1 /*
2  * Copyright © 2011 Intel Corporation
3  * Copyright © 2012 Red Hat
4  *
5  * Permission is hereby granted, free of charge, to any person obtaining a
6  * copy of this software and associated documentation files (the "Software"),
7  * to deal in the Software without restriction, including without limitation
8  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
9  * and/or sell copies of the Software, and to permit persons to whom the
10  * Software is furnished to do so, subject to the following conditions:
11  *
12  * The above copyright notice and this permission notice (including the next
13  * paragraph) shall be included in all copies or substantial portions of the
14  * Software.
15  *
16  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
20  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
21  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
22  * DEALINGS IN THE SOFTWARE.
23  */
24 
25 /* Author: Dave Airlie */
26 /*
27  * Test to verify samplerCubeArrayShadow support
28  *
29  * samplerCubeArrayShadow takes the compare value in an extra vertex attrib.
30  * This test works like sampler-cube-shadow except it uses the cube
31  * map array interfaces.
32  */
33 
34 #include "piglit-util-gl.h"
35 
36 PIGLIT_GL_TEST_CONFIG_BEGIN
37 
38     config.supports_gl_compat_version = 10;
39 
40     config.window_width = 400;
41     config.window_height = 300;
42     config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
43     config.khr_no_error_support = PIGLIT_NO_ERRORS;
44 
45 PIGLIT_GL_TEST_CONFIG_END
46 
47 static GLuint tex;
48 static GLint prog;
49 
50 /* grab the coordinates from the main definition, and grab the
51    compvals from here */
52 static GLfloat cube_shadow_attributes[6][4][9];
53 
54 static GLfloat verts[6][2] = { {100, 125}, {175, 125}, {250, 125},
55 			       {100, 200}, {175, 200}, {250, 200} };
56 static GLfloat compvals[6][4] = { { -0.50,  0.00,  0.50,  0.00 },
57 				  {  0.90,  0.20, -0.50,  0.20 },
58 				  {  0.35,  1.20,  0.35, -0.50 },
59 				  {  0.50, -0.50,  0.50,  1.50 },
60 				  {  0.85,  0.85,  0.85,  0.85 },
61 				  {  0.90,  0.90,  0.90,  0.90 } };
62 
63 #define STRIDE (9 * sizeof(GLfloat))
64 /* Setup interleaved vertex attributes for 6 * 4 vertices:
65  * 4 float vertex coordinates for drawing 6 quads aligned in a 3x2 grid with
66  *   some space inbetween.
67  * 4 float texture coordinates for sampling one cube map face per quad.
68  * 1 float compare value for shadow texture fetch.
69  */
setup_attributes(float layer_sample)70 void setup_attributes(float layer_sample)
71 {
72 	int i, j;
73 	for (i = 0; i < 6; i++) {
74 		for (j = 0; j < 4; j++) {
75 			cube_shadow_attributes[i][j][0] = verts[i][0];
76 			cube_shadow_attributes[i][j][1] = verts[i][1];
77 			cube_shadow_attributes[i][j][2] = 0.0;
78 			cube_shadow_attributes[i][j][3] = 1.0;
79 			if (j == 1 || j == 2)
80 				cube_shadow_attributes[i][j][0] += 50.0;
81 			if (j == 2 || j == 3)
82 				cube_shadow_attributes[i][j][1] += 50.0;
83 			memcpy(&cube_shadow_attributes[i][j][4], cube_face_texcoords[i][j], 3 * sizeof(GLfloat));
84 			cube_shadow_attributes[i][j][7] = layer_sample;
85 			cube_shadow_attributes[i][j][8] = compvals[i][j];
86 		}
87 	}
88 }
89 
90 static const char *vertShaderText =
91 	"#version 130\n"
92 	"in vec4 vertex;\n"
93 	"in vec4 texCoord;\n"
94 	"in float compf;\n"
95 	"out float compval;\n"
96 	"void main()\n"
97 	"{\n"
98 	"	gl_Position = gl_ModelViewProjectionMatrix * vertex;\n"
99 	"	gl_TexCoord[0] = texCoord;\n"
100 	"       compval = compf;\n"
101 	"}\n";
102 
103 static const char *fragShaderText =
104 	"#version 130\n"
105 	"#extension GL_ARB_texture_cube_map_array : enable\n"
106 	"uniform samplerCubeArrayShadow cubeArrayShadow;\n"
107 	"in float compval;\n"
108 	"void main()\n"
109 	"{\n"
110 	"	float shadow  = texture(cubeArrayShadow, gl_TexCoord[0], compval);\n"
111 	"	gl_FragColor = vec4(shadow, shadow, shadow, 1.0);\n"
112 	"}\n";
113 
114 static void
shaderSetup(void)115 shaderSetup(void)
116 {
117 	prog = piglit_build_simple_program(vertShaderText, fragShaderText);
118 	glUseProgram(prog);
119 }
120 
121 
122 static void
loadTex(void)123 loadTex(void)
124 {
125 #define height 2
126 #define width 2
127 	int i, j;
128 	GLfloat tex_vals[12][width][height];
129 
130 	/* Set the cubemap depth values for each face */
131 	for (i=0; i < height; ++i) {
132 		for (j=0; j < width; ++j) {
133 			/* fill base layer with wrong stuff - checks
134 			   we don't accidentally sample layer 0 */
135 			tex_vals[0][i][j] = 1.0;
136 			tex_vals[1][i][j] = 0.75;
137 			tex_vals[2][i][j] = 0.50;
138 			tex_vals[3][i][j] = 0.35;
139 			tex_vals[4][i][j] = 0.2;
140 			tex_vals[5][i][j] = 0.0;
141 
142 			tex_vals[6][i][j] = 0.0;
143 			tex_vals[7][i][j] = 0.2;
144 			tex_vals[8][i][j] = 0.35;
145 			tex_vals[9][i][j] = 0.50;
146 			tex_vals[10][i][j] = 0.75;
147 			tex_vals[11][i][j] = 1.0;
148 		}
149 	}
150 
151 	/* Render the epth cube texture using LUMINANCE */
152 	glGenTextures(1, &tex);
153 	glActiveTexture(GL_TEXTURE0);
154 	glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, tex);
155 	glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_GENERATE_MIPMAP, GL_FALSE);
156 	glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
157 	glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
158 	glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_S,
159 			GL_CLAMP_TO_EDGE);
160 	glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY,
161 			GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
162 	glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY,
163 			GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
164 	glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_DEPTH_TEXTURE_MODE,
165 			GL_LUMINANCE);
166 	glTexParameterf(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_COMPARE_MODE,
167 			GL_COMPARE_REF_TO_TEXTURE );
168 	glTexParameterf(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_COMPARE_FUNC,
169 			GL_LEQUAL);
170 
171 	glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, GL_DEPTH_COMPONENT,
172 		     width, height, 12, 0, GL_DEPTH_COMPONENT, GL_FLOAT, (void*)tex_vals);
173 #undef height
174 #undef width
175 }
176 
177 void
piglit_init(int argc,char ** argv)178 piglit_init(int argc, char **argv)
179 {
180 	piglit_require_extension("GL_ARB_texture_cube_map_array");
181 	loadTex();
182 	glMatrixMode(GL_PROJECTION);
183 	glPushMatrix();
184 	glLoadIdentity();
185 	glOrtho(0, piglit_width, 0, piglit_height, -1, 1);
186 	glMatrixMode(GL_MODELVIEW);
187 	glPushMatrix();
188 	glLoadIdentity();
189 	glClearColor(0.1, 0.1, 0.1, 1.0);
190 	shaderSetup();
191 	setup_attributes(1.0);
192 }
193 
194 enum piglit_result
piglit_display(void)195 piglit_display(void)
196 {
197 	GLint cubeArrayShadow_loc, vertex_loc, texCoord_loc, compf_loc;
198 	GLboolean pass = GL_TRUE;
199 	GLfloat white[4] = {1.0, 1.0, 1.0, 1.0};
200 	GLfloat black[4] = {0.0, 0.0, 0.0, 1.0};
201 	int i;
202 
203 	cubeArrayShadow_loc = glGetUniformLocation(prog, "cubeArrayShadow");
204 	vertex_loc = glGetAttribLocation(prog, "vertex");
205 	texCoord_loc = glGetAttribLocation(prog, "texCoord");
206 	compf_loc = glGetAttribLocation(prog, "compf");
207 
208 	glClear(GL_COLOR_BUFFER_BIT);
209 	glMatrixMode(GL_MODELVIEW);
210 
211 	glUniform1i(cubeArrayShadow_loc, 0);
212 	glEnableVertexAttribArray(vertex_loc);
213 	glEnableVertexAttribArray(texCoord_loc);
214 	glEnableVertexAttribArray(compf_loc);
215 
216 	/* Apply each face of cubemap as texture to a polygon */
217 	for (i = 0; i < 6; ++i) {
218 		glVertexAttribPointer(vertex_loc, 4, GL_FLOAT, GL_FALSE,
219 				      STRIDE, &cube_shadow_attributes[i][0][0]);
220 		glVertexAttribPointer(texCoord_loc, 4, GL_FLOAT, GL_FALSE,
221 				      STRIDE, &cube_shadow_attributes[i][0][4]);
222 		glVertexAttribPointer(compf_loc, 1, GL_FLOAT, GL_FALSE,
223 				      STRIDE, &cube_shadow_attributes[i][0][8]);
224 		glDrawArrays(GL_QUADS, 0, 4);
225 	}
226 
227 	/* Test the pixel color of polygons against the expected output */
228 	/* Polygon 1 */
229 	pass = piglit_probe_pixel_rgb(101, 170, white);
230 	pass = pass && piglit_probe_pixel_rgb(105, 130, white);
231 	pass = pass && piglit_probe_pixel_rgb(120, 145, white);
232 	pass = pass && piglit_probe_pixel_rgb(145, 126, white);
233 	pass = pass && piglit_probe_pixel_rgb(105, 174, black);
234 	pass = pass && piglit_probe_pixel_rgb(130, 155, black);
235 	pass = pass && piglit_probe_pixel_rgb(145, 170, black);
236 	pass = pass && piglit_probe_pixel_rgb(149, 130, black);
237 
238 	/* Polygon 2 */
239 	pass = pass && piglit_probe_pixel_rgb(176, 170, black);
240 	pass = pass && piglit_probe_pixel_rgb(180, 130, black);
241 	pass = pass && piglit_probe_pixel_rgb(195, 145, black);
242 	pass = pass && piglit_probe_pixel_rgb(220, 126, black);
243 	pass = pass && piglit_probe_pixel_rgb(224, 130, white);
244 	pass = pass && piglit_probe_pixel_rgb(205, 155, white);
245 	pass = pass && piglit_probe_pixel_rgb(220, 170, white);
246 	pass = pass && piglit_probe_pixel_rgb(180, 174, white);
247 
248 	/* Polygon 3 */
249 	pass = pass && piglit_probe_pixel_rgb(251, 130, white);
250 	pass = pass && piglit_probe_pixel_rgb(255, 170, white);
251 	pass = pass && piglit_probe_pixel_rgb(270, 155, white);
252 	pass = pass && piglit_probe_pixel_rgb(290, 174, white);
253 	pass = pass && piglit_probe_pixel_rgb(255, 126, black);
254 	pass = pass && piglit_probe_pixel_rgb(280, 145, black);
255 	pass = pass && piglit_probe_pixel_rgb(295, 130, black);
256 	pass = pass && piglit_probe_pixel_rgb(299, 170, black);
257 
258 	/* Polygon 4 */
259 	pass = pass && piglit_probe_pixel_rgb(101, 205, black);
260 	pass = pass && piglit_probe_pixel_rgb(105, 245, black);
261 	pass = pass && piglit_probe_pixel_rgb(120, 230, black);
262 	pass = pass && piglit_probe_pixel_rgb(145, 249, black);
263 	pass = pass && piglit_probe_pixel_rgb(105, 201, white);
264 	pass = pass && piglit_probe_pixel_rgb(130, 220, white);
265 	pass = pass && piglit_probe_pixel_rgb(145, 205, white);
266 	pass = pass && piglit_probe_pixel_rgb(149, 245, white);
267 
268 	/* Polygon 5 & 6 are filled with a flat color. So probe using
269 	 * piglit_probe_rect_rgb
270 	 */
271 	pass = pass && piglit_probe_rect_rgba(175, 200, 50, 50, black);
272 	pass = pass && piglit_probe_rect_rgba(250, 200, 50, 50, white);
273 
274 	pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
275 	if (piglit_automatic)
276 		piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL);
277 	piglit_present_results();
278 	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
279 }
280