j = 1; j < TEXTURE_HEIGHT - 1; j++)
+ for (i = 1; i < TEXTURE_WIDTH - 1; i++) {
+ float *pe = &expected[4 * (j * TEXTURE_WIDTH + i)];
+ pass = piglit_probe_pixel_rgba(i, j, pe) && pass;
+ }
+
+ piglit_present_results();
+
+ return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
+
+/* TODO:
+ * Test other sampler types: gsampler2D|gsampler2DArray|gsamplerCube|gsamplerCubeArray
+ * Test GS texturing too -- Paul?
+ */
+
+static unsigned char
+pixel_value(int i, int j)
+{
+ if (swizzle == ZERO)
+ return 0;
+ if (swizzle == ONE)
+ return 255;
+
+ if (use_offset) {
+ /* apply texel offset */
+ i += TEXTURE_WIDTH + -8;
+ j += TEXTURE_HEIGHT + 7;
+ }
+
+ /* WRAP at border */
+ i %= TEXTURE_WIDTH;
+ j %= TEXTURE_HEIGHT;
+
+ return i + j * TEXTURE_WIDTH;
+}
+
+static float
+norm_value(int x)
+{
+ return (float)x / 255.0f;
+}
+
+static void
+make_image(int num_channels, int use_channel)
+{
+ unsigned char *pp = pixels;
+ int i, j, ch;
+
+ for (j = 0; j < TEXTURE_HEIGHT; j++)
+ for (i = 0; i < TEXTURE_WIDTH; i++)
+ for (ch = 0; ch < num_channels; ch++)
+ *pp++ = (ch == use_channel) ? (i+j*TEXTURE_WIDTH) : 128;
+}
+
+static void
+make_expected(void)
+{
+ float *pe = expected;
+ int i, j;
+
+ for (j = 0; j < TEXTURE_HEIGHT; j++)
+ for (i = 0; i < TEXTURE_WIDTH; i++) {
+ *pe++ = norm_value(pixel_value(i, j + 1));
+ *pe++ = norm_value(pixel_value(i + 1, j + 1));
+ *pe++ = norm_value(pixel_value(i + 1, j));
+ *pe++ = norm_value(pixel_value(i, j));
+ }
+}
+
+static void
+upload_verts(void)
+{
+ if (stage == VS) {
+ float v[4 * TEXTURE_WIDTH * TEXTURE_HEIGHT], *pv = v;
+ int i, j;
+ for (j = 0; j < TEXTURE_HEIGHT; j++)
+ for (i = 0; i < TEXTURE_WIDTH; i++) {
+ *pv++ = (i + 0.5f) * 2 / TEXTURE_WIDTH - 1;
+ *pv++ = (j + 0.5f) * 2 / TEXTURE_HEIGHT - 1;
+ *pv++ = 0;
+ *pv++ = 1;
+ }
+ glBufferData(GL_ARRAY_BUFFER, sizeof(v), v, GL_STATIC_DRAW);
+ }
+ else {
+ static const float verts[] = {
+ -1, -1, 0, 1,
+ -1, 1, 0, 1,
+ 1, 1, 0, 1,
+ -1, -1, 0, 1,
+ 1, 1, 0, 1,
+ 1, -1, 0, 1,
+ };
+ glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
+ }
+}
+
+void
+do_requires(void)
+{
+ int max_components;
+ piglit_require_GLSL_version(130);
+ piglit_require_extension("GL_ARB_texture_gather");
+
+ /* check whether component count will actually work */
+ glGetIntegerv(GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS_ARB, &max_components);
+ if (components > max_components) {
+ printf("Test requires gather from texture with %d components;"
+ "This implementation only supports %d\n",
+ components, max_components);
+ piglit_report_result(PIGLIT_SKIP);
+ }
+
+ /* if we are trying to swizzle, check that we can! */
+ if (swizzle != -1)
+ piglit_require_extension("GL_EXT_texture_swizzle");
+
+ /* check the sampler type we want actually exists */
+ if (sampler == SAMPLER_CUBEARRAY)
+ piglit_require_extension("GL_ARB_texture_cube_map_array");
+
+ if (use_offset && (sampler == SAMPLER_CUBE || sampler == SAMPLER_CUBEARRAY)) {
+ printf("Offset is not supported with cube or cube array samplers.\n");
+ piglit_report_result(PIGLIT_SKIP);
+ }
+}
+
+static void
+upload_2d(GLenum target, void *pixels)
+{
+ glTexImage2D(target, 0,
+ internalformat_for_components[comptype][components - 1],
+ TEXTURE_WIDTH, TEXTURE_HEIGHT,
+ 0, format_for_components[comptype][components-1],
+ GL_UNSIGNED_BYTE, pixels);
+}
+
+static void
+upload_array_slice(GLenum target, int slice, void *pixels)
+{
+ glTexSubImage3D(target, 0, 0, 0, slice, TEXTURE_WIDTH, TEXTURE_HEIGHT, 1,
+ format_for_components[comptype][components-1],
+ GL_UNSIGNED_BYTE, pixels);
+}
+
+static void
+upload_3d(GLenum target, void *pixels)
+{
+ glTexImage3D(target, 0,
+ internalformat_for_components[comptype][components - 1],
+ TEXTURE_WIDTH, TEXTURE_HEIGHT,
+ slices_for_sampler[sampler], 0,
+ format_for_components[comptype][components-1],
+ GL_UNSIGNED_BYTE, pixels);
+}
+
+static void
+do_texture_setup(void)
+{
+ GLuint tex;
+ GLenum target = target_for_sampler[sampler];
+ pixels = malloc(components * sizeof(unsigned char) * TEXTURE_WIDTH * TEXTURE_HEIGHT);
+ expected = malloc(4 * sizeof(float) * TEXTURE_WIDTH * TEXTURE_HEIGHT);
+
+ glGenTextures(1, &tex);
+ glBindTexture(target, tex);
+
+ make_image(components, swizzle != NONE ? swizzle : 0);
+ make_expected();
+
+ switch(sampler) {
+ case SAMPLER_2D:
+ upload_2d(target, pixels);
+ break;
+ case SAMPLER_2DARRAY:
+ upload_3d(target, NULL);
+ upload_array_slice(target, 1, pixels);
+ break;
+ case SAMPLER_CUBE:
+ /* legacy cubes are weird. the only sane way to specify the whole
+ * thing at once is using glTexStorage, and we'd rather not rely on
+ * ARB_texture_storage just for that. */
+ upload_2d(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, NULL);
+ upload_2d(GL_TEXTURE_CUBE_MAP_POSITIVE_X, NULL);
+ upload_2d(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, NULL);
+ upload_2d(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, NULL);
+ upload_2d(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, NULL);
+ upload_2d(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, pixels);
+ break;
+ case SAMPLER_CUBEARRAY:
+ upload_3d(target, NULL);
+ upload_array_slice(target, 10, pixels);
+ break;
+ }
+
+ glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+}
+
+static void
+do_shader_setup(void)
+{
+ GLint prog;
+ GLint sampler_loc;
+ char *vs_code, *fs_code;
+ char *prefix[] = { "" /* unorm */, "" /* float */, "i" /* int */, "u" /* uint */ };
+ char *scale[] = {
+ "vec4(1)", /* unorm + GL_ONE swizzle */
+ "vec4(1)", /* float */
+ "vec4(1.0/255.0)", /* int */
+ "vec4(1.0/255.0)", /* uint */
+ };
+ char *samplersuffix[] = { "2D", "2DArray", "Cube", "CubeArray" };
+ char *vs_tc_expr[] = {
+ "0.5 * pos.xy + vec2(0.5)",
+ "vec3(0.5 * pos.xy + vec2(0.5), 1)",
+ "vec3(pos.x, -pos.y, 1)", /* cube */
+ "vec4(pos.x, -pos.y, 1, 1)" /* cube array */
+ };
+ char *fs_tc_expr[] = {
+ "gl_FragCoord.xy / textureSize(s, 0).xy",
+ "vec3(gl_FragCoord.xy / textureSize(s, 0).xy, 1)",
+ "vec3(vec2(2, -2) * (gl_FragCoord.xy / textureSize(s, 0).xy - vec2(0.5)), 1)", /* cube */
+ "vec4(vec2(2, -2) * (gl_FragCoord.xy / textureSize(s, 0).xy - vec2(0.5)), 1, 1)" /* cube array */
+ };
+
+ if (stage == VS) {
+ asprintf(&vs_code, "#version 130\n"
+ "#extension GL_ARB_explicit_attrib_location: require\n"
+ "#extension GL_ARB_texture_gather: require\n"
+ "%s"
+ "\n"
+ "layout(location=0) in vec4 pos;\n"
+ "uniform %ssampler%s s;\n"
+ "out vec4 c;\n"
+ "\n"
+ "void main() {\n"
+ " gl_Position = pos;\n"
+ " c = %s * textureGather%s(s, %s %s);\n"
+ "}\n",
+ sampler == SAMPLER_CUBEARRAY ? "#extension GL_ARB_texture_cube_map_array: require\n" : "",
+ prefix[comptype],
+ samplersuffix[sampler],
+ swizzle == ONE ? scale[0] : scale[comptype],
+ use_offset ? "Offset" : "",
+ vs_tc_expr[sampler],
+ use_offset ? ", ivec2(-8,7)" : "");
+ asprintf(&fs_code,
+ "#version 130\n"
+ "\n"
+ "in vec4 c;\n"
+ "\n"
+ "void main() {\n"
+ " gl_FragColor = c;\n"
+ "}\n");
+ }
+ else {
+ asprintf(&vs_code,
+ "#version 130\n"
+ "#extension GL_ARB_explicit_attrib_location: require\n"
+ "layout(location=0) in vec4 pos;\n"
+ "\n"
+ "void main() {\n"
+ " gl_Position = pos;\n"
+ "}\n");
+ asprintf(&fs_code,
+ "#version 130\n"
+ "#extension GL_ARB_texture_gather: require\n"
+ "%s"
+ "\n"
+ "uniform %ssampler%s s;\n"
+ "\n"
+ "void main() {\n"
+ " gl_FragColor = %s * textureGather%s(s, %s %s);\n"
+ "}\n",
+ sampler == SAMPLER_CUBEARRAY ? "#extension GL_ARB_texture_cube_map_array: require\n" : "",
+ prefix[comptype],
+ samplersuffix[sampler],
+ swizzle == ONE ? scale[0] : scale[comptype],
+ use_offset ? "Offset" : "",
+ fs_tc_expr[sampler],
+ use_offset ? ", ivec2(-8,7)" : "");
+ }
+
+ prog = piglit_build_simple_program(vs_code, fs_code);
+
+ glUseProgram(prog);
+ sampler_loc = glGetUniformLocation(prog, "s");
+ glUniform1i(sampler_loc, 0);
+}
+
+static void
+do_geometry_setup(void)
+{
+ GLuint vbo;
+ if (piglit_get_gl_version() >= 31) {
+ GLuint vao;
+ glGenVertexArrays(1, &vao);
+ glBindVertexArray(vao);
+ }
+
+ glGenBuffers(1, &vbo);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo);
+ upload_verts();
+ glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
+ glEnableVertexAttribArray(0);
+}
+
+void
+fail_with_usage(void)
+{
+ printf("Usage: textureGather <stage> [offset] <components> <swizzle> <comptype> <sampler>\n"
+ " stage = vs|fs\n"
+ " components = r|rg|rgb|rgba\n"
+ " swizzle = red|green|blue|alpha|zero|one\n"
+ " comptype = unorm|float|uint|int\n"
+ " sampler = 2D|2DArray|Cube|CubeArray\n");
+ piglit_report_result(PIGLIT_SKIP);
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+ int i;
+ for (i = 1; i < argc; i++) {
+ char *opt = argv[i];
+ if (!strcmp(opt, "vs")) stage = VS;
+ else if (!strcmp(opt, "fs")) stage = FS;
+ else if (!strcmp(opt, "offset")) use_offset = true;
+ else if (!strcmp(opt, "r")) components = 1;
+ else if (!strcmp(opt, "rg")) components = 2;
+ else if (!strcmp(opt, "rgb")) components = 3;
+ else if (!strcmp(opt, "rgba")) components = 4;
+ else if (!strcmp(opt, "red")) swizzle = 0;
+ else if (!strcmp(opt, "green")) swizzle = 1;
+ else if (!strcmp(opt, "blue")) swizzle = 2;
+ else if (!strcmp(opt, "alpha")) swizzle = 3;
+ else if (!strcmp(opt, "zero")) swizzle = 4;
+ else if (!strcmp(opt, "one")) swizzle = 5;
+ else if (!strcmp(opt, "unorm")) comptype = UNORM;
+ else if (!strcmp(opt, "float")) comptype = FLOAT;
+ else if (!strcmp(opt, "int")) comptype = INT;
+ else if (!strcmp(opt, "uint")) comptype = UINT;
+ else if (!strcmp(opt, "2D")) sampler = SAMPLER_2D;
+ else if (!strcmp(opt, "2DArray")) sampler = SAMPLER_2DARRAY;
+ else if (!strcmp(opt, "Cube")) sampler = SAMPLER_CUBE;
+ else if (!strcmp(opt, "CubeArray")) sampler = SAMPLER_CUBEARRAY;
+ }
+
+ if (stage == NOSTAGE) fail_with_usage();
+ if (components == 0) fail_with_usage();
+
+ do_requires();
+ do_texture_setup();
+ do_shader_setup();
+ do_geometry_setup();
+
+ if (!piglit_check_gl_error(GL_NO_ERROR)) {
+ printf("Error in init\n");
+ piglit_report_result(PIGLIT_FAIL);
+ }
+}