/* * 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-utils.c * * Contains some common functionality for writing arb_direct_state_access * Piglit tests. */ #include "dsa-utils.h" #include "piglit-shader.h" /* * You must use shaders in order to use different texture units. * These duplicate fixed-function gl 1.0 pipeline shading. * Adapted from arb_clear_texture/3d.c. */ static const char vs_template[] = "#version %s\n" "#if __VERSION__ < 130\n" "attribute vec4 piglit_vertex;\n" "attribute vec2 piglit_texcoord;\n" "varying vec2 tex_coord;\n" "#else\n" "in vec4 piglit_vertex;\n" "in vec2 piglit_texcoord;\n" "out vec2 tex_coord;\n" "#endif\n" "uniform mat3 xform;\n" "\n" "void main()\n" "{\n" " gl_Position = vec4((xform * piglit_vertex.xyw).xy, 0, 1);\n" " tex_coord = piglit_texcoord;\n" "}\n" ; static const char fs_1d_template[] = "#version %s\n" "#if __VERSION__ < 130\n" "#define piglit_color gl_FragColor\n" "#define texture(s,t) texture1D(s,t)\n" "varying vec2 tex_coord;\n" "#else\n" "out vec4 piglit_color;\n" "in vec2 tex_coord;\n" "#endif\n" "uniform sampler1D tex;\n" "\n" "void main()\n" "{\n" " piglit_color = texture(tex, tex_coord.x);\n" "}\n" ; static const char fs_2d_template[] = "#version %s\n" "#if __VERSION__ < 130\n" "#define piglit_color gl_FragColor\n" "#define texture(s,t) texture2D(s,t)\n" "varying vec2 tex_coord;\n" "#else\n" "out vec4 piglit_color;\n" "in vec2 tex_coord;\n" "#endif\n" "uniform sampler2D tex;\n" "\n" "void main()\n" "{\n" " gl_FragColor = texture(tex, tex_coord);\n" "}\n" ; static const char fs_3d_template[] = "#version %s\n" "#if __VERSION__ < 130\n" "#define piglit_color gl_FragColor\n" "#define texture(s,t) texture3D(s,t)\n" "varying vec2 tex_coord;\n" "#else\n" "out vec4 piglit_color;\n" "in vec2 tex_coord;\n" "#endif\n" "uniform sampler3D tex;\n" "\n" "void main()\n" "{\n" " piglit_color = texture(tex, vec3(tex_coord, 0));\n" "}\n" ; static const char fs_rect_template[] = "#version %s\n" "#if __VERSION__ < 130\n" "#define piglit_color gl_FragColor\n" "#define texture(s,t) texture2DRect(s,t)\n" "varying vec2 tex_coord;\n" "#else\n" "out vec4 piglit_color;\n" "in vec2 tex_coord;\n" "#endif\n" "uniform sampler2DRect tex;\n" "\n" "void main()\n" "{\n" " piglit_color = texture(tex, tex_coord);\n" "}\n" ; GLuint dsa_create_program(GLenum target) { char *fs_source; char *vs_source; GLuint prog; bool es; int major; int minor; const char * ver; GLint loc; GLfloat xform[9]; piglit_get_glsl_version(&es, &major, &minor); ver = ((major * 100 + minor) >= 140) ? "140" : "110"; (void)!asprintf(&vs_source, vs_template, ver); switch (target) { case GL_TEXTURE_1D: (void)!asprintf(&fs_source, fs_1d_template, ver); break; case GL_TEXTURE_2D: (void)!asprintf(&fs_source, fs_2d_template, ver); break; case GL_TEXTURE_3D: (void)!asprintf(&fs_source, fs_3d_template, ver); break; case GL_TEXTURE_RECTANGLE_ARB: (void)!asprintf(&fs_source, fs_rect_template, ver); break; default: fprintf(stderr, "Invalid texture target in %s\n", __func__); piglit_report_result(PIGLIT_FAIL); } prog = piglit_build_simple_program(vs_source, fs_source); free(vs_source); free(fs_source); /* Note: the default value for all uniforms after linking is zero, so * there is no need to explicitly set it here. However, the xform * matrix needs to be set to the identity matrix. */ loc = glGetUniformLocation(prog, "xform"); xform[0] = 1.0; xform[1] = 0.0; xform[2] = 0.0; xform[3] = 0.0; xform[4] = 1.0; xform[5] = 0.0; xform[6] = 0.0; xform[7] = 0.0; xform[8] = 1.0; glProgramUniformMatrix3fv(prog, loc, 1, GL_FALSE, xform); return prog; } void dsa_texture_with_unit(GLuint prog, GLuint unit) { const GLuint loc = glGetUniformLocation(prog, "tex"); glProgramUniform1i(prog, loc, unit); } void dsa_set_xform(GLuint prog, int width, int height) { const GLint loc = glGetUniformLocation(prog, "xform"); GLfloat xform[9]; xform[0] = 2.0 / width; xform[1] = 0.0; xform[2] = 0.0; xform[3] = 0.0; xform[4] = 2.0 / height; xform[5] = 0.0; xform[6] = -1.0; xform[7] = -1.0; xform[8] = 1.0; glProgramUniformMatrix3fv(prog, loc, 1, GL_FALSE, xform); }