/* * Copyright (c) 2010 VMware, Inc. * Copyright © 2011 Intel Corporation * * 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. */ /** @file maxlayers.c * * Test that we can make and render from an array texture with * GL_MAX_TEXTURE_LAYERS layers. */ #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_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END int height = 100, ybase = 0; /* We'll set each 1x1 texture slice to a different color. */ static GLfloat colors[][4] = { {1.0, 0.0, 0.0, 0.0}, {0.0, 1.0, 0.0, 0.0}, {0.0, 0.0, 1.0, 0.0}, {0.0, 0.0, 1.0, 0.0}, {0.0, 1.0, 0.0, 0.0}, {1.0, 1.0, 0.0, 0.0}, {1.0, 1.0, 1.0, 0.0} }; static const char *fs_source = "#extension GL_EXT_texture_array : enable \n" "uniform sampler2DArray tex;\n" "uniform int layer;\n" "void main() \n" "{ \n" " gl_FragColor = texture2DArray(tex, vec3(0.0, 0.0, layer)); \n" "} \n"; static GLint max_layers; static GLint layer_loc; static void bind_2d_array_texture(void) { float *data; GLuint tex; int i; data = malloc(max_layers * 4 * sizeof(float)); for (i = 0; i < max_layers; i++) { data[i * 4 + 0] = colors[i % ARRAY_SIZE(colors)][0]; data[i * 4 + 1] = colors[i % ARRAY_SIZE(colors)][1]; data[i * 4 + 2] = colors[i % ARRAY_SIZE(colors)][2]; data[i * 4 + 3] = colors[i % ARRAY_SIZE(colors)][3]; } glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D_ARRAY, tex); glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 1, 1, max_layers, /* w, h, d */ 0, /* border */ GL_RGBA, GL_FLOAT, data); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } enum piglit_result piglit_display(void) { bool pass = true; int layer; glClear(GL_COLOR_BUFFER_BIT); piglit_ortho_projection(piglit_width, piglit_height, false); for (layer = 0; layer < max_layers; layer++) { int x = layer % piglit_width; int y = layer / piglit_width; glUniform1i(layer_loc, layer); piglit_draw_rect(x, y, 1, 1); } for (layer = 0; layer < max_layers; layer++) { int x = layer % piglit_width; int y = layer / piglit_width; float *color = colors[layer % ARRAY_SIZE(colors)]; pass = pass && piglit_probe_rect_rgba(x, y, 1, 1, color); } piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { GLuint prog; piglit_require_extension("GL_EXT_texture_array"); glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &max_layers); if (max_layers >= piglit_width * piglit_height) max_layers = piglit_width * piglit_height; printf("Testing %d texture layers\n", max_layers); /* Make shader programs */ prog = piglit_build_simple_program(NULL, fs_source); glUseProgram(prog); layer_loc = glGetUniformLocation(prog, "layer"); assert(layer_loc != -1); bind_2d_array_texture(); }