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/*
* Copyright © 2014 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 draw.c
*
* A basic drawing test for GL_ARB_stencil_texturing which ensures that
* sampling occurs from the right position in the texture.
*
* It creates two packed depth/stencil textures. The first has a horizontal
* gradient (0.0 -> 1.0 for depth, 0 -> 255 for stencil), and the second a
* vertical gradient.
*
* The expected output is four squares, separated by a blue border.
* The left half of the window is generated by stencil texturing, and drawn
* in red. The right half is generated by depth texturing, and drawn in green.
*
* Stencil | Depth
* (red) | (green)
* |
* 0 --> 1 | 0 --> 1
* --------------------
* 1 | 1
* ^ | ^
* | | |
* 0 | 0
*/
#define __STDC_FORMAT_MACROS
#include <inttypes.h>
#include "piglit-util-gl.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_compat_version = 30;
config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
config.window_width = 256 * 2 + 3;
config.window_height = 256 * 2 + 3;
PIGLIT_GL_TEST_CONFIG_END
float stencil_horiz_expected[256 * 256 * 3];
float stencil_vert_expected[256 * 256 * 3];
float depth_horiz_expected[256 * 256 * 3];
float depth_vert_expected[256 * 256 * 3];
GLuint horiz_tex;
GLuint vert_tex;
/** A program that samples from stencil using usampler2D. */
GLint stencil_prog;
/** A program that samples from depth using sampler2D. */
GLint depth_prog;
/******************************************************************************/
/**
* Bind a texture and change DEPTH_STENCIL_TEXTURE_MODE (convenience function).
*/
static void
select_tex(GLint handle, GLenum depth_stencil_texture_mode)
{
glBindTexture(GL_TEXTURE_2D, handle);
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE,
depth_stencil_texture_mode);
}
enum piglit_result
piglit_display(void)
{
bool pass = true;
glClearColor(0.0, 0.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(stencil_prog);
/* Upper left corner: Stencil (black to red, left to right). */
glViewport(0, 259, 256, 256);
select_tex(horiz_tex, GL_STENCIL_INDEX);
piglit_draw_rect(-1, -1, 2, 2);
if (!piglit_probe_image_rgb(0, 259, 256, 256, stencil_horiz_expected)) {
printf(" FAIL: stencil (horizontal).\n");
pass = false;
}
/* Lower left corner: Stencil (black to red, upwards). */
glViewport(0, 0, 256, 256);
select_tex(vert_tex, GL_STENCIL_INDEX);
piglit_draw_rect(-1, -1, 2, 2);
if (!piglit_probe_image_rgb(0, 0, 256, 256, stencil_vert_expected)) {
printf(" FAIL: stencil (vertical).\n");
pass = false;
}
glUseProgram(depth_prog);
/* Upper right corner: Depth (black to green, left to right). */
glViewport(259, 259, 256, 256);
select_tex(horiz_tex, GL_DEPTH_COMPONENT);
piglit_draw_rect(-1, -1, 2, 2);
if (!piglit_probe_image_rgb(259, 259, 256, 256, depth_horiz_expected)) {
printf(" FAIL: depth (horizontal).\n");
pass = false;
}
/* Lower right corner: Depth (black to green, upwards). */
glViewport(259, 0, 256, 256);
select_tex(vert_tex, GL_DEPTH_COMPONENT);
piglit_draw_rect(-1, -1, 2, 2);
if (!piglit_probe_image_rgb(259, 0, 256, 256, depth_vert_expected)) {
printf(" FAIL: depth (vertical).\n");
pass = false;
}
piglit_present_results();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
/******************************************************************************/
/**
* Pack a floating point depth value and 8-bit stencil value into
* GL_UNSIGNED_INT24_S8 data.
*/
uint32_t
pack_z24_s8(float z, uint8_t s)
{
uint32_t z24 = z * (double) 0xffffff;
return (z24 << 8) | s;
}
/**
* Generate two textures containing gradients:
* - Depth ranges from 0.0 to 1.0.
* - Stencil ranges from 0 to 255.
*
* horiz_tex is left to right (increasing in the +x direction);
* vert_tex is bottom to top (increasing in the +y direction).
*
* Also set up expected values.
*/
static void
setup_textures(void)
{
int i;
uint32_t horiz_data[256 * 256];
uint32_t vert_data[256 * 256];
for (i = 0; i < ARRAY_SIZE(horiz_data); i++) {
unsigned x = i % 256;
unsigned y = i / 256;
horiz_data[i] = pack_z24_s8(x / 255.0f, x);
vert_data[i] = pack_z24_s8(y / 255.0f, y);
}
glGenTextures(1, &horiz_tex);
glBindTexture(GL_TEXTURE_2D, horiz_tex);
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, GL_DEPTH24_STENCIL8,
256, 256, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8,
horiz_data);
if (!piglit_check_gl_error(GL_NO_ERROR))
piglit_report_result(PIGLIT_FAIL);
glGenTextures(1, &vert_tex);
glBindTexture(GL_TEXTURE_2D, vert_tex);
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, GL_DEPTH24_STENCIL8,
256, 256, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8,
vert_data);
if (!piglit_check_gl_error(GL_NO_ERROR))
piglit_report_result(PIGLIT_FAIL);
/* Set up expected values. */
memset(stencil_horiz_expected, 0, sizeof(stencil_horiz_expected));
memset(stencil_vert_expected, 0, sizeof(stencil_vert_expected));
memset(depth_horiz_expected, 0, sizeof(depth_horiz_expected));
memset(depth_vert_expected, 0, sizeof(depth_vert_expected));
for (i = 0; i < 256 * 256; i++) {
unsigned x = i % 256;
unsigned y = i / 256;
stencil_horiz_expected[3*i] = x / 255.0f;
stencil_vert_expected[3*i] = y / 255.0f;
depth_horiz_expected[3*i+1] = x / 255.0f;
depth_vert_expected[3*i+1] = y / 255.0f;
}
}
/**
* Compile the shaders used by this program.
*
* Depth data should be read using a floating point sampler2D; stencil data
* should be read using an unsigned integer usampler2D. So, we need two
* separate shaders.
*/
static void
setup_shaders(void)
{
int loc;
const char *vs =
"#version 130\n"
"out vec2 texcoords;\n"
"void main()\n"
"{\n"
" gl_Position = gl_Vertex;\n"
" texcoords = (gl_Vertex.xy + 1.0) / 2.0;\n"
"}\n";
const char *fs_stencil =
"#version 130\n"
"in vec2 texcoords;\n"
"uniform usampler2D tex;\n"
"void main()\n"
"{\n"
" uint stencil = texture(tex, texcoords).x;\n"
" gl_FragColor = vec4(float(stencil) / 255.0, 0, 0, 1);\n"
"}\n";
const char *fs_depth =
"#version 130\n"
"in vec2 texcoords;\n"
"uniform sampler2D tex;\n"
"void main()\n"
"{\n"
" float depth = texture(tex, texcoords).x;\n"
" gl_FragColor = vec4(0, depth, 0, 1);\n"
"}\n";
stencil_prog = piglit_build_simple_program(vs, fs_stencil);
loc = glGetUniformLocation(stencil_prog, "tex");
glUseProgram(stencil_prog);
glUniform1i(loc, 0);
depth_prog = piglit_build_simple_program(vs, fs_depth);
loc = glGetUniformLocation(depth_prog, "tex");
glUseProgram(depth_prog);
glUniform1i(loc, 0);
}
void
piglit_init(int argc, char **argv)
{
piglit_require_extension("GL_ARB_stencil_texturing");
setup_textures();
setup_shaders();
}
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