/* * Copyright © 2017 Miklós Máté * * 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. */ /** * Tests rendering with GL_ATI_fragment_shader: when no texture is bound * - glPassTexCoordATI() should work as normal * - glSampleMapATI() should return all zeros */ #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_RGBA; PIGLIT_GL_TEST_CONFIG_END static const float color1[] = {0.2, 0.3, 0.8}; static const float texcoord[] = {0.2, 0.7, 0.4}; static const float black[] = {0.0, 0.0, 0.0}; enum { SHADER_TEXCOORD = 1, SHADER_TEX, }; enum piglit_result piglit_display(void) { bool pass = true; GLuint tex; piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE); glClearColor(1.0, 0.0, 0.0, 1.0); glClear(GL_COLOR_BUFFER_BIT); glTexCoord3fv(texcoord); glEnable(GL_FRAGMENT_SHADER_ATI); glBindFragmentShaderATI(SHADER_TEXCOORD); piglit_draw_rect(0, 0, piglit_width / 4, piglit_height); glBindFragmentShaderATI(SHADER_TEX); piglit_draw_rect(piglit_width / 4, 0, piglit_width / 4, piglit_height); glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_FLOAT, (void*)color1); 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); piglit_draw_rect(2 * piglit_width / 4, 0, piglit_width / 4, piglit_height); glEnable(GL_TEXTURE_2D); piglit_draw_rect(3 * piglit_width / 4, 0, piglit_width / 4, piglit_height); glDisable(GL_TEXTURE_2D); glDeleteTextures(1, &tex); glDisable(GL_FRAGMENT_SHADER_ATI); pass = pass && piglit_probe_rect_rgb(0, 0, piglit_width / 4, piglit_height, texcoord); pass = pass && piglit_probe_rect_rgb(piglit_width / 4, 0, piglit_width / 4, piglit_height, black); pass = pass && piglit_probe_rect_rgb(2 * piglit_width / 4, 0, piglit_width / 4, piglit_height, black); pass = pass && piglit_probe_rect_rgb(3 * piglit_width / 4, 0, piglit_width / 4, piglit_height, color1); piglit_present_results(); pass &= piglit_check_gl_error(GL_NO_ERROR); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { piglit_require_extension("GL_ATI_fragment_shader"); glBindFragmentShaderATI(SHADER_TEXCOORD); glBeginFragmentShaderATI(); glPassTexCoordATI(GL_REG_1_ATI, GL_TEXTURE0_ARB, GL_SWIZZLE_STR_ATI); glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_REG_1_ATI, GL_NONE, GL_NONE); glEndFragmentShaderATI(); glBindFragmentShaderATI(SHADER_TEX); glBeginFragmentShaderATI(); glSampleMapATI(GL_REG_0_ATI, GL_TEXTURE0_ARB, GL_SWIZZLE_STR_ATI); glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_REG_0_ATI, GL_NONE, GL_NONE); glEndFragmentShaderATI(); if (!piglit_check_gl_error(GL_NO_ERROR)) piglit_report_result(PIGLIT_FAIL); }