Signed-off-by: Topi Pohjolainen <topi.pohjolai...@intel.com>
---
 tests/fbo/fbo-generatemipmap-formats.c |  3 ++-
 tests/shaders/shader_runner.c          | 15 ++++++++----
 tests/util/piglit-util-gl.c            | 43 +++++++++++++++++++++++++++-------
 tests/util/piglit-util-gl.h            | 17 +++++++++++++-
 4 files changed, 63 insertions(+), 15 deletions(-)

diff --git a/tests/fbo/fbo-generatemipmap-formats.c 
b/tests/fbo/fbo-generatemipmap-formats.c
index 1075e78..a1b39aa 100644
--- a/tests/fbo/fbo-generatemipmap-formats.c
+++ b/tests/fbo/fbo-generatemipmap-formats.c
@@ -81,7 +81,8 @@ create_tex(GLenum internalformat, GLenum baseformat, GLenum 
basetype)
 
        if ((baseformat == GL_DEPTH_COMPONENT) || (baseformat == 
GL_DEPTH_STENCIL)) {
                tex = piglit_depth_texture(GL_TEXTURE_2D, internalformat,
-                                          tex_width, tex_height, 1, GL_FALSE);
+                                          tex_width, tex_height, 1, GL_FALSE,
+                                          DEPTH_GRAD_X);
                if (!piglit_check_gl_error(GL_NO_ERROR))
                        piglit_report_result(PIGLIT_FAIL);
                if (internalformat == GL_DEPTH32F_STENCIL8) {
diff --git a/tests/shaders/shader_runner.c b/tests/shaders/shader_runner.c
index c72de83..c11a418 100644
--- a/tests/shaders/shader_runner.c
+++ b/tests/shaders/shader_runner.c
@@ -3169,7 +3169,8 @@ piglit_display(void)
                                  &tex, &w, &h) == 3) {
                        glActiveTexture(GL_TEXTURE0 + tex);
                        piglit_depth_texture(GL_TEXTURE_2D, GL_DEPTH_COMPONENT,
-                                            w, h, 1, GL_FALSE);
+                                            w, h, 1, GL_FALSE,
+                                            DEPTH_GRAD_X);
                        glTexParameteri(GL_TEXTURE_2D,
                                        GL_TEXTURE_COMPARE_MODE,
                                        GL_COMPARE_R_TO_TEXTURE);
@@ -3184,7 +3185,8 @@ piglit_display(void)
                                  &tex, &w, &h) == 3) {
                        glActiveTexture(GL_TEXTURE0 + tex);
                        piglit_depth_texture(GL_TEXTURE_RECTANGLE, 
GL_DEPTH_COMPONENT,
-                                            w, h, 1, GL_FALSE);
+                                            w, h, 1, GL_FALSE,
+                                            DEPTH_GRAD_X);
                        glTexParameteri(GL_TEXTURE_RECTANGLE,
                                        GL_TEXTURE_COMPARE_MODE,
                                        GL_COMPARE_R_TO_TEXTURE);
@@ -3196,7 +3198,8 @@ piglit_display(void)
                                  &tex, &w) == 2) {
                        glActiveTexture(GL_TEXTURE0 + tex);
                        piglit_depth_texture(GL_TEXTURE_1D, GL_DEPTH_COMPONENT,
-                                            w, 1, 1, GL_FALSE);
+                                            w, 1, 1, GL_FALSE,
+                                            DEPTH_GRAD_X);
                        glTexParameteri(GL_TEXTURE_1D,
                                        GL_TEXTURE_COMPARE_MODE,
                                        GL_COMPARE_R_TO_TEXTURE);
@@ -3208,7 +3211,8 @@ piglit_display(void)
                                  &tex, &w, &l) == 3) {
                        glActiveTexture(GL_TEXTURE0 + tex);
                        piglit_depth_texture(GL_TEXTURE_1D_ARRAY, 
GL_DEPTH_COMPONENT,
-                                            w, l, 1, GL_FALSE);
+                                            w, l, 1, GL_FALSE,
+                                            DEPTH_GRAD_X);
                        glTexParameteri(GL_TEXTURE_1D_ARRAY,
                                        GL_TEXTURE_COMPARE_MODE,
                                        GL_COMPARE_R_TO_TEXTURE);
@@ -3220,7 +3224,8 @@ piglit_display(void)
                                  &tex, &w, &h, &l) == 4) {
                        glActiveTexture(GL_TEXTURE0 + tex);
                        piglit_depth_texture(GL_TEXTURE_2D_ARRAY, 
GL_DEPTH_COMPONENT,
-                                            w, h, l, GL_FALSE);
+                                            w, h, l, GL_FALSE,
+                                            DEPTH_GRAD_X);
                        glTexParameteri(GL_TEXTURE_2D_ARRAY,
                                        GL_TEXTURE_COMPARE_MODE,
                                        GL_COMPARE_R_TO_TEXTURE);
diff --git a/tests/util/piglit-util-gl.c b/tests/util/piglit-util-gl.c
index d09ce8e..9280d1a 100644
--- a/tests/util/piglit-util-gl.c
+++ b/tests/util/piglit-util-gl.c
@@ -2625,15 +2625,35 @@ GLuint piglit_integer_texture(GLenum internalFormat, 
int w, int h, int b, int a)
 }
 
 static void
-generate_depth_layer(GLenum internalformat, int w, int h, int layer, void 
*data)
+generate_depth_layer(GLenum internalformat, int w, int h,
+                    enum depth_value_base depth_base,
+                    int layer, void *data)
 {
        int x, y;
        float *f = data, *f2 = data;
        unsigned int *i = data;
 
+       if (depth_base == DEPTH_GRAD_EVEN_LAYER_X_ODD_Y)
+               depth_base = layer % 2 ? DEPTH_GRAD_Y : DEPTH_GRAD_X;
+
        for (y = 0; y < h; y++) {
                for (x = 0; x < w; x++) {
-                       float val = (float)(x) / (w - 1);
+                       float val;
+
+                       switch (depth_base) {
+                       case DEPTH_CONST_ZERO:
+                               val = 0;
+                               break;
+                       case DEPTH_GRAD_X:
+                               val = (float)(x) / (w - 1);
+                               break;
+                       case DEPTH_GRAD_Y:
+                               val = (float)(y) / (h - 1);
+                               break;
+                       case DEPTH_GRAD_EVEN_LAYER_X_ODD_Y:
+                               assert(!"should be X or Y");
+                               break;
+                       };
 
                        if (internalformat == GL_DEPTH_STENCIL_EXT ||
                            internalformat == GL_DEPTH24_STENCIL8_EXT) {
@@ -2649,14 +2669,17 @@ generate_depth_layer(GLenum internalformat, int w, int 
h, int layer, void *data)
 
 static void
 setup_depth_level(GLenum target, GLenum internalformat, GLenum format,
-                  GLenum type, int w, int h, int d, int level)
+                 GLenum type, int w, int h, int d,
+                 enum depth_value_base depth_base,
+                 int level)
 {
        int layer;
        void *data = malloc(w * h * 4 * sizeof(GLfloat));
 
        switch (target) {
        case GL_TEXTURE_1D:
-               generate_depth_layer(internalformat, w, h, 0, data);
+               generate_depth_layer(internalformat, w, h,
+                                    depth_base, 0, data);
                glTexImage1D(target, level,
                             internalformat,
                             w, 0,
@@ -2666,7 +2689,8 @@ setup_depth_level(GLenum target, GLenum internalformat, 
GLenum format,
        case GL_TEXTURE_1D_ARRAY:
        case GL_TEXTURE_2D:
        case GL_TEXTURE_RECTANGLE:
-               generate_depth_layer(internalformat, w, h, 0, data);
+               generate_depth_layer(internalformat, w, h,
+                                    depth_base, 0, data);
                glTexImage2D(target, level,
                             internalformat,
                             w, h, 0,
@@ -2679,7 +2703,9 @@ setup_depth_level(GLenum target, GLenum internalformat, 
GLenum format,
                             w, h, d, 0,
                             format, type, NULL);
                for (layer = 0; layer < d; layer++) {
-                       generate_depth_layer(internalformat, w, h, layer, data);
+                       generate_depth_layer(internalformat, w, h,
+                                            depth_base, layer,
+                                            data);
                        glTexSubImage3D(target, level,
                                        0, 0, layer, w, h, 1,
                                        format, type, data);
@@ -2707,7 +2733,8 @@ setup_depth_level(GLenum target, GLenum internalformat, 
GLenum format,
  * \return the new texture object id
  */
 GLuint
-piglit_depth_texture(GLenum target, GLenum internalformat, int w, int h, int 
d, GLboolean mip)
+piglit_depth_texture(GLenum target, GLenum internalformat, int w, int h, int 
d, 
+                    GLboolean mip, enum depth_value_base depth_base)
 {
        int size, level;
        GLuint tex;
@@ -2743,7 +2770,7 @@ piglit_depth_texture(GLenum target, GLenum 
internalformat, int w, int h, int d,
 
        for (level = 0, size = w > h ? w : h; size > 0; level++, size >>= 1) {
                setup_depth_level(target, internalformat, format, type,
-                                  w, h, d, level);
+                                  w, h, d, depth_base, level);
 
                if (!mip)
                        break;
diff --git a/tests/util/piglit-util-gl.h b/tests/util/piglit-util-gl.h
index 956804b..8a57610 100644
--- a/tests/util/piglit-util-gl.h
+++ b/tests/util/piglit-util-gl.h
@@ -46,6 +46,20 @@ extern const unsigned int fdo_bitmap_height;
 extern bool piglit_is_core_profile;
 
 /**
+ * Tells if the gradient content for depth texture is built vertically
+ * (DEPTH_GRAD_Y) or horizontally (DEPTH_GRAD_Y) - constant zero simply sets
+ * all the values to zero.
+ * Last option (DEPTH_GRAD_EVEN_LAYER_X_ODD_Y) varies the direction between
+ * layers allowing off-by-one layer accesses to be detected.
+ */
+enum depth_value_base {
+       DEPTH_CONST_ZERO,
+       DEPTH_GRAD_X,
+       DEPTH_GRAD_Y,
+       DEPTH_GRAD_EVEN_LAYER_X_ODD_Y
+};
+
+/**
  * Determine if the API is OpenGL ES.
  */
 bool piglit_is_gles(void);
@@ -263,7 +277,8 @@ GLubyte *piglit_rgbw_image_ubyte(int w, int h, GLboolean 
alpha);
 GLuint piglit_rgbw_texture(GLenum internalFormat, int w, int h, GLboolean mip,
                    GLboolean alpha, GLenum basetype);
 GLuint piglit_integer_texture(GLenum internalFormat, int w, int h, int b, int 
a);
-GLuint piglit_depth_texture(GLenum target, GLenum format, int w, int h, int d, 
GLboolean mip);
+GLuint piglit_depth_texture(GLenum target, GLenum format, int w, int h, int d,
+                            GLboolean mip, enum depth_value_base depth);
 GLuint piglit_array_texture(GLenum target, GLenum format, int w, int h, int d, 
GLboolean mip);
 GLuint piglit_multisample_texture(GLenum target, GLenum tex,
                                  GLenum internalFormat,
-- 
2.5.5

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