/* * Copyright (c) The Piglit project 2007 * * 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 * on the rights to use, copy, modify, merge, publish, distribute, sub * license, 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 NON-INFRINGEMENT. IN NO EVENT SHALL * VA LINUX SYSTEM, IBM AND/OR THEIR SUPPLIERS 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. */ /** * Test fragment.position. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_width = 200; config.window_height = 200; config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_DEPTH; PIGLIT_GL_TEST_CONFIG_END extern float piglit_tolerance[4]; #define NUM_PROGRAMS 4 static GLuint FragProg[NUM_PROGRAMS]; static const char* const ProgramText[NUM_PROGRAMS] = { /* Color = fragment pos * scale factor */ "!!ARBfp1.0\n" "PARAM factor = { 0.01, 0.01, 1.0, 0.2 };\n" "MUL result.color, fragment.position, factor;\n" "END", /* Color = dependent 2D texture read */ "!!ARBfp1.0\n" "TEMP r0;\n" "ALIAS scaled = r0;\n" "MUL r0.xy, fragment.position, 0.01;\n" "TEX result.color, scaled, texture[1], 2D;\n" "END", /* Color = RECT texture color at fragment pos */ "!!ARBfp1.0\n" "TEX result.color, fragment.position, texture[0], RECT;\n" "END", /* Color = 2D texture color at fragment pos */ "!!ARBfp1.0\n" "PARAM scale = { 0.01, 0.01, 1.0, 1.0 };\n" "TEMP tc;\n" "MUL tc, fragment.position, scale;\n" "TEX result.color, tc, texture[1], 2D;\n" "MOV result.color.w, 0.5;\n" "END", }; /** * Draw four quadrilaterals, one for each fragment program: * +--------+--------+ * | | | * | Prog 1 | Prog 3 | * | | | * +--------+--------+ * | | | * | Prog 0 | Prog 2 | * | | | * +--------+--------+ * Each quad is about 100x100 pixels in size. */ static void DoFrame(void) { glClearColor(0.3, 0.3, 0.3, 0.3); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_FRAGMENT_PROGRAM_ARB); glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, FragProg[0]); glBegin(GL_QUADS); glVertex3f(0, 0, 0); glVertex3f(1, 0, 1); glVertex3f(1, 1, 2); glVertex3f(0, 1, 1); glEnd(); glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, FragProg[1]); glBegin(GL_QUADS); glVertex2f(0, 1); glVertex2f(1, 1); glVertex2f(1, 2); glVertex2f(0, 2); glEnd(); glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, FragProg[2]); glBegin(GL_QUADS); glVertex2f(1, 0); glVertex2f(2, 0); glVertex2f(2, 1); glVertex2f(1, 1); glEnd(); glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, FragProg[3]); glBegin(GL_QUADS); glVertex2f(1, 1); glVertex2f(2, 1); glVertex2f(2, 2); glVertex2f(1, 2); glEnd(); } static const struct { const char* name; float x, y; float expected[4]; } Probes[] = { // Program 0 { "basic #1", 0.2, 0.2, { 0.2, 0.2, (0.4+2)/8, 0.2 } }, { "basic #2", 0.8, 0.2, { 0.8, 0.2, (1.0+2)/8, 0.2 } }, { "basic #3", 0.8, 0.8, { 0.8, 0.8, (1.6+2)/8, 0.2 } }, { "basic #4", 0.2, 0.8, { 0.2, 0.8, (1.0+2)/8, 0.2 } }, // Program 1 { "tex2d scaled #1", 0.2, 1.2, { 0.8, 0.2, 0.2, 0.2 } }, { "tex2d scaled #2", 0.8, 1.2, { 0.2, 0.2, 0.8, 0.5 } }, { "tex2d scaled #3", 0.8, 1.8, { 0.2, 0.8, 0.8, 0.8 } }, { "tex2d scaled #4", 0.2, 1.8, { 0.8, 0.8, 0.2, 0.5 } }, // Program 2 { "texrect #1", 1.2, 0.2, { 0.53, 0.47, 0.08, 0.27 } }, { "texrect #2", 1.8, 0.2, { 0.29, 0.70, 0.08, 0.40 } }, { "texrect #1", 1.8, 0.8, { 0.29, 0.70, 0.31, 0.51 } }, { "texrect #1", 1.2, 0.8, { 0.53, 0.47, 0.31, 0.39 } }, // Program 3 { "tex2d unscaled #1", 1.2, 1.2, { 0.8, 0.2, 0.2, 0.5 } }, { "tex2d unscaled #2", 1.8, 1.2, { 0.2, 0.2, 0.8, 0.5 } }, { "tex2d unscaled #3", 1.8, 1.8, { 0.2, 0.8, 0.8, 0.5 } }, { "tex2d unscaled #4", 1.2, 1.8, { 0.8, 0.8, 0.2, 0.5 } }, }; static bool DoTest(void) { int i; bool pass = true; for (i = 0; i < ARRAY_SIZE(Probes); i++) { printf("Testing: %s\n", Probes[i].name); pass = piglit_probe_pixel_rgba(Probes[i].x * piglit_width / 2, Probes[i].y * piglit_height / 2, Probes[i].expected) && pass; } return pass; } enum piglit_result piglit_display(void) { int pass; DoFrame(); pass = DoTest(); if (!piglit_automatic) piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } static void Reshape(int width, int height) { piglit_width = width; piglit_height = height; glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0, 2.0, 0.0, 2.0, -2.0, 6.0); glScalef(1.0, 1.0, -1.0); // flip z-axis glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void piglit_init(int argc, char **argv) { int i, x, y; GLubyte rectangle[200][200][4]; GLubyte tex[256*256][4]; GLuint texobj[2]; /* Need GL 1.4 for GL_GENERATE_MIPMAP tex param */ piglit_require_gl_version(14); printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER)); piglit_require_fragment_program(); piglit_tolerance[0] = 0.02; piglit_tolerance[1] = 0.02; piglit_tolerance[2] = 0.02; piglit_tolerance[3] = 0.02; for(i = 0; i < NUM_PROGRAMS; ++i) FragProg[i] = piglit_compile_program(GL_FRAGMENT_PROGRAM_ARB, ProgramText[i]); /* * Texture unit 0: 200x200 RECTANGLE texture */ for(y = 0; y < 200; ++y) { for(x = 0; x < 200; ++x) { rectangle[y][x][0] = 255-x; rectangle[y][x][1] = x; rectangle[y][x][2] = y; rectangle[y][x][3] = (x+y)/2; } } glActiveTexture(GL_TEXTURE0); glGenTextures(2, texobj); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texobj[0]); glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, 200, 200, 0, GL_RGBA, GL_UNSIGNED_BYTE, rectangle); /* * Texture unit 1: 256x256 2D texture */ for(y = 0; y < 256; ++y) { for(x = 0; x < 256; ++x) { tex[256*y+x][0] = 255-x; tex[256*y+x][1] = y; tex[256*y+x][2] = x; tex[256*y+x][3] = (x+y)/2; } } glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texobj[1]); glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex); // Overwrite higher mipmap levels for(x = 0; x < 4; ++x) { tex[x][0] = 255; tex[x][1] = 128; tex[x][2] = 128; tex[x][3] = 255; } glTexImage2D(GL_TEXTURE_2D, 7, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex); glTexImage2D(GL_TEXTURE_2D, 8, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); Reshape(piglit_width, piglit_height); }