/* * 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. */ // author: Ben Holmes /* * This test uses the built-in glsl function fwidth. * */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_width = 400; config.window_height = 300; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE; PIGLIT_GL_TEST_CONFIG_END static void loadTex(void); static void compileLinkProg(void); static GLuint tex[1]; static GLint prog1; static GLint vs1; static GLint fs1; static GLint prog2; static GLint fs2; static GLfloat verts[12] = {175.0, 125.0, 0.0, 175.0, 175.0, 0.0, 125.0, 125.0, 0.0, 125.0, 175.0, 0.0}; static GLfloat texCoords[8] = {1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0}; static const char *vertShaderText = "attribute vec2 textureCoords;\n" "varying vec2 texCoords;\n" "void main()\n" "{ \n" " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" " texCoords = textureCoords;\n" "} \n"; static const char *fragShaderText = "uniform sampler2D tex2d;\n" "varying vec2 texCoords;\n" "void main()\n" "{ \n" " gl_FragColor = texture2D(tex2d, texCoords);\n" "} \n"; static const char *fragShaderText2 = "uniform sampler2D tex2d;\n" "varying vec2 texCoords;\n" "void main()\n" "{ \n" " gl_FragColor = vec4(fwidth(texCoords),0.0,1.0);\n" "} \n"; void piglit_init(int argc, char **argv) { piglit_require_gl_version(20); compileLinkProg(); loadTex(); piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE); glEnable(GL_TEXTURE_2D); glClearColor(0.6, 0.6, 0.6, 1.0); } static void compileLinkProg(void) { GLint stat; vs1 = glCreateShader(GL_VERTEX_SHADER); fs1 = glCreateShader(GL_FRAGMENT_SHADER); fs2 = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(vs1, 1, (const GLchar **) &vertShaderText, NULL); glShaderSource(fs1, 1, (const GLchar **) &fragShaderText, NULL); glShaderSource(fs2, 1, (const GLchar **) &fragShaderText2, NULL); glCompileShader(vs1); glGetShaderiv(vs1, GL_COMPILE_STATUS, &stat); if (!stat) { printf("error compiling vertex shader1!\n"); exit(1); } glCompileShader(fs1); glGetShaderiv(fs1, GL_COMPILE_STATUS, &stat); if (!stat) { printf("error compiling fragment shader1!\n"); exit(1); } glCompileShader(fs2); glGetShaderiv(fs2, GL_COMPILE_STATUS, &stat); if (!stat) { printf("error compiling fragment shader2!\n"); exit(1); } prog1 = glCreateProgram(); glAttachShader(prog1, vs1); glAttachShader(prog1, fs1); glBindAttribLocation(prog1, 1, "textureCoords"); glLinkProgram(prog1); glUseProgram(prog1); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(GLfloat), verts); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2*sizeof(GLfloat), texCoords); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); prog2 = glCreateProgram(); glAttachShader(prog2, vs1); glAttachShader(prog2, fs2); glBindAttribLocation(prog2, 1, "textureCoords"); glLinkProgram(prog2); glUseProgram(prog2); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(GLfloat), verts); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2*sizeof(GLfloat), texCoords); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); } static void loadTex(void) { #define height 2 #define width 2 int i, j; GLfloat texData[width][height][4]; for (i=0; i < width; ++i) { for (j=0; j < height; ++j) { if ((i+j) & 1) { texData[i][j][0] = 1; texData[i][j][1] = 0; texData[i][j][2] = 1; texData[i][j][3] = 0; } else { texData[i][j][0] = 0; texData[i][j][1] = 1; texData[i][j][2] = 0; texData[i][j][3] = 1; } } } glGenTextures(1, tex); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, tex[0]); glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE); 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_RGBA, width, height, 0, GL_RGBA, GL_FLOAT, texData); #undef height #undef width } enum piglit_result piglit_display(void) { GLboolean pass = GL_TRUE; float mostlyBlack[3] = {0.019608, 0.019608, 0.0}; float green[3] = {0, 1, 0}; glClear(GL_COLOR_BUFFER_BIT); glPushMatrix(); glUseProgram(prog1); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glTranslatef(75.0, 0.0, 0.0); glUseProgram(prog2); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glPopMatrix(); pass = pass && piglit_probe_pixel_rgb(132, 125, green); pass = pass && piglit_probe_pixel_rgb(205, 125, mostlyBlack); glFinish(); piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; }