/* * Copyright (c) 2012 VMware, Inc. * * 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 sampler-incomplete.c * * With GL_ARB_sampler_objects it's possible for a texture to be both complete * and incomplete depending on the samplers used to access it. * Test that we get the right results in this situation. * * Brian Paul * March 2012 */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGB; PIGLIT_GL_TEST_CONFIG_END static void setup(void) { static const GLfloat red[2][2][4] = { { {0.25, 0, 0, 0}, {0.25, 0, 0, 0} }, { {0.25, 0, 0, 0}, {0.25, 0, 0, 0} } }; static const char *fragShaderText = "uniform sampler2D tex0, tex1;\n" "void main()\n" "{\n" " vec2 coord = vec2(0.5, 0.5); \n" " gl_FragColor = texture2D(tex0, coord) \n" " + texture2D(tex1, coord);\n" "}\n"; GLuint samplers[2]; GLuint prog; GLint u; GLuint tex; /* Create fragment shader that adds the two textures */ prog = piglit_build_simple_program(NULL, fragShaderText); glUseProgram(prog); u = glGetUniformLocation(prog, "tex0"); glUniform1i(u, 0); u = glGetUniformLocation(prog, "tex1"); glUniform1i(u, 1); /* create texture with one mipmap level */ glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_FLOAT, red); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* bind the texture to units 0 and 1 */ glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, tex); glEnable(GL_TEXTURE_2D); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, tex); glEnable(GL_TEXTURE_2D); glGenSamplers(2, samplers); /* sampler[0] - nearest filtering, no mipmap. * The result of sampling the texture should be (0.25, 0, 0, 0) */ glBindSampler(0, samplers[0]); glSamplerParameteri(samplers[0], GL_TEXTURE_MIN_FILTER, GL_NEAREST); glSamplerParameteri(samplers[0], GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* sampler[1] - nearest filtering, with mipmapping. * The result of sampling the texture should be (0, 0, 0, 1) since the * texture is incomplete with respect to this sampler (no mipmap). */ glBindSampler(1, samplers[1]); glSamplerParameteri(samplers[1], GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); glSamplerParameteri(samplers[1], GL_TEXTURE_MAG_FILTER, GL_NEAREST); } enum piglit_result piglit_display(void) { /* NOTE: We're not checking the alpha value here. * Some drivers (like NVIDIA) seem to return (0,0,0,0) when sampling * an incomplete texture, but the spec says (0,0,0,1) should be * returned. That's not really important for this test though so * just ignore alpha. */ GLfloat expected[3] = {0.25, 0, 0}; bool p; glClear(GL_COLOR_BUFFER_BIT); piglit_draw_rect_tex(-1, -1, 2, 2, 0, 0, 1, 1); p = piglit_probe_pixel_rgb(piglit_width / 2, piglit_height / 2, expected); piglit_present_results(); return p ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char**argv) { piglit_require_GLSL(); piglit_require_extension("GL_ARB_sampler_objects"); setup(); }