add new test to existing arb_seamless_cube_map group: sample three adjoining
     faces and use average. if three faces are the same color, that color must
     be used.
add test to makelists and all.tests

V2 : test now uses contemporary pipeline
---
 tests/all.tests                                    |   1 +
 tests/spec/arb_seamless_cube_map/CMakeLists.gl.txt |   1 +
 .../arb_seamless_cube_map/three-faces-average.c    | 211 +++++++++++++++++++++
 3 files changed, 213 insertions(+)
 create mode 100644 tests/spec/arb_seamless_cube_map/three-faces-average.c

diff --git a/tests/all.tests b/tests/all.tests
index 6bf9f37..f6f8a50 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -2269,6 +2269,7 @@ arb_seamless_cube_map = Group()
 spec['ARB_seamless_cube_map'] = arb_seamless_cube_map
 add_plain_test(arb_seamless_cube_map, 'arb_seamless_cubemap')
 add_plain_test(arb_seamless_cube_map, 
'arb_seamless_cubemap-initially-disabled')
+add_plain_test(arb_seamless_cube_map, 
'arb_seamless_cubemap-three-faces-average')
 
 amd_seamless_cubemap_per_texture = Group()
 spec['AMD_seamless_cubemap_per_texture'] = amd_seamless_cubemap_per_texture
diff --git a/tests/spec/arb_seamless_cube_map/CMakeLists.gl.txt 
b/tests/spec/arb_seamless_cube_map/CMakeLists.gl.txt
index eac572a..e31759a 100644
--- a/tests/spec/arb_seamless_cube_map/CMakeLists.gl.txt
+++ b/tests/spec/arb_seamless_cube_map/CMakeLists.gl.txt
@@ -11,5 +11,6 @@ link_libraries (
 
 piglit_add_executable (arb_seamless_cubemap arb_seamless_cubemap.c)
 piglit_add_executable (arb_seamless_cubemap-initially-disabled 
initially-disabled.c)
+piglit_add_executable (arb_seamless_cubemap-three-faces-average 
three-faces-average.c)
 
 # vim: ft=cmake:
diff --git a/tests/spec/arb_seamless_cube_map/three-faces-average.c 
b/tests/spec/arb_seamless_cube_map/three-faces-average.c
new file mode 100644
index 0000000..3d5f5c5
--- /dev/null
+++ b/tests/spec/arb_seamless_cube_map/three-faces-average.c
@@ -0,0 +1,211 @@
+/*
+ * Copyright © 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 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
+ * AUTHORS 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.
+ */
+
+/*
+ * Test verifies that when sampling from three adjoining faces in a cube map,
+ * samples will be averaged. If they share the same value, that value must be
+ * guaranteed to be the result of the average. Resulting color should not
+ * include border color contamination.
+ */
+
+/*
+ * ARB_seamless_cube_map Section 3.8.7 says:
+ *     "If LINEAR filtering is done within a miplevel, always apply wrap mode
+ *     CLAMP_TO_BORDER. Then, ...
+ *
+ *     If a texture sample location would lie in the texture border in
+ *     both u and v (in one of the corners of the cube), there is no
+ *     unique neighboring face from which to extract one texel. The
+ *     recommended method is to average the values of the three
+ *     available samples. However, implementations are free to
+ *     construct this fourth texel in another way, so long as, when the
+ *     three available samples have the same value, this texel also has
+ *     that value."
+ */
+
+#include "piglit-util-gl-common.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+       config.supports_gl_compat_version = 10;
+       config.supports_gl_core_version = 31;
+
+       config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+const char *vs_text =
+{
+       "#version 130\n"
+       "\n"
+       "in vec2 vertex;\n"
+       "\n"
+       "void main() {\n"
+       "       gl_Position = vec4( vertex.xy, 0, 1);\n"
+       "}\n"
+};
+
+const char *fs_text =
+{
+       "#version 130\n"
+       "\n"
+       "uniform samplerCube cubeTex;\n"
+       "uniform vec3 cubeVec;\n"
+       "\n"
+       "void main() {\n"
+       "       gl_FragColor = texture( cubeTex, cubeVec );\n"
+       "}\n"
+};
+
+static const float red[3] = { 1., 0., 0. };
+static const float blue[3] = { 0., 0., 1. };
+static const float green[3] = { 0., 1.0, 0. };
+
+static GLuint prog;
+static GLuint vao;
+static GLuint vbo;
+static GLuint cubeMap;
+
+static GLint cubeVec_loc;
+static GLfloat cubeVecPositive[3] = { 0.5, 0.5, 0.5 };
+static GLfloat cubeVecNegative[3] = { -0.5, -0.5, -0.5 };
+
+static const GLenum targets[6] = {
+   GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
+   GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
+   GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
+   GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
+   GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
+   GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
+};
+
+static GLfloat quad_01[4][2] =
+{
+       { -1., -1. },
+       { -1.,  0. },
+       {  0.,  0. },
+       {  0., -1. }
+};
+
+static GLfloat quad_02[4][2] =
+{
+       { 0., 0. },
+       { 0., 1. },
+       { 1., 1. },
+       { 1., 0. }
+};
+
+void piglit_init( int argc, char **argv)
+{
+       GLint i;
+       GLuint vertex_index;
+
+       if( piglit_get_gl_version() < 32 ) {
+               piglit_require_extension("GL_ARB_seamless_cube_map");
+       }
+
+       /* create program */
+       prog = piglit_build_simple_program( vs_text, fs_text );
+       glUseProgram( prog );
+
+       /* create buffers */
+       glGenBuffers( 1, &vbo );
+       glBindBuffer( GL_ARRAY_BUFFER, vbo );
+       glBufferData( GL_ARRAY_BUFFER, sizeof( quad_01 ) + sizeof( quad_02 ),
+                     NULL, GL_STATIC_DRAW );
+       glBufferSubData( GL_ARRAY_BUFFER, 0, sizeof( quad_01 ),
+                        &quad_01 );
+       glBufferSubData( GL_ARRAY_BUFFER, sizeof( quad_01 ), sizeof( quad_02 ),
+                        &quad_02 );
+
+       glGenVertexArrays( 1, &vao );
+       glBindVertexArray( vao );
+
+       vertex_index = glGetAttribLocation( prog, "vertex" );
+
+       /* vertex attribs */
+       glEnableVertexAttribArray( vertex_index );
+
+       glVertexAttribPointer( vertex_index, 2, GL_FLOAT, GL_FALSE, 0, 0 );
+
+       glGenTextures( 1, &cubeMap );
+       glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, cubeMap );
+
+       /* set filter to linear, hardware should behave as if wrap modes are
+        * set to CLAMP_TO_BORDER
+        */
+       glTexParameterfv( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_BORDER_COLOR,
+                         green );
+       glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER,
+                        GL_LINEAR );
+       glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER,
+                        GL_LINEAR );
+
+       /* texture positive axes/faces red */
+       for( i = 0; i < 3; i++ ) {
+               glTexImage2D( targets[i], 0, GL_RGBA8, 1, 1, 0, GL_RGB,
+                             GL_FLOAT, red );
+       }
+
+       /* texuture negative axes/faces blue */
+       for( i = 3; i < 6; i++ ) {
+               glTexImage2D( targets[i], 0, GL_RGBA8, 1, 1, 0, GL_RGB,
+                             GL_FLOAT, blue );
+       }
+
+       /* uniform texcoord input */
+       cubeVec_loc = glGetUniformLocation( prog, "cubeVec" );
+
+       glClearColor( 0.0, 0.0, 0.0, 0.0 );
+
+       if( !piglit_check_gl_error( GL_NO_ERROR ) )
+               piglit_report_result( PIGLIT_FAIL );
+
+}
+
+enum piglit_result piglit_display(void)
+{
+       bool pass = true;
+
+       glClear( GL_COLOR_BUFFER_BIT );
+
+               glEnable( GL_TEXTURE_CUBE_MAP_SEAMLESS );
+
+       /* texcoords should target vector to upper corner */
+       glUniform3fv( cubeVec_loc, 1, cubeVecPositive );
+       glDrawArrays( GL_TRIANGLE_FAN, 0, 4 );
+
+       /* expect red */
+       pass = piglit_probe_rect_rgb( 0, 0, 75, 75, red ) && pass;
+
+       /* texcoords should target vector to bottom corner */
+       glUniform3fv( cubeVec_loc, 1, cubeVecNegative );
+       glDrawArrays( GL_TRIANGLE_FAN, 4, 4 );
+
+       /* expect blue */
+       pass = piglit_probe_rect_rgb( 75, 75, 75,75, blue ) && pass;
+
+       glDisable( GL_TEXTURE_CUBE_MAP_SEAMLESS );
+
+       piglit_present_results();
+
+       return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
-- 
1.8.3.1

_______________________________________________
Piglit mailing list
Piglit@lists.freedesktop.org
http://lists.freedesktop.org/mailman/listinfo/piglit

Reply via email to