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// BEGIN_COPYRIGHT -*- glean -*-
//
// Copyright (C) 1999 Allen Akin All Rights Reserved.
//
// 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 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 ALLEN AKIN 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.
//
// END_COPYRIGHT
// tdepthstencil.h: Test GL_EXT_packed_depth_stencil extension.
// Brian Paul 1 October 2005
#include <cassert>
#include <cmath>
#include <cstring>
#include "tdepthstencil.h"
#include "rand.h"
#include "timer.h"
#include "image.h"
#ifdef GL_EXT_packed_depth_stencil
namespace GLEAN {
static PFNGLWINDOWPOS2IARBPROC WindowPos2i = NULL;
DepthStencilResult::DepthStencilResult()
{
pass = false;
readDepthStencilRate = 0;
readDepthUintRate = 0;
readDepthUshortRate = 0;
}
bool
DepthStencilTest::checkError(const char *where)
{
GLenum err = glGetError();
if (err) {
errorCode = err;
errorPos = where;
return true;
}
return false;
}
void
DepthStencilTest::setup(void)
{
glGetIntegerv(GL_DEPTH_BITS, &depthBits);
glGetIntegerv(GL_STENCIL_BITS, &stencilBits);
WindowPos2i = (PFNGLWINDOWPOS2IARBPROC)
GLUtils::getProcAddress("glWindowPos2iARB");
assert(WindowPos2i);
}
// If we're lacking a depth and/or stencil buffer we'll just run this test.
// Return true if pass, false if fail.
bool
DepthStencilTest::testInsufficientVisual(void)
{
GLuint p[1];
glDrawPixels(1, 1, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, p);
if (glGetError() != GL_INVALID_OPERATION) {
sprintf(errorMsg,
"glDrawPixels failed to raise GL_INVALID_OPERATION"
" when there's no depth or stencil buffer.");
return false;
}
glCopyPixels(0, 0, 5, 5, GL_DEPTH_STENCIL_EXT);
if (glGetError() != GL_INVALID_OPERATION) {
sprintf(errorMsg,
"glCopyPixels failed to raise GL_INVALID_OPERATION"
" when there's no depth or stencil buffer.");
return false;
}
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8_EXT,
0, 0, 1, 1, 0);
if (glGetError() != GL_INVALID_OPERATION) {
sprintf(errorMsg,
"glCopyTexImage2D failed to raise GL_INVALID_OPERATION"
" when there's no depth or stencil buffer.");
return false;
}
return true;
}
// Each of these OpenGL calls in this function should generate an error!
// Note to GL implementors: if you find any errors here, you better check
// your glTexImage functions too!
bool
DepthStencilTest::testErrorDetection(void)
{
GLuint p[1];
glDrawPixels(1, 1, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT, p);
if (glGetError() != GL_INVALID_ENUM) {
sprintf(errorMsg,
"glDrawPixels(GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT)"
" failed to generate GL_INVALID_ENUM.");
return false;
}
glDrawPixels(1, 1, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT_24_8_EXT, p);
if (glGetError() != GL_INVALID_OPERATION) {
sprintf(errorMsg,
"glDrawPixels(GL_DEPTH_COMPONENT, GL_UNSIGNED_INT_24_8_EXT)"
" failed to generate GL_INVALID_OPERATION.");
return false;
}
glReadPixels(0, 0, 1, 1, GL_DEPTH_STENCIL_EXT, GL_FLOAT, p);
if (glGetError() != GL_INVALID_ENUM) {
sprintf(errorMsg,
"glReadPixels(GL_DEPTH_STENCIL_EXT, GL_FLOAT)"
" failed to generate GL_INVALID_ENUM.");
return false;
}
glReadPixels(0, 0, 1, 1, GL_STENCIL_INDEX, GL_UNSIGNED_INT_24_8_EXT, p);
if (glGetError() != GL_INVALID_OPERATION) {
sprintf(errorMsg,
"glReadPixels(GL_STENCIL_INDEX, GL_UNSIGNED_INT_24_8_EXT)"
" failed to generate GL_INVALID_OPERATION.");
return false;
}
return true;
}
bool
DepthStencilTest::testDrawAndRead(void)
{
// the reference image
static const GLuint image[4] = {
0x00000000,
0x000000ff,
0xffffff00,
0xffffffff
};
GLuint readback[4];
WindowPos2i(0, 0);
glDrawPixels(2, 2, GL_DEPTH_STENCIL_EXT,
GL_UNSIGNED_INT_24_8_EXT, image);
if (checkError("glDrawPixels in testDrawAndRead"))
return false;
glReadPixels(0, 0, 2, 2, GL_DEPTH_STENCIL_EXT,
GL_UNSIGNED_INT_24_8_EXT, readback);
if (checkError("glReadPixels in testDrawAndRead"))
return false;
for (int i = 0; i < 4; i++) {
if (image[i] != readback[i]) {
sprintf(errorMsg,
"Image returned by glReadPixels didn't match"
" the expected result (0x%x != 0x%x)",
readback[i], image[i]);
return false;
}
}
// test depth scale/bias and stencil mapping (in a trivial way)
glPixelTransferf(GL_DEPTH_SCALE, 0.0); // map all depths to 1.0
glPixelTransferf(GL_DEPTH_BIAS, 1.0);
GLuint stencilMap[2] = { 2, 2 }; // map all stencil values to 2
glPixelMapuiv(GL_PIXEL_MAP_S_TO_S, 2, stencilMap);
glPixelTransferi(GL_MAP_STENCIL, 1);
glReadPixels(0, 0, 2, 2, GL_DEPTH_STENCIL_EXT,
GL_UNSIGNED_INT_24_8_EXT, readback);
if (checkError("glReadPixels in testDrawAndRead"))
return false;
for (int i = 0; i < 4; i++) {
if (readback[i] != 0xffffff02) {
sprintf(errorMsg,
"Image returned by glReadPixels didn't match"
" the expected result (0x%x != 0xffffff02)",
readback[i]);
return false;
}
}
glPixelTransferf(GL_DEPTH_SCALE, 1.0);
glPixelTransferf(GL_DEPTH_BIAS, 0.0);
glPixelTransferi(GL_MAP_STENCIL, 0);
return true;
}
bool
DepthStencilTest::testTextureOperations(void)
{
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8_EXT,
0, 0, 1, 1, 0);
if (checkError("glCopyTexImage2D in testTextureOperations."))
return false;
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
if (checkError("glCopyTexSubImage2D in testTextureOperations."))
return false;
return true;
}
double
DepthStencilTest::readPixelsRate(GLenum format, GLenum type)
{
const int width = drawingSize, height = drawingSize;
GLuint *img = new GLuint [width * height];
WindowPos2i(0, 0);
glDrawPixels(width, height, GL_DEPTH_STENCIL_EXT,
GL_UNSIGNED_INT_24_8_EXT, img);
const double minInterval = 2.0; // two seconds
Timer tTimer;
double start = tTimer.getClock();
double elapsedTime = 0.0;
int iterations = 0;
do {
for (int i = 0; i < 50; i++) {
glReadPixels(0, 0, width, height, format, type, img);
iterations++;
}
double finish = tTimer.getClock();
elapsedTime = finish - start;
} while (elapsedTime < minInterval);
delete [] img;
double rate = width * height * iterations / elapsedTime;
return rate; // pixels/second
}
void
DepthStencilTest::testPerformance(DepthStencilResult &r)
{
r.readDepthStencilRate = readPixelsRate(GL_DEPTH_STENCIL_EXT,
GL_UNSIGNED_INT_24_8_EXT);
r.readDepthUintRate = readPixelsRate(GL_DEPTH_COMPONENT,
GL_UNSIGNED_INT);
r.readDepthUshortRate = readPixelsRate(GL_DEPTH_COMPONENT,
GL_UNSIGNED_SHORT);
// XXX maybe also test glCopyTexImage, etc.
}
void
DepthStencilTest::runOne(DepthStencilResult &r, Window &w)
{
(void) w; // silence warning
r.pass = true;
errorCode = 0;
errorPos = NULL;
errorMsg[0] = 0;
setup();
if (depthBits == 0 || stencilBits == 0) {
r.pass = testInsufficientVisual();
return;
}
if (r.pass)
r.pass = testErrorDetection();
if (r.pass)
r.pass = testDrawAndRead();
if (r.pass)
r.pass = testTextureOperations();
if (r.pass)
testPerformance(r);
}
void
DepthStencilTest::logOne(DepthStencilResult &r)
{
if (r.pass) {
logPassFail(r);
logConcise(r);
char str[1000];
double mbps;
env->log << "\tglReadPixels GL_DEPTH_STENCIL rate: ";
mbps = r.readDepthStencilRate * sizeof(GLuint) / (1024*1024);
sprintf(str, "%.2f", mbps);
env->log << str << " MBytes per second.\n";
env->log << "\tglReadPixels GL_DEPTH/GLuint rate: ";
mbps = r.readDepthUintRate * sizeof(GLuint) / (1024*1024);
sprintf(str, "%.2f", mbps);
env->log << str << " MBytes per second.\n";
env->log << "\tglReadPixels GL_DEPTH/GLushort rate: ";
mbps = r.readDepthUshortRate * sizeof(GLshort) / (1024*1024);
sprintf(str, "%.2f", mbps);
env->log << str << " MBytes per second.\n";
}
else {
env->log << name << "FAIL\n";
if (errorCode) {
env->log << "\tOpenGL Error " << gluErrorString(errorCode)
<< " at " << errorPos << "\n";
}
else if (errorMsg[0]) {
env->log << "\t" << errorMsg << "\n";
}
}
}
void
DepthStencilTest::compareOne(DepthStencilResult &oldR,
DepthStencilResult &newR)
{
comparePassFail(oldR, newR);
if (newR.pass && oldR.pass == newR.pass) {
if (env->options.verbosity) {
env->log << "\tReadPixels rate:\n";
env->log << "\t\tGL_DEPTH_STENCIL:\n";
env->log << "\t\t\told: " << oldR.readDepthStencilRate;
env->log << "\t\t\tnew: " << newR.readDepthStencilRate;
env->log << "\t\tGL_DEPTH/GL_UNSIGNED_INT:\n";
env->log << "\t\t\told: " << oldR.readDepthUintRate;
env->log << "\t\t\tnew: " << newR.readDepthUintRate;
env->log << "\t\tGL_DEPTH/GL_UNSIGNED_SHORT:\n";
env->log << "\t\t\told: " << oldR.readDepthUshortRate;
env->log << "\t\t\tnew: " << newR.readDepthUshortRate;
}
}
else {
env->log << "\tNew: ";
env->log << (newR.pass ? "PASS" : "FAIL");
env->log << "\tOld: ";
env->log << (oldR.pass ? "PASS" : "FAIL");
}
}
void
DepthStencilResult::putresults(ostream &s) const
{
if (pass) {
s << "PASS\n";
char str[1000];
double mbps;
mbps = readDepthStencilRate * sizeof(GLuint) / (1024*1024);
sprintf(str, "%.2f", mbps);
s << str << "\n";
mbps = readDepthUintRate * sizeof(GLuint) / (1024*1024);
sprintf(str, "%.2f", mbps);
s << str << "\n";
mbps = readDepthUshortRate * sizeof(GLushort) / (1024*1024);
sprintf(str, "%.2f", mbps);
s << str << "\n";
}
else {
s << "FAIL\n";
}
}
bool
DepthStencilResult::getresults(istream &s)
{
char result[1000];
s >> result;
if (strcmp(result, "FAIL") == 0) {
pass = false;
}
else {
pass = true;
s >> readDepthStencilRate;
s >> readDepthUintRate;
s >> readDepthUshortRate;
}
return s.good();
}
// The test object itself:
DepthStencilTest depthstencilTest("depthStencil", "window, rgb",
"GL_EXT_packed_depth_stencil GL_ARB_window_pos",
"Test the GL_EXT_packed_depth_stencil extension.\n");
} // namespace GLEAN
#endif // GL_EXT_packed_depth_stencil
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