/* Copyright © 2012 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 minmax.c * * Test for the minimum maximum value in the GL_ARB_texture_buffer_object spec. */ #include "piglit-util-gl.h" enum channels { A, L, LA, I, R, RG, RGB, RGBA, }; static const struct format { GLenum format; GLenum type; int components; bool norm; enum channels channels; } formats[] = { { GL_ALPHA8, GL_UNSIGNED_BYTE, 1, true, A }, { GL_ALPHA16, GL_UNSIGNED_SHORT, 1, true, A }, { GL_ALPHA16F_ARB, GL_HALF_FLOAT, 1, false, A }, { GL_ALPHA32F_ARB, GL_FLOAT, 1, false, A }, { GL_ALPHA8I_EXT, GL_BYTE, 1, false, A }, { GL_ALPHA16I_EXT, GL_SHORT, 1, false, A }, { GL_ALPHA32I_EXT, GL_INT, 1, false, A }, { GL_ALPHA8UI_EXT, GL_UNSIGNED_BYTE, 1, false, A }, { GL_ALPHA16UI_EXT, GL_UNSIGNED_SHORT, 1, false, A }, { GL_ALPHA32UI_EXT, GL_UNSIGNED_INT, 1, false, A }, { GL_LUMINANCE8, GL_UNSIGNED_BYTE, 1, true, L }, { GL_LUMINANCE16, GL_UNSIGNED_SHORT, 1, true, L }, { GL_LUMINANCE16F_ARB, GL_HALF_FLOAT, 1, false, L }, { GL_LUMINANCE32F_ARB, GL_FLOAT, 1, false, L }, { GL_LUMINANCE8I_EXT, GL_BYTE , 1, false, L }, { GL_LUMINANCE16I_EXT, GL_SHORT, 1, false, L }, { GL_LUMINANCE32I_EXT, GL_INT , 1, false, L }, { GL_LUMINANCE8UI_EXT, GL_UNSIGNED_BYTE, 1, false, L }, { GL_LUMINANCE16UI_EXT, GL_UNSIGNED_SHORT, 1, false, L }, { GL_LUMINANCE32UI_EXT, GL_UNSIGNED_INT, 1, false, L }, { GL_LUMINANCE8_ALPHA8, GL_UNSIGNED_BYTE, 2, true, LA }, { GL_LUMINANCE16_ALPHA16, GL_UNSIGNED_SHORT, 2, true, LA }, { GL_LUMINANCE_ALPHA16F_ARB, GL_HALF_FLOAT, 2, false, LA }, { GL_LUMINANCE_ALPHA32F_ARB, GL_FLOAT, 2, false, LA }, { GL_LUMINANCE_ALPHA8I_EXT, GL_BYTE, 2, false, LA }, { GL_LUMINANCE_ALPHA16I_EXT, GL_SHORT, 2, false, LA }, { GL_LUMINANCE_ALPHA32I_EXT, GL_INT, 2, false, LA }, { GL_LUMINANCE_ALPHA8UI_EXT, GL_UNSIGNED_BYTE, 2, false, LA }, { GL_LUMINANCE_ALPHA16UI_EXT, GL_UNSIGNED_SHORT, 2, false, LA }, { GL_LUMINANCE_ALPHA32UI_EXT, GL_UNSIGNED_INT, 2, false, LA }, { GL_INTENSITY8, GL_UNSIGNED_BYTE, 1, true, I }, { GL_INTENSITY16, GL_UNSIGNED_SHORT, 1, true, I }, { GL_INTENSITY16F_ARB, GL_HALF_FLOAT, 1, false, I }, { GL_INTENSITY32F_ARB, GL_FLOAT, 1, false, I }, { GL_INTENSITY8I_EXT, GL_BYTE, 1, false, I }, { GL_INTENSITY16I_EXT, GL_SHORT, 1, false, I }, { GL_INTENSITY32I_EXT, GL_INT, 1, false, I }, { GL_INTENSITY8UI_EXT, GL_UNSIGNED_BYTE, 1, false, I }, { GL_INTENSITY16UI_EXT, GL_UNSIGNED_SHORT, 1, false, I }, { GL_INTENSITY32UI_EXT, GL_UNSIGNED_INT, 1, false, I }, { GL_RGBA8, GL_UNSIGNED_BYTE, 4, true, RGBA }, { GL_RGBA16, GL_UNSIGNED_SHORT, 4, true, RGBA }, { GL_RGBA16F, GL_HALF_FLOAT, 4, false, RGBA }, { GL_RGBA32F, GL_FLOAT, 4, false, RGBA }, { GL_RGBA8I_EXT, GL_BYTE, 4, false, RGBA }, { GL_RGBA16I_EXT, GL_SHORT, 4, false, RGBA }, { GL_RGBA32I_EXT, GL_INT, 4, false, RGBA }, { GL_RGBA8UI_EXT, GL_UNSIGNED_BYTE, 4, false, RGBA }, { GL_RGBA16UI_EXT, GL_UNSIGNED_SHORT, 4, false, RGBA }, { GL_RGBA32UI_EXT, GL_UNSIGNED_INT, 4, false, RGBA }, /* These don't appear in the GL_ARB_texture_buffer_object or * GL_ARB_texture_rg specs, but they do appear in the GL 3.1 * specification's table for buffer texture formats. We * assume that the intent was for RG to be included even in * ARB_tbo + ARB_texture_rg */ { GL_R8, GL_UNSIGNED_BYTE, 1, true, R }, { GL_R16, GL_UNSIGNED_SHORT, 1, true, R }, { GL_R16F, GL_HALF_FLOAT, 1, false, R }, { GL_R32F, GL_FLOAT, 1, false, R }, { GL_R8I, GL_BYTE, 1, false, R }, { GL_R16I, GL_SHORT, 1, false, R }, { GL_R32I, GL_INT, 1, false, R }, { GL_R8UI, GL_UNSIGNED_BYTE, 1, false, R }, { GL_R16UI, GL_UNSIGNED_SHORT, 1, false, R }, { GL_R32UI, GL_UNSIGNED_INT, 1, false, R }, { GL_RG8, GL_UNSIGNED_BYTE, 2, true, RG }, { GL_RG16, GL_UNSIGNED_SHORT, 2, true, RG }, { GL_RG16F, GL_HALF_FLOAT, 2, false, RG }, { GL_RG32F, GL_FLOAT, 2, false, RG }, { GL_RG8I, GL_BYTE, 2, false, RG }, { GL_RG16I, GL_SHORT, 2, false, RG }, { GL_RG32I, GL_INT, 2, false, RG }, { GL_RG8UI, GL_UNSIGNED_BYTE, 2, false, RG }, { GL_RG16UI, GL_UNSIGNED_SHORT, 2, false, RG }, { GL_RG32UI, GL_UNSIGNED_INT, 2, false, RG }, { GL_RGB32F, GL_FLOAT, 3, false, RGB }, { GL_RGB32I, GL_INT, 3, false, RGB }, { GL_RGB32UI, GL_UNSIGNED_INT, 3, false, RGB }, }; bool test_vs; bool test_arb; bool test_gpu_shader4; bool test_rgb32; struct program { GLuint prog; int pos_location; int expected_location; }; struct program prog_f; struct program prog_i; struct program prog_u; static int vertex_location; static int y_index; static uint8_t uint8_data[] = { 0x00, 0x01, 0x02, 0x03, 0x10, 0x20, 0x30, 0x40, 0x60, 0x90, 0xa0, 0xff, }; static uint16_t uint16_data[] = { 0x0000, 0x0001, 0x0002, 0x0003, 0x4000, 0x8000, 0xc000, 0xffff, }; static uint32_t uint32_data[] = { 0x00000000, 0x00000001, 0x00000002, 0x00000003, 0x40000000, 0x80000000, 0xc0000000, 0xffffffff, }; static float float_data[] = { 0.0, 0.25, 0.5, 0.75, 1.0, 2.0, 3.0, 4.0, -1.0, -2.0, -3.0, -4.0, }; static float transform_x(float x) { return -1.0 + 2.0 * x / piglit_width; } static float transform_y(float y) { return -1.0 + 2.0 * y / piglit_height; } static bool get_expected_f(const struct format *format, int sample, float *expected) { float chans[4] = { 0 }; int i; for (i = 0; i < format->components; i++) { int comp = sample * format->components + i; switch (format->type) { case GL_FLOAT: chans[i] = float_data[comp]; break; case GL_HALF_FLOAT: chans[i] = float_data[comp]; break; case GL_UNSIGNED_BYTE: chans[i] = uint8_data[comp] / 255.0; break; case GL_UNSIGNED_SHORT: chans[i] = uint16_data[comp] / 65535.0; break; default: printf("line %d, bad type: %s\n", __LINE__, piglit_get_gl_enum_name(format->type)); memset(expected, 0, 16); return false; } } switch (format->channels) { case RGBA: expected[0] = chans[0]; expected[1] = chans[1]; expected[2] = chans[2]; expected[3] = chans[3]; break; case RGB: expected[0] = chans[0]; expected[1] = chans[1]; expected[2] = chans[2]; expected[3] = 1.0; break; case RG: expected[0] = chans[0]; expected[1] = chans[1]; expected[2] = 0.0; expected[3] = 1.0; break; case R: expected[0] = chans[0]; expected[1] = 0.0; expected[2] = 0.0; expected[3] = 1.0; break; case A: expected[0] = 0.0; expected[1] = 0.0; expected[2] = 0.0; expected[3] = chans[0]; break; case L: expected[0] = chans[0]; expected[1] = chans[0]; expected[2] = chans[0]; expected[3] = 1.0; break; case LA: expected[0] = chans[0]; expected[1] = chans[0]; expected[2] = chans[0]; expected[3] = chans[1]; break; case I: expected[0] = chans[0]; expected[1] = chans[0]; expected[2] = chans[0]; expected[3] = chans[0]; break; } return true; } static bool get_expected_i(const struct format *format, int sample, uint32_t *expected) { uint32_t chans[4] = { 0 }; int i; for (i = 0; i < format->components; i++) { int comp = sample * format->components + i; switch (format->type) { case GL_BYTE: chans[i] = ((int8_t *)uint8_data)[comp]; break; case GL_UNSIGNED_BYTE: chans[i] = uint8_data[comp]; break; case GL_SHORT: chans[i] = ((int16_t *)uint16_data)[comp]; break; case GL_UNSIGNED_SHORT: chans[i] = uint16_data[comp]; break; case GL_INT: case GL_UNSIGNED_INT: chans[i] = uint32_data[comp]; break; default: printf("line %d, bad type: %s\n", __LINE__, piglit_get_gl_enum_name(format->type)); memset(expected, 0, 16); return false; } } switch (format->channels) { case RGBA: expected[0] = chans[0]; expected[1] = chans[1]; expected[2] = chans[2]; expected[3] = chans[3]; break; case RGB: expected[0] = chans[0]; expected[1] = chans[1]; expected[2] = chans[2]; expected[3] = 1.0; break; case RG: expected[0] = chans[0]; expected[1] = chans[1]; expected[2] = 0.0; expected[3] = 1.0; break; case R: expected[0] = chans[0]; expected[1] = 0.0; expected[2] = 0.0; expected[3] = 1.0; break; case A: expected[0] = 0.0; expected[1] = 0.0; expected[2] = 0.0; expected[3] = chans[0]; break; case L: expected[0] = chans[0]; expected[1] = chans[0]; expected[2] = chans[0]; expected[3] = 1.0; break; case LA: expected[0] = chans[0]; expected[1] = chans[0]; expected[2] = chans[0]; expected[3] = chans[1]; break; case I: expected[0] = chans[0]; expected[1] = chans[0]; expected[2] = chans[0]; expected[3] = chans[0]; break; } return true; } enum piglit_result test_format(int format_index) { const struct format *format = &formats[format_index]; GLuint tex, bo; bool is_rg = (format->channels == R || format->channels == RG); bool is_arb = (format->channels == I || format->channels == L || format->channels == LA || format->channels == A); bool is_rgb32 = (format->channels == RGB); bool pass = true; int data_components, num_samples; int i; bool returns_float = (format->norm || format->type == GL_FLOAT || format->type == GL_HALF_FLOAT); bool returns_int = (!format->norm && (format->type == GL_BYTE || format->type == GL_SHORT || format->type == GL_INT)); bool returns_uint = (!format->norm && (format->type == GL_UNSIGNED_BYTE || format->type == GL_UNSIGNED_SHORT || format->type == GL_UNSIGNED_INT)); struct program *prog; if (returns_float) prog = &prog_f; else if (returns_int) prog = &prog_i; else prog = &prog_u; glUseProgram(prog->prog); if (test_arb != is_arb) return PIGLIT_SKIP; if (is_rgb32 && !test_rgb32) return PIGLIT_SKIP; /* These didn't exist in the extension before being promoted to * GL 3.1. */ if (is_rg && piglit_get_gl_version() < 31) return PIGLIT_SKIP; printf("Testing %s\n", piglit_get_gl_enum_name(format->format)); glGenBuffers(1, &bo); glBindBuffer(GL_TEXTURE_BUFFER, bo); glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_BUFFER, tex); glTexBuffer(GL_TEXTURE_BUFFER, format->format, bo); switch (format->type) { case GL_BYTE: case GL_UNSIGNED_BYTE: glBufferData(GL_TEXTURE_BUFFER, sizeof(uint8_data), uint8_data, GL_STATIC_READ); data_components = ARRAY_SIZE(uint8_data); break; case GL_SHORT: case GL_UNSIGNED_SHORT: glBufferData(GL_TEXTURE_BUFFER, sizeof(uint16_data), uint16_data, GL_STATIC_READ); data_components = ARRAY_SIZE(uint16_data); break; case GL_INT: case GL_UNSIGNED_INT: glBufferData(GL_TEXTURE_BUFFER, sizeof(uint32_data), uint32_data, GL_STATIC_READ); data_components = ARRAY_SIZE(uint32_data); break; case GL_FLOAT: glBufferData(GL_TEXTURE_BUFFER, sizeof(float_data), float_data, GL_STATIC_READ); data_components = ARRAY_SIZE(float_data); break; case GL_HALF_FLOAT: { unsigned short hf_data[ARRAY_SIZE(float_data)]; for (i = 0; i < ARRAY_SIZE(float_data); i++) { hf_data[i] = piglit_half_from_float(float_data[i]); } glBufferData(GL_TEXTURE_BUFFER, sizeof(hf_data), hf_data, GL_STATIC_READ); data_components = ARRAY_SIZE(float_data); break; } default: printf("line %d, bad type: %s\n", __LINE__, piglit_get_gl_enum_name(format->type)); return PIGLIT_SKIP; } num_samples = data_components / format->components; for (i = 0; i < num_samples; i++) { float x1 = 5 + i * 10; float x2 = 10 + i * 10; float y1 = piglit_height - (5 + y_index * 10); float y2 = piglit_height - (10 + y_index * 10); GLfloat verts[8] = { transform_x(x1), transform_y(y1), transform_x(x2), transform_y(y1), transform_x(x2), transform_y(y2), transform_x(x1), transform_y(y2), }; float expected_f[4]; uint32_t expected_i[4]; const float green[4] = {0, 1, 0, 0}; if (returns_float) { if (!get_expected_f(format, i, expected_f)) return PIGLIT_SKIP; glUniform4fv(prog->expected_location, 1, expected_f); } else { if (!get_expected_i(format, i, expected_i)) return PIGLIT_SKIP; if (returns_uint) { glUniform4uiv(prog->expected_location, 1, expected_i); } else { glUniform4iv(prog->expected_location, 1, (int *)expected_i); } } glUniform1i(prog->pos_location, i); glBufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts, GL_STREAM_DRAW); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); if (pass && !piglit_probe_rect_rgba(x1, y2, x2 - x1, y1 - y2, green)) { if (returns_int) { printf(" Texel: %d %d %d %d\n", expected_i[0], expected_i[1], expected_i[2], expected_i[3]); } else if (returns_uint) { printf(" Texel: %u %u %u %u\n", expected_i[0], expected_i[1], expected_i[2], expected_i[3]); } else { printf(" Texel: %f %f %f %f\n", expected_f[0], expected_f[1], expected_f[2], expected_f[3]); } pass = false; } } glDeleteBuffers(1, &bo); glDeleteTextures(1, &tex); glUseProgram(0); y_index++; piglit_report_subtest_result(pass ? PIGLIT_PASS : PIGLIT_FAIL, "%s", piglit_get_gl_enum_name(format->format)); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } enum piglit_result piglit_display(void) { enum piglit_result result = PIGLIT_SKIP; int i; GLuint vao, vbo; glClearColor(0.5, 0.5, 0.5, 0.5); glClear(GL_COLOR_BUFFER_BIT); y_index = 0; /* For GL core, we need to have a vertex array object bound. * Otherwise, we don't particularly have to. Always use a * vertex buffer object, though. */ glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER_ARB, vbo); if (piglit_get_gl_version() >= 31) { GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); } glVertexAttribPointer(vertex_location, 2, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(vertex_location); for (i = 0; i < ARRAY_SIZE(formats); i++) { piglit_merge_result(&result, test_format(i)); } glDeleteBuffers(1, &vbo); glDeleteVertexArrays(1, &vao); piglit_present_results(); return result; } static char *vs_vert_source = "#version 140\n" "in vec4 vertex;\n" "out vec4 color;\n" "uniform %ssamplerBuffer s;\n" "uniform int pos;\n" "uniform %svec4 expected;" "void main()\n" "{\n" " gl_Position = vertex;\n" "\n" " %svec4 result = texelFetch(s, pos);\n" " %svec4 delta = result - expected;\n" " bvec4 fail = greaterThanEqual(abs(delta), %s);\n" " if (any(fail)) {\n" " color = 0.25 + 0.5 * vec4(fail);\n" " } else {\n" " color = vec4(0.0, 1.0, 0.0, 0.0);\n" " }\n" "}\n"; static char *vs_vert_source_gpu4 = "#version 120\n" "#extension GL_EXT_gpu_shader4: require\n" "attribute vec4 vertex;\n" "varying vec4 color;\n" "uniform %ssamplerBuffer s;\n" "uniform int pos;\n" "uniform %svec4 expected;" "void main()\n" "{\n" " gl_Position = vertex;\n" "\n" " %svec4 result = texelFetchBuffer(s, pos);\n" " %svec4 delta = result - expected;\n" " bvec4 fail = greaterThanEqual(abs(delta), %s);\n" " if (any(fail)) {\n" " color = 0.25 + 0.5 * vec4(fail);\n" " } else {\n" " color = vec4(0.0, 1.0, 0.0, 0.0);\n" " }\n" "}\n"; static char *fs_vert_source = "#version 120\n" "varying vec4 color;\n" "void main()\n" "{\n" " gl_FragColor = color;\n" "}\n"; static char *vs_frag_source = "#version 120\n" "attribute vec4 vertex;\n" "void main()\n" "{\n" " gl_Position = vertex;\n" "}\n"; static char *fs_frag_source = "#version 140\n" "uniform %ssamplerBuffer s;\n" "uniform int pos;\n" "uniform %svec4 expected;" "void main()\n" "{\n" " %svec4 result = texelFetch(s, pos);\n" " %svec4 delta = result - expected;\n" " bvec4 fail = greaterThanEqual(abs(delta), %s);\n" " if (any(fail)) {\n" " gl_FragColor = 0.25 + 0.5 * vec4(fail);\n" " } else {\n" " gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0);\n" " }\n" "}\n"; static char *fs_frag_source_gpu4 = "#version 120\n" "#extension GL_EXT_gpu_shader4: require\n" "uniform %ssamplerBuffer s;\n" "uniform int pos;\n" "uniform %svec4 expected;" "void main()\n" "{\n" " %svec4 result = texelFetchBuffer(s, pos);\n" " %svec4 delta = result - expected;\n" " bvec4 fail = greaterThanEqual(abs(delta), %s);\n" " if (any(fail)) {\n" " gl_FragColor = 0.25 + 0.5 * vec4(fail);\n" " } else {\n" " gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0);\n" " }\n" "}\n"; static void create_program(struct program *program, const char *type) { char *fs_source, *vs_source; GLuint prog; char *threshold; if (strcmp(type, "") == 0) threshold = "vec4(0.02)"; else threshold = "ivec4(1)"; if (test_vs) { (void)!asprintf(&vs_source, test_gpu_shader4 ? vs_vert_source_gpu4 : vs_vert_source, type, type, type, type, threshold); fs_source = fs_vert_source; } else { vs_source = vs_frag_source; (void)!asprintf(&fs_source, test_gpu_shader4 ? fs_frag_source_gpu4 : fs_frag_source, type, type, type, type, threshold); } prog = piglit_build_simple_program(vs_source, fs_source); program->prog = prog; program->pos_location = glGetUniformLocation(prog, "pos"); program->expected_location = glGetUniformLocation(prog, "expected"); vertex_location = glGetAttribLocation(prog, "vertex"); assert(vertex_location == 0); } static void init_programs() { create_program(&prog_f, ""); create_program(&prog_i, "i"); create_program(&prog_u, "u"); } static void usage(const char *name) { printf("usage: %s \n", name); piglit_report_result(PIGLIT_FAIL); } void piglit_init(int argc, char **argv) { if (test_gpu_shader4) piglit_require_extension("GL_EXT_gpu_shader4"); else piglit_require_GLSL_version(140); piglit_require_extension("GL_EXT_texture_integer"); piglit_require_extension("GL_ARB_texture_rg"); if (test_arb) { piglit_require_extension("GL_ARB_texture_buffer_object"); } else { if (piglit_get_gl_version() < 31) piglit_require_extension("GL_ARB_texture_buffer_object"); if (piglit_is_extension_supported("GL_ARB_texture_buffer_object_rgb32")) test_rgb32 = true; } init_programs(); } PIGLIT_GL_TEST_CONFIG_BEGIN test_vs = PIGLIT_STRIP_ARG("vs"); if (!test_vs && !PIGLIT_STRIP_ARG("fs")) usage(argv[0]); test_arb = PIGLIT_STRIP_ARG("arb"); test_gpu_shader4 = PIGLIT_STRIP_ARG("gpu_shader4"); if (!test_arb && !test_gpu_shader4 && !PIGLIT_STRIP_ARG("core")) usage(argv[0]); if (test_arb || test_gpu_shader4) config.supports_gl_compat_version = 10; else config.supports_gl_core_version = 31; config.window_width = 200; config.window_height = 500; config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END