/* * Copyright © 2010 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. * * Authors: * Eric Anholt * */ /** @file glsl-fs-texture2drect.c * * Tests that we can access rectangular textures in the fragment shader. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE; PIGLIT_GL_TEST_CONFIG_END static GLint prog; float red[4] = {1.0, 0.0, 0.0, 1.0}; float green[4] = {0.0, 1.0, 0.0, 1.0}; float blue[4] = {0.0, 0.0, 1.0, 1.0}; float white[4] = {1.0, 1.0, 1.0, 1.0}; GLboolean proj3 = GL_FALSE, proj4 = GL_FALSE; GLuint rgbw_texture(GLenum format, int w, int h) { GLfloat *data; int x, y; GLuint tex; glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_RECTANGLE, tex); glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST); data = malloc(w * h * 4 * sizeof(GLfloat)); for (y = 0; y < h; y++) { for (x = 0; x < w; x++) { const float *color; if (x < w / 2 && y < h / 2) color = red; else if (y < h / 2) color = green; else if (x < w / 2) color = blue; else color = white; memcpy(data + (y * w + x) * 4, color, 4 * sizeof(float)); } } glTexImage2D(GL_TEXTURE_RECTANGLE, 0, format, w, h, 0, GL_RGBA, GL_FLOAT, data); free(data); return tex; } enum piglit_result piglit_display(void) { GLboolean pass = GL_TRUE; GLuint tex; int tx1 = piglit_width * 1 / 4; int tx2 = piglit_width * 3 / 4; int ty1 = piglit_height * 1 / 4; int ty2 = piglit_height * 3 / 4; float proj; /* Create the texture. */ tex = rgbw_texture(GL_RGBA, 50, 25); glEnable(GL_TEXTURE_RECTANGLE); if (proj3 || proj4) proj = 2.0; else proj = 1.0; piglit_draw_rect_tex(-1, -1, 2, 2, 0, 0, 50 * proj, 25 * proj); pass = pass && piglit_probe_pixel_rgb(tx1, ty1, red); pass = pass && piglit_probe_pixel_rgb(tx2, ty1, green); pass = pass && piglit_probe_pixel_rgb(tx1, ty2, blue); pass = pass && piglit_probe_pixel_rgb(tx2, ty2, white); glDeleteTextures(1, &tex); piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { GLint vs, fs; int loc; char *fs_name; int i = 0; for (i = 0; i < argc; i++) { if (!strcmp(argv[i], "-proj3")) proj3 = GL_TRUE; if (!strcmp(argv[i], "-proj4")) proj4 = GL_TRUE; } piglit_require_gl_version(20); piglit_require_extension("GL_ARB_texture_rectangle"); vs = piglit_compile_shader(GL_VERTEX_SHADER, "shaders/glsl-tex-mvp.vert"); if (proj4) { fs_name = "shaders/glsl-fs-texture2drect-proj4.frag"; } else if (proj3) { fs_name = "shaders/glsl-fs-texture2drect-proj3.frag"; } else { fs_name = "shaders/glsl-fs-texture2drect.frag"; } fs = piglit_compile_shader(GL_FRAGMENT_SHADER, fs_name); prog = piglit_link_simple_program(vs, fs); if (!piglit_link_check_status(prog)) piglit_report_result(PIGLIT_FAIL); glUseProgram(prog); loc = glGetUniformLocation(prog, "sampler"); glUniform1i(loc, 0); }