/* * Copyright © 2013 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 framebuffer-layered-attachments.c * * Section 6.1.11(Querying GL State) From GL spec 3.2 core: * * void GetFramebufferAttachmentParameteriv( enum target, enum attachment, * enum pname, int *params ); * * If pname is FRAMEBUFFER_ATTACHMENT_LAYERED, then params will contain * TRUE if an entire level of a three-dimesional texture, cube map texture, * or one-or two-dimensional array texture is attached. Otherwise, params will * contain FALSE. * * * Section 4.4.2(Framebuffer Objects) From GL spec 3.2 core: * * void FramebufferTexture( enum target, enum attachment, uint texture, * int level ); * * If texture is the name of a three-dimensional texture, cube map texture, * one-or two-dimensional array texture, or two-dimensional multisample array * texture, the texture level attached to the framebuffer attachment point is * an array of images, and the framebuffer attachment is considered layered. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 32; config.supports_gl_core_version = 32; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END GLenum textureType[] = { GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_2D_MULTISAMPLE_ARRAY }; GLuint create_bind_texture(GLenum textureType) { int i; GLuint texture; GLint samples; glGenTextures(1, &texture); glBindTexture(textureType, texture); switch(textureType) { case GL_TEXTURE_2D: case GL_TEXTURE_1D_ARRAY: glTexParameteri(textureType, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(textureType, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(textureType, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(textureType, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexImage2D(textureType, 0, GL_RGB, 10, 10, 0, GL_RGB, GL_FLOAT, NULL); break; case GL_TEXTURE_3D: case GL_TEXTURE_2D_ARRAY: glTexParameteri(textureType, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(textureType, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(textureType, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(textureType, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(textureType, GL_TEXTURE_WRAP_R, GL_REPEAT); glTexImage3D(textureType, 0, GL_RGB, 10, 10, 6, 0, GL_RGB, GL_FLOAT, NULL); break; case GL_TEXTURE_CUBE_MAP: for(i = 0; i < 6; i++) { glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, 10, 10, 0, GL_RGB, GL_FLOAT, NULL); } break; case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &samples); glTexImage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, samples, GL_RGB, 10, 10, 2, GL_FALSE); break; } return texture; } void piglit_init(int argc, char **argv) { int i; bool pass = true; GLenum fbStatus; GLuint fbo, texture; GLint attachmentLayeredStatus; for(i = 0; i < ARRAY_SIZE(textureType); i++) { glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); texture = create_bind_texture(textureType[i]); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0); if(!piglit_check_gl_error(GL_NO_ERROR)) { printf("Error creating texture and framebuffer setup\n" "texture type: %s\n", piglit_get_gl_enum_name(textureType[i])); glDeleteFramebuffers(1, &fbo); glDeleteTextures(1, &texture); piglit_report_result(PIGLIT_FAIL); } fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER); if(fbStatus != GL_FRAMEBUFFER_COMPLETE) { printf("Framebuffer Status: %s\n", piglit_get_gl_enum_name(fbStatus)); glDeleteFramebuffers(1, &fbo); glDeleteTextures(1, &texture); piglit_report_result(PIGLIT_FAIL); } /* Check if the attachment is layered */ glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_FRAMEBUFFER_ATTACHMENT_LAYERED, &attachmentLayeredStatus); pass = piglit_check_gl_error(GL_NO_ERROR) && pass; if(attachmentLayeredStatus != GL_TRUE) { pass = false; } glDeleteFramebuffers(1, &fbo); glDeleteTextures(1, &texture); } piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL); } enum piglit_result piglit_display(void) { /* UNREACHABLE */ return PIGLIT_FAIL; }