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/*
* 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 depth_texture_mode_and_swizzle.c
*
* Tests the interactions between EXT_texture_swizzle and DEPTH_TEXTURE_MODE.
*
* From the EXT_texture_swizzle specfication:
* "4) How does this interact with depth component textures?
*
* RESOLVED: The swizzle is applied after the DEPTH_TEXTURE_MODE. This
* naturally falls out of specifying the swizzle in terms of Table 3.20."
*
* It would be very easy to write an implementation that respects one or the
* other (but not both), or applies them in the wrong order. This test guards
* against those pitfalls.
*/
#include "piglit-util-gl.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_compat_version = 10;
config.window_width = 170;
config.window_height= 30;
config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE;
config.khr_no_error_support = PIGLIT_NO_ERRORS;
PIGLIT_GL_TEST_CONFIG_END
enum piglit_result
piglit_display()
{
bool pass = true;
int i = 0;
static const struct {
GLenum depth_mode;
int swizzles[4];
float expected[4];
} tests[] = {
{
GL_INTENSITY,
{ GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA },
{ .5, .5, .5, .5 }
},
{
GL_INTENSITY,
{ GL_ONE, GL_GREEN, GL_BLUE, GL_ALPHA },
{ 1, .5, .5, .5 }
},
{
GL_LUMINANCE,
{ GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA },
{ .5, .5, .5, 1 }
},
{
GL_LUMINANCE,
{ GL_RED, GL_ALPHA, GL_ALPHA, GL_ONE },
{ .5, 1, 1, 1 }
},
{
GL_RED,
{ GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA },
{ .5, 0, 0, 1 }
},
{
GL_RED,
{ GL_BLUE, GL_GREEN, GL_RED, GL_ALPHA },
{ 0, 0, .5, 1 }
},
{
GL_ALPHA,
{ GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA },
{ 0, 0, 0, 0.5 }
},
{
GL_ALPHA,
{ GL_ONE, GL_GREEN, GL_ALPHA, GL_ZERO },
{ 1, 0, .5, 0 }
},
};
const bool have_ARB_texture_rg =
piglit_is_extension_supported("GL_ARB_texture_rg");
piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
glClearColor(0.15, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
for (i = 0; i < ARRAY_SIZE(tests); i++) {
if (tests[i].depth_mode == GL_RED && !have_ARB_texture_rg)
continue;
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE,
tests[i].depth_mode);
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA,
tests[i].swizzles);
piglit_draw_rect(10 + 20 * i, 10, 10, 10);
pass = piglit_probe_rect_rgba(10 + 20 * i, 10, 10, 10,
tests[i].expected) && pass;
}
piglit_present_results();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
/**
* Create texel data: a 1x1 depth texture containing 0.5.
*/
void
setup_texture()
{
GLuint tex;
const float contents = 0.5;
glGenTextures(1, &tex);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
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, GL_DEPTH_COMPONENT, 1, 1, 0,
GL_DEPTH_COMPONENT, GL_FLOAT, &contents);
/* Omit the complexity of depth comparisons; just use the raw data. */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
}
/**
* Generate, compile, link, and use the GLSL shaders.
*/
void
setup_shaders()
{
GLuint prog, tex_location;
static const char *vs_code =
"#version 120\n"
"void main()\n"
"{\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
"}\n";
static const char *fs_code =
"#version 120\n"
"uniform sampler2D tex;\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(tex, vec2(0.5, 0.5));\n"
"}\n";
prog = piglit_build_simple_program(vs_code, fs_code);
glUseProgram(prog);
tex_location = glGetUniformLocation(prog, "tex");
glUniform1i(tex_location, 0);
}
void
piglit_init(int argc, char **argv)
{
piglit_require_extension("GL_EXT_texture_swizzle");
setup_shaders();
setup_texture();
}
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