1 /*
2 * Copyright © 2012 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 /** \file array-depth-roundtrip.c
25 *
26 * Test that an array texture containing depth data works properly
27 * when making a full "roundtrip" through both the GPU's rendering
28 * pipeline and texturing operations.
29 *
30 * The test performs the following steps:
31 *
32 * - Create an array texture containing depth data.
33 *
34 * - Bind each slice of the array texture to a framebuffer, clear it,
35 * and render a quad to it. A different depth value is used for
36 * each slice of the array.
37 *
38 * - Use a shader to read from each slice of the array texture and
39 * render to the window system framebuffer.
40 *
41 * - Verify that correct data was rendered to the window system
42 * framebuffer.
43 */
44
45 #include "piglit-util-gl.h"
46
47
48 #define TEX_WIDTH 56
49 #define TEX_HEIGHT 56
50 #define NUM_TILES_ACROSS 4
51 #define NUM_TILES_DOWN 4
52 #define TEX_DEPTH (NUM_TILES_ACROSS * NUM_TILES_DOWN)
53
54
55 PIGLIT_GL_TEST_CONFIG_BEGIN
56
57 config.supports_gl_compat_version = 10;
58
59 config.window_width = TEX_WIDTH*NUM_TILES_ACROSS;
60 config.window_height = TEX_HEIGHT*NUM_TILES_DOWN;
61 config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGB;
62 config.khr_no_error_support = PIGLIT_NO_ERRORS;
63
64 PIGLIT_GL_TEST_CONFIG_END
65
66
67 GLuint tex;
68 GLuint fb;
69 GLuint prog;
70 GLint samp_loc;
71 GLint proj_loc;
72 GLint tex_depth_loc;
73
74
75 const char *vs_text = \
76 "#version 130\n"
77 "uniform mat4 proj;\n"
78 "uniform float tex_depth;\n"
79 "out vec3 tex_coord;\n"
80 "void main()\n"
81 "{\n"
82 " gl_Position = proj * gl_Vertex;\n"
83 " tex_coord = vec3(gl_Vertex.xy, tex_depth);\n"
84 "}\n";
85
86
87 const char *fs_text = \
88 "#version 130\n"
89 "uniform sampler2DArray samp;\n"
90 "in vec3 tex_coord;\n"
91 "void main()\n"
92 "{\n"
93 " gl_FragColor = texture(samp, tex_coord);\n"
94 "}\n";
95
96
97 void
piglit_init(int argc,char ** argv)98 piglit_init(int argc, char **argv)
99 {
100 GLuint vs, fs;
101
102 piglit_require_gl_version(30);
103
104 vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_text);
105 fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_text);
106 prog = piglit_link_simple_program(vs, fs);
107 samp_loc = glGetUniformLocation(prog, "samp");
108 proj_loc = glGetUniformLocation(prog, "proj");
109 tex_depth_loc = glGetUniformLocation(prog, "tex_depth");
110
111 /* Create the array texture */
112 glGenTextures(1, &tex);
113 glActiveTexture(GL_TEXTURE0);
114 glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
115 glTexImage3D(GL_TEXTURE_2D_ARRAY, 0 /* level */,
116 GL_DEPTH_COMPONENT, TEX_WIDTH, TEX_HEIGHT, TEX_DEPTH,
117 0 /* border */, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
118 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER,
119 GL_NEAREST);
120 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER,
121 GL_NEAREST);
122 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE,
123 GL_NONE);
124
125 glGenFramebuffers(1, &fb);
126
127 if (!piglit_check_gl_error(GL_NO_ERROR))
128 piglit_report_result(PIGLIT_FAIL);
129 }
130
131
132 enum piglit_result
piglit_display()133 piglit_display()
134 {
135 int zoffset, x_tile, y_tile, i;
136 float depth_value;
137 float expected[3];
138 bool pass = true;
139
140 /* Bind each level of the array texture to the framebuffer,
141 * clear it, and render a quad to it, using a depth value that
142 * is different in each array slice.
143 */
144 glBindFramebuffer(GL_FRAMEBUFFER, fb);
145 glViewport(0, 0, TEX_WIDTH, TEX_HEIGHT);
146 glUseProgram(0);
147 glEnable(GL_DEPTH_TEST);
148 glDepthFunc(GL_ALWAYS);
149 for (zoffset = 0; zoffset < TEX_DEPTH; ++zoffset) {
150 glFramebufferTextureLayer(GL_FRAMEBUFFER,
151 GL_DEPTH_ATTACHMENT,
152 tex, 0 /* level */, zoffset);
153 glClear(GL_DEPTH_BUFFER_BIT);
154 depth_value = zoffset / (float) (TEX_DEPTH - 1);
155 /* Adjust depth_value to [-1, 1] range to account for
156 * the fact that the pipeline translates from [-1, 1]
157 * to [0, 1].
158 */
159 depth_value = depth_value * 2.0 - 1.0;
160 piglit_draw_rect_z(depth_value,
161 -1, -1, 2, 2);
162 }
163
164 /* Use a shader to read from each slice of the array texture
165 * and render to the window system framebuffer.
166 */
167 glBindFramebuffer(GL_FRAMEBUFFER, piglit_winsys_fbo);
168 glViewport(0, 0, piglit_width, piglit_height);
169 glClear(GL_COLOR_BUFFER_BIT);
170 glUseProgram(prog);
171 glUniform1i(samp_loc, 0);
172 for (y_tile = 0; y_tile < NUM_TILES_DOWN; ++y_tile) {
173 for (x_tile = 0; x_tile < NUM_TILES_ACROSS; ++x_tile) {
174 float xscale = 2.0 / NUM_TILES_ACROSS;
175 float yscale = 2.0 / NUM_TILES_DOWN;
176 float proj[4][4] = {
177 { xscale, 0, 0, xscale * x_tile - 1 },
178 { 0, yscale, 0, yscale * y_tile - 1 },
179 { 0, 0, 0, 0 },
180 { 0, 0, 0, 1 }
181 };
182 zoffset = NUM_TILES_ACROSS * y_tile + x_tile;
183 glUniformMatrix4fv(proj_loc, 1, GL_TRUE, &proj[0][0]);
184 glUniform1f(tex_depth_loc, zoffset);
185 piglit_draw_rect(0, 0, 1, 1);
186 }
187 }
188
189 /* Verify that correct data was rendered. */
190 for (y_tile = 0; y_tile < NUM_TILES_DOWN; ++y_tile) {
191 for (x_tile = 0; x_tile < NUM_TILES_ACROSS; ++x_tile) {
192 zoffset = NUM_TILES_ACROSS * y_tile + x_tile;
193 printf("Probing array slice %d\n", zoffset);
194 depth_value = zoffset / (float) (TEX_DEPTH - 1);
195 for (i = 0; i < 3; ++i)
196 expected[i] = depth_value;
197 pass = piglit_probe_rect_rgb(x_tile * TEX_WIDTH,
198 y_tile * TEX_HEIGHT,
199 TEX_WIDTH, TEX_HEIGHT,
200 expected) && pass;
201 }
202 }
203
204 pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
205
206 piglit_present_results();
207
208 return pass ? PIGLIT_PASS : PIGLIT_FAIL;
209 }
210