On Wed, 2013-11-27 at 13:58 +0200, Ander Conselvan de Oliveira wrote:
> From: Abdiel Janulgue <[email protected]>
> 
> Actual V4. Discard the previous V3. I made another stupid mistake of 
> forgetting
> to rebase from latest master. This one should be good, I hope.
> 
> Changes since v3:
>  -Use TEXTURE_SIZE * 7 in test window width and height
>  -Fix missed array element initialization in set_face_image().
>  -Use GL_UNSIGNED_BYTE instead of GL_FLOAT (which is unsupported in GLES2 
> texImage2D)
>  -Fixed further issues found by Eric.
> 
> Signed-off-by: Abdiel Janulgue <[email protected]>
> ---
>  tests/all.tests                                    |    5 +
>  tests/spec/CMakeLists.txt                          |    1 +
>  .../spec/khr_gl_texture_image/CMakeLists.gles2.txt |   17 +
>  tests/spec/khr_gl_texture_image/CMakeLists.txt     |    1 +
>  .../khr_gl_texture_image/khr_gl_texture_image.c    |  416 
> ++++++++++++++++++++
>  5 files changed, 440 insertions(+)
>  create mode 100644 tests/spec/khr_gl_texture_image/CMakeLists.gles2.txt
>  create mode 100644 tests/spec/khr_gl_texture_image/CMakeLists.txt
>  create mode 100644 tests/spec/khr_gl_texture_image/khr_gl_texture_image.c
> 
> diff --git a/tests/all.tests b/tests/all.tests
> index 2e88de4..5b0c9e8 100644
> --- a/tests/all.tests
> +++ b/tests/all.tests
> @@ -3264,6 +3264,11 @@ add_concurrent_test(gles20, 'minmax_gles2')
>  add_concurrent_test(gles20, 'multiple-shader-objects_gles2')
>  add_concurrent_test(gles20, 'fbo_discard_gles2')
>  
> +egl_khr_gl_image = Group()
> +spec['EGL_KHR_gl_image'] = egl_khr_gl_image
> +egl_khr_gl_image['EGL_KHR_gl_texture_2D_image'] = 
> plain_test('khr_gl_texture_image_gles2 -2d')
> +egl_khr_gl_image['EGL_KHR_gl_texture_cubemap_image'] = 
> plain_test('khr_gl_texture_image_gles2 -cubemap')
> +
>  gles30 = Group()
>  spec['!OpenGL ES 3.0'] = gles30
>  for tex_format in ('rgb8', 'srgb8', 'rgba8', 'srgb8-alpha8', 'r11', 'rg11', 
> 'rgb8-punchthrough-alpha1', 'srgb8-punchthrough-alpha1'):
> diff --git a/tests/spec/CMakeLists.txt b/tests/spec/CMakeLists.txt
> index 18b846d..2874314 100644
> --- a/tests/spec/CMakeLists.txt
> +++ b/tests/spec/CMakeLists.txt
> @@ -88,3 +88,4 @@ add_subdirectory (ext_image_dma_buf_import)
>  add_subdirectory (arb_blend_func_extended)
>  add_subdirectory (ext_unpack_subimage)
>  add_subdirectory (arb_vertex_array_object)
> +add_subdirectory (khr_gl_texture_image)
> diff --git a/tests/spec/khr_gl_texture_image/CMakeLists.gles2.txt 
> b/tests/spec/khr_gl_texture_image/CMakeLists.gles2.txt
> new file mode 100644
> index 0000000..d1887a1
> --- /dev/null
> +++ b/tests/spec/khr_gl_texture_image/CMakeLists.gles2.txt
> @@ -0,0 +1,17 @@
> +#add_definitions(-DSOURCE_DIR="${piglit_SOURCE_DIR}/")
> +
> +include_directories(
> +     ${OPENGL_INCLUDE_PATH}
> +     )
> +
> +link_libraries(
> +     ${OPENGL_gles2_LIBRARY}
> +     ${OPENGL_egl_LIBRARY}
> +     piglitutil_gles2
> +     )
> +
> +piglit_add_executable(khr_gl_texture_image_gles2
> +     khr_gl_texture_image.c
> +     )
> +
> +# vim: ft=cmake:
> diff --git a/tests/spec/khr_gl_texture_image/CMakeLists.txt 
> b/tests/spec/khr_gl_texture_image/CMakeLists.txt
> new file mode 100644
> index 0000000..144a306
> --- /dev/null
> +++ b/tests/spec/khr_gl_texture_image/CMakeLists.txt
> @@ -0,0 +1 @@
> +piglit_include_target_api()
> diff --git a/tests/spec/khr_gl_texture_image/khr_gl_texture_image.c 
> b/tests/spec/khr_gl_texture_image/khr_gl_texture_image.c
> new file mode 100644
> index 0000000..ff24766
> --- /dev/null
> +++ b/tests/spec/khr_gl_texture_image/khr_gl_texture_image.c
> @@ -0,0 +1,416 @@
> +/*
> + * Copyright © 2012-2013 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.
> + *
> + * Authors:
> + *    Abdiel Janulgue <[email protected]>
> + *
> + */
> +
> +#define EGL_EGLEXT_PROTOTYPES 1
> +#define GL_GLEXT_PROTOTYPES 1
> +#include "piglit-util-gl-common.h"
> +#include "piglit-util-egl.h"
> +
> +#include <EGL/eglext.h>
> +
> +#define TEXTURE_SIZE  64
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> +
> +     config.supports_gl_es_version = 20;
> +
> +     config.window_width = TEXTURE_SIZE * 7;
> +     config.window_height = TEXTURE_SIZE * 7;
> +     config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
> +
> +PIGLIT_GL_TEST_CONFIG_END
> +
> +const GLenum egl_cube_face_targets[6] = {
> +     EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR,
> +     EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR,
> +     EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR,
> +     EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR,
> +     EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR,
> +     EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR,
> +};
> +
> +static GLfloat colors[][4] = {
> +     {1.0, 1.0, 1.0, 1.0},
> +     {1.0, 1.0, 0.0, 1.0},
> +     {1.0, 0.0, 0.0, 1.0},
> +     {1.0, 0.0, 1.0, 1.0},
> +     {0.0, 0.0, 1.0, 1.0},
> +     {0.0, 1.0, 1.0, 1.0},
> +     {0.0, 1.0, 0.0, 1.0},
> +};
> +
> +static bool test_cubemap = false;
> +static bool test_2d = false;
> +
> +static const char
> +vertex_shader[] =
> +     "attribute vec4 pos_attrib;\n"
> +     "attribute vec2 tex_attrib;\n"
> +     "varying vec2 tex_coord;\n"
> +     "void main () {\n"
> +     "gl_Position = pos_attrib;\n"
> +     "tex_coord = tex_attrib;\n"
> +     "}\n";
> +
> +static const char
> +fragment_shader[] =
> +     "uniform sampler2D tex;\n"
> +     "varying vec2 tex_coord;\n"
> +     "void main () {\n"
> +     "gl_FragColor = texture2D(tex, tex_coord);\n"
> +     "}\n";

This shader fails to compile for me; it's missing a precision qualifier
for the vec2 tex_coord. Perhaps you want to use the same “precision
mediump float;” global precision specifier as used in the fragment
shader of the next patch?

> +
> +static void
> +make_program(const char *vertex_source,
> +          const char *fragment_source)
> +{
> +     GLuint program, shader;
> +     GLuint uniform;
> +
> +     program = glCreateProgram();
> +     shader = piglit_compile_shader_text(GL_VERTEX_SHADER, vertex_source);
> +     glAttachShader(program, shader);
> +     shader = piglit_compile_shader_text(GL_FRAGMENT_SHADER, 
> fragment_source);
> +     glAttachShader(program, shader);
> +
> +     glBindAttribLocation(program, PIGLIT_ATTRIB_POS, "pos_attrib");
> +     glBindAttribLocation(program, PIGLIT_ATTRIB_TEX, "tex_attrib");
> +
> +     glLinkProgram(program);
> +     if (!piglit_link_check_status(program))
> +             piglit_report_result(PIGLIT_FAIL);
> +
> +     uniform = glGetUniformLocation(program, "tex");
> +     glUseProgram(program);
> +     glUniform1i(uniform, 0);
> +}
> +
> +static GLuint
> +create_egl_image_target(EGLenum target, GLuint texture, GLuint level)
> +{
> +     GLuint target_texture;
> +     EGLint attribs[] = {
> +             EGL_GL_TEXTURE_LEVEL_KHR, level,
> +             EGL_IMAGE_PRESERVED_KHR, EGL_TRUE,

With a bit of rejigging you could get away with not setting
EGL_IMAGE_PRESERVED_KHR. Although it's useful to check that
EGL_IMAGE_PRESERVED_KHR works, so that should probably be a different
test.

> +             EGL_NONE
> +     };
> +
> +     EGLDisplay dpy = eglGetCurrentDisplay();
> +     EGLContext ctx = eglGetCurrentContext();
> +     EGLImageKHR image = eglCreateImageKHR(dpy, ctx, target,
> +                                           
> (EGLClientBuffer)(uintptr_t)texture,
> +                                           attribs);
> +     if (image == EGL_NO_IMAGE_KHR)
> +             piglit_report_result(PIGLIT_FAIL);

This will return false failures in the case of a target that can't be
bound to an image without loss of the pixel data; you could check for
EGL_BAD_ACCESS and return PIGLIT_SKIP in that case, I think.

> +
> +     glGenTextures(1, &target_texture);
> +     glBindTexture(GL_TEXTURE_2D, target_texture);
> +     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
> +                     GL_LINEAR);
> +     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
> +                     GL_LINEAR);
> +     glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, image);
> +
> +     return target_texture;
> +}
> +
> +static void
> +set_face_image(int level, GLenum face, int size, int color)
> +{
> +     GLfloat *color1 = colors[color];
> +     GLfloat *color2 = colors[(color + 1) % ARRAY_SIZE(colors)];
> +     GLubyte *tex;
> +     int x, y;
> +
> +     tex = malloc(size * size * 4 * sizeof(GLubyte));
> +
> +     for (y = 0; y < size; y++) {
> +             for (x = 0; x < size; x++) {
> +                     GLfloat *chosen_color;
> +
> +                     if (y >= (size / 2) || x >= (size / 2))
> +                             chosen_color = color1;
> +                     else
> +                             chosen_color = color2;
> +
> +                     tex[(y * size + x) * 4 + 0] = chosen_color[0] * 255;
> +                     tex[(y * size + x) * 4 + 1] = chosen_color[1] * 255;
> +                     tex[(y * size + x) * 4 + 2] = chosen_color[2] * 255;
> +                     tex[(y * size + x) * 4 + 3] = 255;
> +             }
> +     }
> +
> +     glTexImage2D(face, level, GL_RGBA, size, size, 0, GL_RGBA, 
> GL_UNSIGNED_BYTE, tex);
> +     piglit_check_gl_error(GL_NO_ERROR);
> +
> +     free(tex);
> +}
> +
> +static GLuint
> +make_cubemap_texture(int size)
> +{
> +     GLuint texture;
> +     int f, sz, level = 0, color = 0;
> +
> +     glGenTextures(1, &texture);
> +     glBindTexture(GL_TEXTURE_CUBE_MAP, texture);
> +     glTexParameteri(GL_TEXTURE_CUBE_MAP,
> +                     GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
> +     glTexParameteri(GL_TEXTURE_CUBE_MAP,
> +                     GL_TEXTURE_MAG_FILTER, GL_NEAREST);
> +     glTexParameteri(GL_TEXTURE_CUBE_MAP,
> +                     GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
> +     glTexParameteri(GL_TEXTURE_CUBE_MAP,
> +                     GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
> +
> +     /* Generate colors in miplevel-major ordering to avoid repeating
> +      * the same sequence of miplevel colors per face;
> +      */
> +     for (sz = size; sz > 0; sz >>= 1) {
> +             for (f = 0; f < 6; ++f) {
> +                     set_face_image(level, cube_face_targets[f], sz, color);
> +                     color = (color + 1) % ARRAY_SIZE(colors);
> +             }
> +             level++;
> +     }
> +
> +     return texture;
> +}
> +
> +static GLuint
> +make_2d_texture(int size)
> +{
> +     GLuint texture;
> +     int sz, level = 0, color = 0;
> +
> +     glGenTextures(1, &texture);
> +     glBindTexture(GL_TEXTURE_2D, texture);
> +     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
> +     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
> +     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
> +                     GL_LINEAR);
> +     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
> +                     GL_LINEAR_MIPMAP_NEAREST);
> +
> +     for (sz = size; sz > 0; sz >>= 1) {
> +             set_face_image(level, GL_TEXTURE_2D, sz, color);
> +             color = (color + 1) % ARRAY_SIZE(colors);
> +             level++;
> +     }
> +
> +     return texture;
> +}
> +
> +static bool
> +test_results(int x, int y, int size, int color)
> +{
> +     GLfloat *color1 = colors[color];
> +     GLfloat *color2 = colors[(color + 1) % ARRAY_SIZE(colors)];
> +     bool pass = true;
> +
> +     if (size == 1) {
> +             pass = pass && piglit_probe_rect_rgba(x, y,
> +                                                  size/2, size/2, color1);
> +     } else {
> +             pass = pass && piglit_probe_rect_rgba(x, y,
> +                                                   size/2, size/2,
> +                                                   color2);
> +             pass = pass && piglit_probe_rect_rgba(x + size/2, y,
> +                                                   size/2, size, color1);
> +             pass = pass && piglit_probe_rect_rgba(x, y + size/2,
> +                                                   size/2,size/2,color1);
> +     }
> +
> +     return pass;
> +}
> +
> +static bool
> +test_2d_texture(int texture_size)
> +{
> +     int color = ARRAY_SIZE(colors) - 1;
> +     int level, y = 0, size = 1;
> +     bool pass = true;
> +
> +     for (level = texture_size; level > 0; level >>= 1) {
> +             pass = test_results(0, y, size, color) && pass;
> +             y += TEXTURE_SIZE;
> +             size *=2;
> +             color--;
> +     }
> +
> +     return pass;
> +}
> +
> +/**
> + * Test if cubemap faces from all miplevels are rendered correctly.
> + */
> +static bool
> +test_cubemap_texture(int texture_size, int num_level)
> +{
> +     static int sz = ARRAY_SIZE(colors);
> +     int color = sz - 1;
> +     int face, dim, size = 1, r = 0, mip_level = num_level;
> +     int x, y = 0;
> +
> +     x = piglit_width - texture_size;
> +     for (dim = texture_size; dim > 0; dim >>= 1) {
> +             mip_level--;
> +             y = texture_size;
> +             for (face = 5; face >= 0; face--) {
> +                     if (!test_results(x, y, size, color)) {
> +                             printf("Cube map failed at "
> +                                    "miplevel %d, face %s\n",
> +                                    mip_level, cube_face_names[face]);
> +                             return false;
> +                     }
> +                     y += texture_size;
> +                     r = (r + 1) % sz;
> +                     color = sz - r - 1;
> +             }
> +             x -= texture_size;
> +             size *= 2;
> +     }
> +
> +     return true;
> +}
> +
> +/**
> + * Draws all cubemap face textures in miplevel-major notation
> + */
> +static int
> +draw_cubemap_textures(GLuint texture, int tex_sz, float tex_box)
> +{
> +     float x, y, size;
> +     int tex_size, face, level = 0;
> +
> +     x = -1.0;
> +     level = 0;
> +     size = tex_box;
> +     for (tex_size = tex_sz; tex_size > 0; tex_size >>= 1) {
> +             y = 1.0;
> +             for (face = 0; face < 6; face++) {
> +                     y -= tex_box;
> +                     glBindTexture(GL_TEXTURE_2D,
> +                                   
> create_egl_image_target(egl_cube_face_targets[face],
> +                                                           texture, level));
> +                     piglit_draw_rect_tex(x, y, size, size, 0, 0, 1, 1);
> +             }
> +             x += tex_box;
> +             size /=2;
> +             level++;
> +     }
> +
> +     return level;
> +}
> +
> +static void
> +draw_2d_texture(GLuint texture, int tex_sz, float tex_box)
> +{
> +     float size = tex_box, y = 1.0;
> +     int tex_size, level = 0;
> +
> +     for (tex_size = tex_sz; tex_size > 0; tex_size >>= 1) {
> +             y -= tex_box;
> +             glBindTexture(GL_TEXTURE_2D,
> +                           create_egl_image_target(EGL_GL_TEXTURE_2D_KHR,
> +                                                   texture, level));
> +             piglit_draw_rect_tex(-1, y, size, size,  0, 0, 1, 1);
> +             size /=2;
> +             level++;
> +     }
> +}
> +
> +enum piglit_result
> +piglit_display(void)
> +{
> +     /* Bounding box size for each test image to layout
> +        nicely within our test window
> +      */
> +     const float tex_box = 2.0 * (1.0 / (piglit_width/TEXTURE_SIZE));
> +
> +     EGLDisplay dpy = eglGetCurrentDisplay();
> +     EGLSurface draw = eglGetCurrentSurface(EGL_DRAW);

Both of these variables are unused - leftovers from previous versions?

> +     GLuint tex_2d;
> +     GLuint tex_cubemap;
> +     bool pass = true;
> +     int levels;
> +
> +     glClearColor(0,0, 0, 1.0);
> +     glClear(GL_COLOR_BUFFER_BIT);
> +
> +     /* Set up a source texture object with mipmap generation */
> +     tex_2d = make_2d_texture(TEXTURE_SIZE);
> +     tex_cubemap = make_cubemap_texture(TEXTURE_SIZE);
> +
> +     glActiveTexture(GL_TEXTURE0);
> +     make_program(vertex_shader, fragment_shader);
> +     if (!piglit_check_gl_error(GL_NO_ERROR))
> +             pass = false;
> +
> +     /* Generate EGLImage target textures from source texture
> +        and render all miplevels */
> +     if (test_2d)
> +             draw_2d_texture(tex_2d, TEXTURE_SIZE, tex_box);
> +     if (test_cubemap)
> +             levels = draw_cubemap_textures(tex_cubemap, TEXTURE_SIZE, 
> tex_box);
> +
> +     if (!piglit_check_gl_error(GL_NO_ERROR))
> +             pass = false;
> +     piglit_present_results();
> +
> +     /* Check if we have rendered correctly */
> +     if (test_2d)
> +             pass = pass && test_2d_texture(TEXTURE_SIZE);
> +     if (test_cubemap)
> +             pass = pass && test_cubemap_texture(TEXTURE_SIZE, levels);
> +
> +     return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> +     int i;
> +     EGLDisplay dpy = eglGetCurrentDisplay();
> +
> +     for (i = 1; i < argc; ++i) {
> +             if (!strcmp(argv[i], "-2d")) {
> +                     if (!piglit_is_egl_extension_supported(dpy,
> +                                                   
> "EGL_KHR_gl_texture_2D_image"))
> +                             piglit_report_result(PIGLIT_SKIP);
> +                     test_2d = true;
> +                     break;
> +             }
> +             if (!strcmp(argv[i], "-cubemap")) {
> +                     if (!piglit_is_egl_extension_supported(dpy,
> +                                                  
> "KHR_gl_texture_cubemap_image"))
> +                             piglit_report_result(PIGLIT_SKIP);
> +                     test_cubemap = true;
> +                     break;
> +             }
> +     }
> +}

With the three nits resolved,

Reviewed-By: Christopher James Halse Rogers
<[email protected]>

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