/* * Copyright (c) 2013 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 * on the rights to use, copy, modify, merge, publish, distribute, sub * license, 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 * NON-INFRINGEMENT. IN NO EVENT SHALL THE AUTHORS AND/OR THEIR * SUPPLIERS 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: * Roland Scheidegger * * Based on arb_shader_texture_lod-texgrad: * Marek Olšák */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_width = 512; config.window_height = 256; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END #define TEX_WIDTH 256 #define TEX_HEIGHT 256 static const float colors[][3] = { {1.0, 0.0, 0.0}, {0.0, 1.0, 0.0}, {0.0, 0.0, 1.0}, {1.0, 1.0, 0.0}, {0.0, 1.0, 1.0}, {1.0, 0.0, 1.0}, {0.5, 0.0, 0.5}, {1.0, 1.0, 1.0}, }; static const char *sh_tex = "uniform samplerCube tex;" "void main()" "{" " gl_FragColor = textureCube(tex, gl_TexCoord[0].xyz);" "}"; static const char *sh_texgrad = "#extension GL_ARB_shader_texture_lod : enable\n" "uniform samplerCube tex;" "void main()" "{" " gl_FragColor = textureCubeGradARB(tex, gl_TexCoord[0].xyz," " dFdx(gl_TexCoord[0].xyz)," " dFdy(gl_TexCoord[0].xyz));" "}"; static GLint prog_tex, prog_texgrad; void piglit_init(int argc, char **argv) { GLuint tex, fb; GLenum status; int i, j, dim; piglit_require_GLSL(); piglit_require_extension("GL_EXT_framebuffer_object"); piglit_require_extension("GL_ARB_shader_texture_lod"); prog_tex = piglit_build_simple_program(NULL, sh_tex); prog_texgrad = piglit_build_simple_program(NULL, sh_texgrad); glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_CUBE_MAP, tex); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; j++) { for (i = 0, dim = TEX_WIDTH; dim >0; i++, dim /= 2) { glTexImage2D(j, i, GL_RGBA, dim, dim, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); } } if (!piglit_check_gl_error(GL_NO_ERROR)) piglit_report_result(PIGLIT_FAIL); glBindTexture(GL_TEXTURE_CUBE_MAP, 0); glDisable(GL_TEXTURE_CUBE_MAP); glGenFramebuffersEXT(1, &fb); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb); for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; j++) { for (i = 0, dim = TEX_WIDTH; dim >0; i++, dim /= 2) { glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, j, tex, i); status = glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { fprintf(stderr, "FBO incomplete\n"); piglit_report_result(PIGLIT_SKIP); } glClearColor(colors[i][0], colors[i][1], colors[i][2], 0.0); glClear(GL_COLOR_BUFFER_BIT); if (!piglit_check_gl_error(GL_NO_ERROR)) piglit_report_result(PIGLIT_FAIL); } } glDeleteFramebuffersEXT(1, &fb); glBindTexture(GL_TEXTURE_CUBE_MAP, tex); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-0.1, 0.1, -0.1, 0.1, 0.1, 1000.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(-0.5, -0.5, -1.2); glRotatef(68, 0, 1, 0); glScalef(2000, 1, 1); glEnable(GL_TEXTURE_CUBE_MAP); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); piglit_set_tolerance_for_bits(7, 7, 7, 7); printf("Left: textureCube, Right: textureCubeGradARB\n"); } static void draw_quad() { glBegin(GL_QUADS); glTexCoord3f(-0.5, -0.5, 1); glVertex2f(0, 0); glTexCoord3f(0.5, -0.5, 1); glVertex2f(1, 0); glTexCoord3f(0.5, 0.5, 1); glVertex2f(1, 1); glTexCoord3f(-0.5, 0.5, 1); glVertex2f(0, 1); glEnd(); } enum piglit_result piglit_display(void) { GLboolean pass = GL_TRUE; glViewport(0, 0, piglit_width, piglit_height); glClearColor(0.5, 0.5, 0.5, 0.5); glClear(GL_COLOR_BUFFER_BIT); glViewport(0, 0, piglit_width/2, piglit_height); glUseProgram(prog_tex); draw_quad(); glViewport(piglit_width/2, 0, piglit_width/2, piglit_height); glUseProgram(prog_texgrad); draw_quad(); if (!piglit_probe_rect_halves_equal_rgba(0, 0, piglit_width, piglit_height)) pass = GL_FALSE; piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; }