/* * Copyright 2014 VMware, Inc. * * Permission is hereby , 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. */ /** * Basic API error tests for GL_EXT_texture_array. */ #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; config.khr_no_error_support = PIGLIT_HAS_ERRORS; PIGLIT_GL_TEST_CONFIG_END static GLint MaxLayers; static bool test_1d_dimensions(void) { bool pass = true; GLuint tex; glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_1D_ARRAY, tex); /* * zero dimensions should be OK */ glTexImage2D(GL_TEXTURE_1D_ARRAY, 0, GL_RGBA, 0, 0, /* w, h */ 0, /* border */ GL_RGBA, GL_FLOAT, NULL); if (!piglit_check_gl_error(GL_NO_ERROR)) pass = false; glTexImage2D(GL_TEXTURE_1D_ARRAY, 0, GL_RGBA, 1, 0, /* w, h */ 0, /* border */ GL_RGBA, GL_FLOAT, NULL); if (!piglit_check_gl_error(GL_NO_ERROR)) pass = false; glTexImage2D(GL_TEXTURE_1D_ARRAY, 0, GL_RGBA, 0, 1, /* w, h */ 0, /* border */ GL_RGBA, GL_FLOAT, NULL); if (!piglit_check_gl_error(GL_NO_ERROR)) pass = false; /* Test too many layers */ glTexImage2D(GL_TEXTURE_1D_ARRAY, 0, GL_RGBA, 32, MaxLayers + 1, /* w, h */ 0, /* border */ GL_RGBA, GL_FLOAT, NULL); if (!piglit_check_gl_error(GL_INVALID_VALUE)) pass = false; /* Test invalid target */ glTexImage2D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 32, 2, /* w, h */ 0, /* border */ GL_RGBA, GL_FLOAT, NULL); if (!piglit_check_gl_error(GL_INVALID_ENUM)) pass = false; glDeleteTextures(1, &tex); return pass; } static bool test_2d_dimensions(void) { bool pass = true; GLuint tex; glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D_ARRAY, tex); /* * zero dimensions should be OK */ glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 0, 0, 0, /* w, h, d */ 0, /* border */ GL_RGBA, GL_FLOAT, NULL); if (!piglit_check_gl_error(GL_NO_ERROR)) pass = false; glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 1, 0, 0, /* w, h, d */ 0, /* border */ GL_RGBA, GL_FLOAT, NULL); if (!piglit_check_gl_error(GL_NO_ERROR)) pass = false; glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 1, 1, 0, /* w, h, d */ 0, /* border */ GL_RGBA, GL_FLOAT, NULL); if (!piglit_check_gl_error(GL_NO_ERROR)) pass = false; glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 1, 0, 1, /* w, h, d */ 0, /* border */ GL_RGBA, GL_FLOAT, NULL); if (!piglit_check_gl_error(GL_NO_ERROR)) pass = false; /* Test too many layers */ glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 32, 32, MaxLayers + 1, /* w, h, d */ 0, /* border */ GL_RGBA, GL_FLOAT, NULL); if (!piglit_check_gl_error(GL_INVALID_VALUE)) pass = false; /* Test invalid target */ glTexImage3D(GL_TEXTURE_1D_ARRAY, 0, GL_RGBA, 32, 32, 2, /* w, h, d */ 0, /* border */ GL_RGBA, GL_FLOAT, NULL); if (!piglit_check_gl_error(GL_INVALID_ENUM)) pass = false; glDeleteTextures(1, &tex); return pass; } enum piglit_result piglit_display(void) { bool pass; pass = test_1d_dimensions(); pass = test_2d_dimensions() && pass; return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { piglit_require_extension("GL_EXT_texture_array"); glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS_EXT, &MaxLayers); }