/* * 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 framebuffertexture.c * * Test that all textures can be attached with glFramebufferTexture(). * * Section 4.4.2(Framebuffer Objects) From GL spec 3.2 core: * * "To render directly into a texture image, a specified level of a texture * object can be attached as one of the logical buffers of the currently * bound framebuffer object by calling: * * 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_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_RECTANGLE }; const char *vs_source = { "#version 150\n" "in vec4 piglit_vertex;\n" "void main() {\n" " gl_Position = piglit_vertex;\n" "}\n" }; const char *fs_source = { "#version 150\n" "void main() {\n" " gl_FragColor = vec4(0, 1, 0, 1);\n" "}\n" }; bool check_framebuffer_status(GLenum target, GLenum expected) { GLenum observed = glCheckFramebufferStatus(target); if(expected != observed) { printf("Unexpected framebuffer status!\n" " Observed: %s\n Expected: %s\n", piglit_get_gl_enum_name(observed), piglit_get_gl_enum_name(expected)); return false; } return true; } GLuint create_bind_texture(GLenum textureType) { int i; GLuint texture; glGenTextures(1, &texture); glBindTexture(textureType, texture); switch(textureType) { case GL_TEXTURE_1D: 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); glTexImage1D(textureType, 0, GL_RGBA, 6, 0, GL_RGBA, GL_UNSIGNED_INT, NULL); break; case GL_TEXTURE_RECTANGLE: glTexImage2D(textureType, 0, GL_RGBA, 6, 6, 0, GL_RGBA, GL_UNSIGNED_INT, NULL); break; 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_RGBA, 6, 6, 0, GL_RGBA, GL_UNSIGNED_INT, 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_RGBA, 6, 6, 6, 0, GL_RGBA, GL_UNSIGNED_INT, NULL); break; case GL_TEXTURE_CUBE_MAP: for(i = 0; i < 6; i++) { glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA, 6, 6, 0, GL_RGBA, GL_UNSIGNED_INT, NULL); } break; case GL_TEXTURE_2D_MULTISAMPLE: glTexImage2DMultisample(textureType, 1, GL_RGBA, 6, 6, GL_FALSE); break; case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: glTexImage3DMultisample(textureType, 1, GL_RGBA, 6, 6, 6, GL_FALSE); break; } return texture; } /* Take a framebuffer object, that has a GL_TEXTURE_2D_MULTISAMPLE * or a layer of a GL_TEXTURE_2D_MULTISAMPLE_ARRAY attached to * color attachment 0. Then blit that framebuffer object to * a new fbo that has a GL_TEXTURE_2D attached. Finally * attach the new GL_TEXTURE_2D to the original fbo. */ void ConvertMultiSample2DToTexture2D(GLuint fboRead) { GLuint fboDraw, texture; glGenFramebuffers(1, &fboDraw); glGenTextures(1, &texture); glBindFramebuffer(GL_READ_FRAMEBUFFER, fboRead); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fboDraw); texture = create_bind_texture(GL_TEXTURE_2D); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); if(!check_framebuffer_status(GL_DRAW_FRAMEBUFFER, GL_FRAMEBUFFER_COMPLETE) || !check_framebuffer_status(GL_READ_FRAMEBUFFER, GL_FRAMEBUFFER_COMPLETE)) { piglit_report_result(PIGLIT_FAIL); } glBlitFramebuffer(0, 0, 6, 6, 0, 0, 6, 6, GL_COLOR_BUFFER_BIT, GL_NEAREST); if(!piglit_check_gl_error(GL_NO_ERROR)) { glDeleteTextures(1, &texture); piglit_report_result(PIGLIT_FAIL); } glBindFramebuffer(GL_FRAMEBUFFER, fboRead); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); glDeleteFramebuffers(1, &fboDraw); if(!piglit_check_gl_error(GL_NO_ERROR)) { glDeleteTextures(1, &texture); piglit_report_result(PIGLIT_FAIL); } } bool test_framebuffertexture(GLenum textureType) { bool pass = true; GLuint fbo, texture; float expected[] = { 0, 1, 0 }; if (textureType == GL_TEXTURE_2D_MULTISAMPLE || textureType == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) { GLint maxSamples; glGetIntegerv(GL_MAX_SAMPLES, &maxSamples); if (maxSamples == 0) { /* skip */ printf("Skipping %s because GL_MAX_SAMPLES=0\n", piglit_get_gl_enum_name(textureType)); return true; } } glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); texture = create_bind_texture(textureType); /* Attach the texture to the framebuffer object */ glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0); if(!piglit_check_gl_error(GL_NO_ERROR) || !check_framebuffer_status(GL_FRAMEBUFFER, GL_FRAMEBUFFER_COMPLETE)) { glDeleteFramebuffers(1, &fbo); glDeleteTextures(1, &texture); printf("Texture Type: %s. Error during setup.\n", piglit_get_gl_enum_name(textureType)); return false; } piglit_draw_rect(-1, -1, 2, 2); /* If the texture is a multisample texture, * convert it to a 2D texture */ if(textureType == GL_TEXTURE_2D_MULTISAMPLE || textureType == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) { ConvertMultiSample2DToTexture2D(fbo); } /* Probe for the expected color value */ if(textureType == GL_TEXTURE_1D || textureType == GL_TEXTURE_1D_ARRAY) { if(!piglit_probe_rect_rgb(0, 0, 6, 1, expected)) { pass = false; } } else { if(!piglit_probe_rect_rgb(0, 0, 6, 6, expected)) { pass = false; } } /* Clean up */ glDeleteFramebuffers(1, &fbo); glDeleteTextures(1, &texture); pass = piglit_check_gl_error(GL_NO_ERROR) && pass; return pass; } void piglit_init(int argc, char **argv) { int i; bool pass = true; GLuint program = piglit_build_simple_program(vs_source, fs_source); glUseProgram(program); for(i = 0; i < ARRAY_SIZE(textureType); i++) { if(!test_framebuffertexture(textureType[i])) { printf("Texture Type: %s. FramebufferTexture()" " Test Failed.\n", piglit_get_gl_enum_name(textureType[i])); pass = false; } } piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL); } enum piglit_result piglit_display(void) { /* YOU SHALL NOT PASS */ return PIGLIT_FAIL; }