/* * Copyright 2014 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 dsa-textures.c * * Tests the direct state access functionality for creating, initializing, and * rendering texture objects. */ #include "piglit-util-gl.h" #include "dsa-utils.h" #include PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_core_version = 31; config.supports_gl_compat_version = 20; config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END static GLuint prog; GLfloat* random_image_data(void) { int i; GLfloat *img = malloc(4*piglit_width*piglit_height*sizeof(GLfloat)); for (i = 0; i < 4*piglit_width*piglit_height; ++i) { img[i] = (float) rand() / RAND_MAX; } return img; } /* random_image_data */ void piglit_init(int argc, char **argv) { piglit_require_extension("GL_ARB_direct_state_access"); piglit_require_extension("GL_ARB_texture_storage"); srand(0); printf("Using driver %s.\n", (const char *) glGetString(GL_VERSION)); prog = dsa_create_program(GL_TEXTURE_2D); } enum piglit_result piglit_display(void) { bool pass = true; GLfloat* data = random_image_data(); GLuint name; const GLuint texunit = 3; glCreateTextures(GL_TEXTURE_2D, 1, &name); glTextureStorage2D(name, 1, GL_RGBA32F, piglit_width, piglit_height); glTextureSubImage2D(name, 0, 0, 0, piglit_width, piglit_height, GL_RGBA, GL_FLOAT, data); glTextureParameteri(name, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTextureParameteri(name, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Draw the image */ dsa_texture_with_unit(prog, texunit); glUseProgram(prog); glBindTextureUnit(texunit, name); pass = piglit_check_gl_error(GL_NO_ERROR) && pass; piglit_draw_rect_tex(-1.0, -1.0, 2.0, 2.0, 0.0, 0.0, 1.0, 1.0); pass = piglit_check_gl_error(GL_NO_ERROR) && pass; /* Check to make sure the image was drawn correctly */ pass = piglit_probe_image_rgba(0, 0, piglit_width, piglit_height, data) && pass; free(data); if (!piglit_automatic) piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; }