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25 /* Author: Dave Airlie */
27 * Test to verify samplerCubeArrayShadow support
29 * samplerCubeArrayShadow takes the compare value in an extra vertex attrib.
30 * This test works like sampler-cube-shadow except it uses the cube
31 * map array interfaces.
34 #include "piglit-util-gl.h"
36 PIGLIT_GL_TEST_CONFIG_BEGIN
38 config
.supports_gl_compat_version
= 10;
40 config
.window_width
= 400;
41 config
.window_height
= 300;
42 config
.window_visual
= PIGLIT_GL_VISUAL_RGB
| PIGLIT_GL_VISUAL_DOUBLE
;
43 config
.khr_no_error_support
= PIGLIT_NO_ERRORS
;
45 PIGLIT_GL_TEST_CONFIG_END
50 /* grab the coordinates from the main definition, and grab the
52 static GLfloat cube_shadow_attributes
[6][4][9];
54 static GLfloat verts
[6][2] = { {100, 125}, {175, 125}, {250, 125},
55 {100, 200}, {175, 200}, {250, 200} };
56 static GLfloat compvals
[6][4] = { { -0.50, 0.00, 0.50, 0.00 },
57 { 0.90, 0.20, -0.50, 0.20 },
58 { 0.35, 1.20, 0.35, -0.50 },
59 { 0.50, -0.50, 0.50, 1.50 },
60 { 0.85, 0.85, 0.85, 0.85 },
61 { 0.90, 0.90, 0.90, 0.90 } };
63 #define STRIDE (9 * sizeof(GLfloat))
64 /* Setup interleaved vertex attributes for 6 * 4 vertices:
65 * 4 float vertex coordinates for drawing 6 quads aligned in a 3x2 grid with
66 * some space in between.
67 * 4 float texture coordinates for sampling one cube map face per quad.
68 * 1 float compare value for shadow texture fetch.
70 void setup_attributes(float layer_sample
)
73 for (i
= 0; i
< 6; i
++) {
74 for (j
= 0; j
< 4; j
++) {
75 cube_shadow_attributes
[i
][j
][0] = verts
[i
][0];
76 cube_shadow_attributes
[i
][j
][1] = verts
[i
][1];
77 cube_shadow_attributes
[i
][j
][2] = 0.0;
78 cube_shadow_attributes
[i
][j
][3] = 1.0;
80 cube_shadow_attributes
[i
][j
][0] += 50.0;
82 cube_shadow_attributes
[i
][j
][1] += 50.0;
83 memcpy(&cube_shadow_attributes
[i
][j
][4], cube_face_texcoords
[i
][j
], 3 * sizeof(GLfloat
));
84 cube_shadow_attributes
[i
][j
][7] = layer_sample
;
85 cube_shadow_attributes
[i
][j
][8] = compvals
[i
][j
];
90 static const char *vertShaderText
=
95 "out float compval;\n"
98 " gl_Position = gl_ModelViewProjectionMatrix * vertex;\n"
99 " gl_TexCoord[0] = texCoord;\n"
100 " compval = compf;\n"
103 static const char *fragShaderText
=
105 "#extension GL_ARB_texture_cube_map_array : enable\n"
106 "uniform samplerCubeArrayShadow cubeArrayShadow;\n"
107 "in float compval;\n"
110 " float shadow = texture(cubeArrayShadow, gl_TexCoord[0], compval);\n"
111 " gl_FragColor = vec4(shadow, shadow, shadow, 1.0);\n"
117 prog
= piglit_build_simple_program(vertShaderText
, fragShaderText
);
128 GLfloat tex_vals
[12][width
][height
];
130 /* Set the cubemap depth values for each face */
131 for (i
=0; i
< height
; ++i
) {
132 for (j
=0; j
< width
; ++j
) {
133 /* fill base layer with wrong stuff - checks
134 we don't accidentally sample layer 0 */
135 tex_vals
[0][i
][j
] = 1.0;
136 tex_vals
[1][i
][j
] = 0.75;
137 tex_vals
[2][i
][j
] = 0.50;
138 tex_vals
[3][i
][j
] = 0.35;
139 tex_vals
[4][i
][j
] = 0.2;
140 tex_vals
[5][i
][j
] = 0.0;
142 tex_vals
[6][i
][j
] = 0.0;
143 tex_vals
[7][i
][j
] = 0.2;
144 tex_vals
[8][i
][j
] = 0.35;
145 tex_vals
[9][i
][j
] = 0.50;
146 tex_vals
[10][i
][j
] = 0.75;
147 tex_vals
[11][i
][j
] = 1.0;
151 /* Render the epth cube texture using LUMINANCE */
152 glGenTextures(1, &tex
);
153 glActiveTexture(GL_TEXTURE0
);
154 glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY
, tex
);
155 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY
, GL_GENERATE_MIPMAP
, GL_FALSE
);
156 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
157 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
158 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY
, GL_TEXTURE_WRAP_S
,
160 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY
,
161 GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
162 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY
,
163 GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
164 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY
, GL_DEPTH_TEXTURE_MODE
,
166 glTexParameterf(GL_TEXTURE_CUBE_MAP_ARRAY
, GL_TEXTURE_COMPARE_MODE
,
167 GL_COMPARE_REF_TO_TEXTURE
);
168 glTexParameterf(GL_TEXTURE_CUBE_MAP_ARRAY
, GL_TEXTURE_COMPARE_FUNC
,
171 glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY
, 0, GL_DEPTH_COMPONENT
,
172 width
, height
, 12, 0, GL_DEPTH_COMPONENT
, GL_FLOAT
, (void*)tex_vals
);
178 piglit_init(int argc
, char **argv
)
180 piglit_require_extension("GL_ARB_texture_cube_map_array");
182 glMatrixMode(GL_PROJECTION
);
185 glOrtho(0, piglit_width
, 0, piglit_height
, -1, 1);
186 glMatrixMode(GL_MODELVIEW
);
189 glClearColor(0.1, 0.1, 0.1, 1.0);
191 setup_attributes(1.0);
197 GLint cubeArrayShadow_loc
, vertex_loc
, texCoord_loc
, compf_loc
;
198 GLboolean pass
= GL_TRUE
;
199 GLfloat white
[4] = {1.0, 1.0, 1.0, 1.0};
200 GLfloat black
[4] = {0.0, 0.0, 0.0, 1.0};
203 cubeArrayShadow_loc
= glGetUniformLocation(prog
, "cubeArrayShadow");
204 vertex_loc
= glGetAttribLocation(prog
, "vertex");
205 texCoord_loc
= glGetAttribLocation(prog
, "texCoord");
206 compf_loc
= glGetAttribLocation(prog
, "compf");
208 glClear(GL_COLOR_BUFFER_BIT
);
209 glMatrixMode(GL_MODELVIEW
);
211 glUniform1i(cubeArrayShadow_loc
, 0);
212 glEnableVertexAttribArray(vertex_loc
);
213 glEnableVertexAttribArray(texCoord_loc
);
214 glEnableVertexAttribArray(compf_loc
);
216 /* Apply each face of cubemap as texture to a polygon */
217 for (i
= 0; i
< 6; ++i
) {
218 glVertexAttribPointer(vertex_loc
, 4, GL_FLOAT
, GL_FALSE
,
219 STRIDE
, &cube_shadow_attributes
[i
][0][0]);
220 glVertexAttribPointer(texCoord_loc
, 4, GL_FLOAT
, GL_FALSE
,
221 STRIDE
, &cube_shadow_attributes
[i
][0][4]);
222 glVertexAttribPointer(compf_loc
, 1, GL_FLOAT
, GL_FALSE
,
223 STRIDE
, &cube_shadow_attributes
[i
][0][8]);
224 glDrawArrays(GL_QUADS
, 0, 4);
227 /* Test the pixel color of polygons against the expected output */
229 pass
= piglit_probe_pixel_rgb(101, 170, white
);
230 pass
= pass
&& piglit_probe_pixel_rgb(105, 130, white
);
231 pass
= pass
&& piglit_probe_pixel_rgb(120, 145, white
);
232 pass
= pass
&& piglit_probe_pixel_rgb(145, 126, white
);
233 pass
= pass
&& piglit_probe_pixel_rgb(105, 174, black
);
234 pass
= pass
&& piglit_probe_pixel_rgb(130, 155, black
);
235 pass
= pass
&& piglit_probe_pixel_rgb(145, 170, black
);
236 pass
= pass
&& piglit_probe_pixel_rgb(149, 130, black
);
239 pass
= pass
&& piglit_probe_pixel_rgb(176, 170, black
);
240 pass
= pass
&& piglit_probe_pixel_rgb(180, 130, black
);
241 pass
= pass
&& piglit_probe_pixel_rgb(195, 145, black
);
242 pass
= pass
&& piglit_probe_pixel_rgb(220, 126, black
);
243 pass
= pass
&& piglit_probe_pixel_rgb(224, 130, white
);
244 pass
= pass
&& piglit_probe_pixel_rgb(205, 155, white
);
245 pass
= pass
&& piglit_probe_pixel_rgb(220, 170, white
);
246 pass
= pass
&& piglit_probe_pixel_rgb(180, 174, white
);
249 pass
= pass
&& piglit_probe_pixel_rgb(251, 130, white
);
250 pass
= pass
&& piglit_probe_pixel_rgb(255, 170, white
);
251 pass
= pass
&& piglit_probe_pixel_rgb(270, 155, white
);
252 pass
= pass
&& piglit_probe_pixel_rgb(290, 174, white
);
253 pass
= pass
&& piglit_probe_pixel_rgb(255, 126, black
);
254 pass
= pass
&& piglit_probe_pixel_rgb(280, 145, black
);
255 pass
= pass
&& piglit_probe_pixel_rgb(295, 130, black
);
256 pass
= pass
&& piglit_probe_pixel_rgb(299, 170, black
);
259 pass
= pass
&& piglit_probe_pixel_rgb(101, 205, black
);
260 pass
= pass
&& piglit_probe_pixel_rgb(105, 245, black
);
261 pass
= pass
&& piglit_probe_pixel_rgb(120, 230, black
);
262 pass
= pass
&& piglit_probe_pixel_rgb(145, 249, black
);
263 pass
= pass
&& piglit_probe_pixel_rgb(105, 201, white
);
264 pass
= pass
&& piglit_probe_pixel_rgb(130, 220, white
);
265 pass
= pass
&& piglit_probe_pixel_rgb(145, 205, white
);
266 pass
= pass
&& piglit_probe_pixel_rgb(149, 245, white
);
268 /* Polygon 5 & 6 are filled with a flat color. So probe using
269 * piglit_probe_rect_rgb
271 pass
= pass
&& piglit_probe_rect_rgba(175, 200, 50, 50, black
);
272 pass
= pass
&& piglit_probe_rect_rgba(250, 200, 50, 50, white
);
274 pass
= piglit_check_gl_error(GL_NO_ERROR
) && pass
;
275 if (piglit_automatic
)
276 piglit_report_result(pass
? PIGLIT_PASS
: PIGLIT_FAIL
);
277 piglit_present_results();
278 return pass
? PIGLIT_PASS
: PIGLIT_FAIL
;