/* * Copyright © 2012 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 depth_texture_mode_and_swizzle.c * * Tests the interactions between EXT_texture_swizzle and DEPTH_TEXTURE_MODE. * * From the EXT_texture_swizzle specfication: * "4) How does this interact with depth component textures? * * RESOLVED: The swizzle is applied after the DEPTH_TEXTURE_MODE. This * naturally falls out of specifying the swizzle in terms of Table 3.20." * * It would be very easy to write an implementation that respects one or the * other (but not both), or applies them in the wrong order. This test guards * against those pitfalls. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_width = 170; config.window_height= 30; config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END enum piglit_result piglit_display() { bool pass = true; int i = 0; static const struct { GLenum depth_mode; int swizzles[4]; float expected[4]; } tests[] = { { GL_INTENSITY, { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA }, { .5, .5, .5, .5 } }, { GL_INTENSITY, { GL_ONE, GL_GREEN, GL_BLUE, GL_ALPHA }, { 1, .5, .5, .5 } }, { GL_LUMINANCE, { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA }, { .5, .5, .5, 1 } }, { GL_LUMINANCE, { GL_RED, GL_ALPHA, GL_ALPHA, GL_ONE }, { .5, 1, 1, 1 } }, { GL_RED, { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA }, { .5, 0, 0, 1 } }, { GL_RED, { GL_BLUE, GL_GREEN, GL_RED, GL_ALPHA }, { 0, 0, .5, 1 } }, { GL_ALPHA, { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA }, { 0, 0, 0, 0.5 } }, { GL_ALPHA, { GL_ONE, GL_GREEN, GL_ALPHA, GL_ZERO }, { 1, 0, .5, 0 } }, }; const bool have_ARB_texture_rg = piglit_is_extension_supported("GL_ARB_texture_rg"); piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE); glClearColor(0.15, 0.0, 0.0, 1.0); glClear(GL_COLOR_BUFFER_BIT); for (i = 0; i < ARRAY_SIZE(tests); i++) { if (tests[i].depth_mode == GL_RED && !have_ARB_texture_rg) continue; glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, tests[i].depth_mode); glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, tests[i].swizzles); piglit_draw_rect(10 + 20 * i, 10, 10, 10); pass = piglit_probe_rect_rgba(10 + 20 * i, 10, 10, 10, tests[i].expected) && pass; } piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } /** * Create texel data: a 1x1 depth texture containing 0.5. */ void setup_texture() { GLuint tex; const float contents = 0.5; glGenTextures(1, &tex); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, tex); 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_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1, 1, 0, GL_DEPTH_COMPONENT, GL_FLOAT, &contents); /* Omit the complexity of depth comparisons; just use the raw data. */ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); } /** * Generate, compile, link, and use the GLSL shaders. */ void setup_shaders() { GLuint prog, tex_location; static const char *vs_code = "#version 120\n" "void main()\n" "{\n" " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" "}\n"; static const char *fs_code = "#version 120\n" "uniform sampler2D tex;\n" "void main()\n" "{\n" " gl_FragColor = texture2D(tex, vec2(0.5, 0.5));\n" "}\n"; prog = piglit_build_simple_program(vs_code, fs_code); glUseProgram(prog); tex_location = glGetUniformLocation(prog, "tex"); glUniform1i(tex_location, 0); } void piglit_init(int argc, char **argv) { piglit_require_extension("GL_EXT_texture_swizzle"); setup_shaders(); setup_texture(); }