On 08/05/2014 08:07 PM, Anuj Phogat wrote:
This test verifies the bug fix in i965 drivers in mesa commit 984a02b.
Reproduces another bug in the driver with GL_DEPTH_COMPONENT16
internal format.

Signed-off-by: Anuj Phogat <anuj.pho...@gmail.com>
---
  tests/texturing/CMakeLists.gl.txt           |   1 +
  tests/texturing/texsubimage-depth-formats.c | 196 ++++++++++++++++++++++++++++
  2 files changed, 197 insertions(+)
  create mode 100644 tests/texturing/texsubimage-depth-formats.c

diff --git a/tests/texturing/CMakeLists.gl.txt 
b/tests/texturing/CMakeLists.gl.txt
index b121163..d2fdef5 100644
--- a/tests/texturing/CMakeLists.gl.txt
+++ b/tests/texturing/CMakeLists.gl.txt
@@ -75,6 +75,7 @@ piglit_add_executable (texwrap texwrap.c)
  piglit_add_executable (depth-tex-modes      depth-tex-modes.c 
depth-tex-modes-common.c)
  piglit_add_executable (depth-tex-modes-rg   depth-tex-modes-rg.c 
depth-tex-modes-common.c)
  piglit_add_executable (depth-tex-modes-glsl depth-tex-modes-glsl.c)
+piglit_add_executable (texsubimage-depth-formats texsubimage-depth-formats.c)
  piglit_add_executable (depth-tex-compare depth-tex-compare.c)
  piglit_add_executable (depth-cube-map depth-cube-map.c)
  piglit_add_executable (sized-texture-format-channels 
sized-texture-format-channels.c)
diff --git a/tests/texturing/texsubimage-depth-formats.c 
b/tests/texturing/texsubimage-depth-formats.c
new file mode 100644
index 0000000..ed0508d
--- /dev/null
+++ b/tests/texturing/texsubimage-depth-formats.c
@@ -0,0 +1,196 @@
+/*
+ * 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 texsubimage-depth-formats.c
+ *
+ * Test glTexSubimage2D() with different depth formats and X, Y offsets.
+ **/
+
+#include "piglit-util-gl.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+       config.supports_gl_compat_version = 10;
+
+       config.window_width = 128;
+       config.window_height = 128;

Can you use the default window size?


+       config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+static GLuint tex[4];
+struct size {
+       int width, height;
+};
+
+/* For ease of testing, use even dimensions. */
+static const struct size tex_size[] = {
+       {   6,  12 },
+       {   8,  14 },
+       {  12,  22 },
+       {  16,  32 },
+       { 130,  64 }
+};
+
+struct format_info {
+       const char *name;
+       GLenum internal_format, format, type;
+       int size;
+};
+static const struct format_info formats[] = {
+       { "GL_DEPTH_COMPONENT16",  GL_DEPTH_COMPONENT16,  GL_DEPTH_COMPONENT, 
GL_UNSIGNED_SHORT,                 sizeof(short) },
+       { "GL_DEPTH_COMPONENT32F", GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, 
GL_FLOAT,                          sizeof(float) },
+       { "GL_DEPTH24_STENCIL8",   GL_DEPTH24_STENCIL8,   GL_DEPTH_STENCIL,   
GL_UNSIGNED_INT_24_8,              sizeof(int) },
+       { "GL_DEPTH32F_STENCIL8",  GL_DEPTH32F_STENCIL8,  GL_DEPTH_STENCIL,   
GL_FLOAT_32_UNSIGNED_INT_24_8_REV, sizeof(int) + sizeof(float) }

Nowadays we can use piglit_get_gl_enum_name() instead of putting strings list this in our test tables. Not a big deal though.


+};
+
+static void
+load_texture(int formats_idx, int tex_size_idx)
+{
+       unsigned i;
+       unsigned w_by_2 = tex_size[tex_size_idx].width / 2;
+       unsigned h_by_2 =  tex_size[tex_size_idx].height / 2;
+       unsigned n_pixels = w_by_2 * h_by_2;
+       unsigned buffer_size = n_pixels * formats[formats_idx].size;
+       void* texDepthData[4];
+
+       for (i = 0; i < 4; i++)
+               texDepthData[i] = malloc(buffer_size);
+
+       for (i = 0; i < n_pixels; i++) {
+               switch (formats[formats_idx].type) {
+               case GL_UNSIGNED_INT_24_8:
+                       ((unsigned *)texDepthData[0])[i] = 0x400000BB;
+                       ((unsigned *)texDepthData[1])[i] = 0x7F0000BB;
+                       ((unsigned *)texDepthData[2])[i] = 0xC00000BB;
+                       ((unsigned *)texDepthData[3])[i] = 0xFF0000BB;
+                       break;
+               case GL_UNSIGNED_SHORT:
+                       ((unsigned short *)texDepthData[0])[i] = 0x4000;
+                       ((unsigned short *)texDepthData[1])[i] = 0x7F00;
+                       ((unsigned short *)texDepthData[2])[i] = 0xC000;
+                       ((unsigned short *)texDepthData[3])[i] = 0xFF00;
+                       break;
+               case GL_FLOAT:
+                       ((float *)texDepthData[0])[i] = 0.25;
+                       ((float *)texDepthData[1])[i] = 0.50;
+                       ((float *)texDepthData[2])[i] = 0.75;
+                       ((float *)texDepthData[3])[i] = 1.00;
+                       break;
+               case GL_FLOAT_32_UNSIGNED_INT_24_8_REV:
+                       ((float *)texDepthData[0])[2 * i] = 0.25;
+                       ((float *)texDepthData[1])[2 * i] = 0.50;
+                       ((float *)texDepthData[2])[2 * i] = 0.75;
+                       ((float *)texDepthData[3])[2 * i] = 1.00;
+
+                       ((unsigned *)texDepthData[0])[2 * i + 1] = 0xBB;
+                       ((unsigned *)texDepthData[1])[2 * i + 1] = 0xBB;
+                       ((unsigned *)texDepthData[2])[2 * i + 1] = 0xBB;
+                       ((unsigned *)texDepthData[3])[2 * i + 1] = 0xBB;
+                       break;
+               }
+       }
+
+       glBindTexture(GL_TEXTURE_2D, tex[formats_idx]);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+       glTexImage2D(GL_TEXTURE_2D, 0,
+                    formats[formats_idx].internal_format,
+                    tex_size[tex_size_idx].width,
+                    tex_size[tex_size_idx].height, 0,
+                    formats[formats_idx].format,
+                    formats[formats_idx].type, NULL);
+
+       /* Use glTexSubImage2D() to initialize each texture quadrant with
+        * different depth data.
+        */
+       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w_by_2, h_by_2,
+                       formats[formats_idx].format, formats[formats_idx].type,
+                       texDepthData[0]);
+       glTexSubImage2D(GL_TEXTURE_2D, 0, w_by_2, 0, w_by_2, h_by_2,
+                       formats[formats_idx].format, formats[formats_idx].type,
+                       texDepthData[1]);
+       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, h_by_2, w_by_2, h_by_2,
+                       formats[formats_idx].format, formats[formats_idx].type,
+                       texDepthData[2]);
+       glTexSubImage2D(GL_TEXTURE_2D, 0, w_by_2, h_by_2, w_by_2, h_by_2,
+                       formats[formats_idx].format, formats[formats_idx].type,
+                       texDepthData[3]);
+
+       for (i = 0; i < 4; i++)
+               free(texDepthData[i]);
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+       piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
+       glClearColor(0.0, 0.0, 0.0, 1.0);
+}
+
+enum piglit_result
+piglit_display(void)
+{
+       int i, j;
+       bool result, pass = true;
+       const int w = piglit_width / 2, h = piglit_height / 2;
+       const float expected[4][4] = {{ 0.25, 0.25, 0.25, 1.00 },
+                                     { 0.50, 0.50, 0.50, 1.00 },
+                                     { 0.75, 0.75, 0.75, 1.00 },
+                                     { 1.00, 1.00, 1.00, 1.00 }};
+       glClear(GL_COLOR_BUFFER_BIT);
+       glEnable(GL_TEXTURE_2D);
+       glGenTextures(ARRAY_SIZE(formats), tex);
+
+       for (i = 0; i < ARRAY_SIZE(formats); i++) {
+               for (j = 0; j < ARRAY_SIZE(tex_size); j++) {
+                       result = true;
+                       load_texture(i, j);
+
+                       glBindTexture(GL_TEXTURE_2D, tex[i]);
+                       piglit_draw_rect_tex(0, 0, piglit_width, piglit_height,
+                                            0, 0, 1, 1);
+                       result = result && piglit_check_gl_error(GL_NO_ERROR);
+
+                       /* Probe four quadrants of the rectangle */
+                       result = piglit_probe_rect_rgba(0, 0, w, h, expected[0])
+                                && result;
+                       result = piglit_probe_rect_rgba(w, 0, w, h, expected[1])
+                                && result;
+                       result = piglit_probe_rect_rgba(0, h, w, h, expected[2])
+                                && result;
+                       result = piglit_probe_rect_rgba(w, h, w, h, expected[3])
+                                && result;
+                       pass = pass && result;
+
+                       printf("internal_format = %s, width = %d, height = %d,"
+                              " result = %s\n", formats[i].name,
+                              tex_size[j].width, tex_size[j].height,
+                              result ? "pass" : "fail");
+               }
+       }
+       piglit_present_results();
+       return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}


Looks good otherwise.

Reviewed-by: Brian Paul <bri...@vmware.com>

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