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/*
* Copyright © 2009 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-tex-modes-common.c
* Common framework for tests of GL_DEPTH_TEXTURE_MODE.
*
* \author Ben Holmes
* \author Ian Romanick
*/
#include "piglit-util-gl.h"
#include "depth-tex-modes-common.h"
static void loadTex(void);
void
depth_tex_init(void)
{
piglit_require_extension("GL_ARB_depth_texture");
piglit_require_extension("GL_ARB_texture_rectangle");
piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
glClearColor(0.2, 0.2, 0.2, 1.0);
loadTex();
}
void
loadTex(void)
{
#define height 2
#define width 2
int i, j;
GLfloat texDepthData[width][height];
for (i=0; i < width; ++i) {
for (j=0; j < height; ++j) {
if ((i+j) & 1) {
texDepthData[i][j] = 1.0;
}
else {
texDepthData[i][j] = 0.0;
}
}
}
glGenTextures(2, tex);
// Depth texture 0: 2D
glBindTexture(GL_TEXTURE_2D, tex[0]);
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_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0,
GL_DEPTH_COMPONENT, GL_FLOAT, texDepthData);
// Depth texture 1: rectangle
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, tex[1]);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT, width,
height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, texDepthData);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_CONSTANT);
#undef height
#undef width
}
static void
calculate_expected_color(GLenum depth_mode, GLenum operand,
const float *env_color, float texel,
float *result)
{
float color[4];
switch (depth_mode) {
case GL_ALPHA:
color[0] = 0.0; color[1] = 0.0; color[2] = 0.0;
color[3] = texel;
break;
case GL_LUMINANCE:
color[0] = texel; color[1] = texel; color[2] = texel;
color[3] = 1.0;
break;
case GL_INTENSITY:
color[0] = texel; color[1] = texel; color[2] = texel;
color[3] = texel;
break;
case GL_RED:
color[0] = texel; color[1] = 0.0; color[2] = 0.0;
color[3] = 1.0;
break;
default:
assert(0);
color[0] = color[1] = color[2] = color[3] = 0.0;
break;
}
if (operand == GL_SRC_ALPHA) {
color[0] = color[3];
color[1] = color[3];
color[2] = color[3];
}
result[0] = color[0] * env_color[0];
result[1] = color[1] * env_color[1];
result[2] = color[2] * env_color[2];
}
enum piglit_result
depth_tex_display(const GLenum *depth_texture_modes, unsigned num_modes,
unsigned box_size)
{
static const GLfloat color2[4] = {0.0, 1.0, 0.0, 1.0};
static const GLfloat color1[4] = {1.0, 0.0, 1.0, 1.0};
const unsigned half = box_size / 2;
const unsigned quarter = box_size / 4;
GLboolean pass = GL_TRUE;
unsigned i;
unsigned row;
static const struct {
GLenum target;
GLenum operand0_rgb;
const GLfloat *color;
float tex_size;
} test_rows[4] = {
{ GL_TEXTURE_RECTANGLE_ARB, GL_SRC_COLOR, color2, 2.0 },
{ GL_TEXTURE_RECTANGLE_ARB, GL_SRC_ALPHA, color2, 2.0 },
{ GL_TEXTURE_2D, GL_SRC_COLOR, color1, 1.0 },
{ GL_TEXTURE_2D, GL_SRC_ALPHA, color1, 1.0 }
};
glClear(GL_COLOR_BUFFER_BIT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, tex[0]);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, tex[1]);
for (row = 0; row < ARRAY_SIZE(test_rows); row++) {
const float y = 1.0 + ((box_size + 1) * row);
/* Disable both texture targets, then enable just the target
* used in this row.
*/
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_RECTANGLE_ARB);
glEnable(test_rows[row].target);
glTexEnvfv(GL_TEXTURE_ENV,
GL_TEXTURE_ENV_COLOR,
test_rows[row].color);
glTexEnvi(GL_TEXTURE_ENV,
GL_OPERAND0_RGB,
test_rows[row].operand0_rgb);
for (i = 0; i < num_modes; i++) {
const float x = 1.0 + ((box_size + 1) * i);
const GLenum mode = depth_texture_modes[i];
unsigned j;
glTexParameteri(test_rows[row].target,
GL_DEPTH_TEXTURE_MODE,
mode);
piglit_draw_rect_tex(x, y, box_size, box_size,
0.0, 0.0,
test_rows[row].tex_size,
test_rows[row].tex_size);
for (j = 0; j < 4; j++) {
const float tx = x + quarter
+ ((j & 1) ? half : 0);
const float ty = y + quarter
+ ((j & 2) ? half : 0);
float tc[3];
calculate_expected_color(mode,
test_rows[row].operand0_rgb,
test_rows[row].color,
((j == 0) || (j == 3))
? 0.0 : 1.0,
tc);
if (!piglit_probe_pixel_rgb(tx, ty, tc)) {
pass = GL_FALSE;
if (!piglit_automatic)
printf(" Mode: 0x%04x\n",
mode);
}
}
}
}
piglit_present_results();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
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