/* * Copyright (c) 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 texsubimage.c * * A test of using glTexSubImage2D to update a region of a * depth-stencil texture. A 4x4 depth-stencil is created and then two * of the texels are set using different values. The whole texture is * read back using glGetTexImage and compared to the expected values. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 13; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END static GLuint create_texture(void) { static const GLubyte data[] = { 0xff, 0xff, 0xff, 0xff, 0x04, 0x05, 0x06, 0x07, 0xff, 0xff, 0xff, 0xff, 0x0c, 0x0d, 0x0e, 0x0f, }; GLuint tex; glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, /* level */ GL_DEPTH24_STENCIL8_EXT, 2, 2, /* width/height */ 0, /* border */ GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, data); return tex; } static void update_texture(void) { static const GLubyte bottom_left_pixel[] = { 0x00, 0x01, 0x02, 0x03 }; static const GLubyte top_left_pixel[] = { 0x08, 0x09, 0x0a, 0x0b }; glTexSubImage2D(GL_TEXTURE_2D, 0, /* level */ 0, 0, /* x/y */ 1, 1, /* width/height */ GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, bottom_left_pixel); glTexSubImage2D(GL_TEXTURE_2D, 0, /* level */ 0, 1, /* x/y */ 1, 1, /* width/height */ GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, top_left_pixel); } static bool check_texels(void) { GLubyte texels[2 * 2 * 4]; int i; glGetTexImage(GL_TEXTURE_2D, 0, /* level */ GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, texels); for (i = 0; i < sizeof texels; i++) if (texels[i] != i) return false; return true; } void piglit_init(int argc, char **argv) { GLuint tex; bool pass; /* We can create depth/stencil textures if either: * 1. We have GL 3.0 or later * 2. We have GL_EXT_packed_depth_stencil and GL_ARB_depth_texture */ if (piglit_get_gl_version() < 30 && !(piglit_is_extension_supported("GL_EXT_packed_depth_stencil") && piglit_is_extension_supported("GL_ARB_depth_texture"))) { printf("OpenGL 3.0 or GL_EXT_packed_depth_stencil + " "GL_ARB_depth_texture is required.\n"); piglit_report_result(PIGLIT_SKIP); } tex = create_texture(); if (!piglit_check_gl_error(GL_NO_ERROR)) piglit_report_result(PIGLIT_FAIL); update_texture(); if (!piglit_check_gl_error(GL_NO_ERROR)) piglit_report_result(PIGLIT_FAIL); glBindTexture(GL_TEXTURE_2D, tex); pass = check_texels(); glBindTexture(GL_TEXTURE_2D, 0); glDeleteTextures(1, &tex); piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL); } enum piglit_result piglit_display(void) { /* unused */ return PIGLIT_FAIL; }