/* * Copyright © 2011 Dave Airlie * * 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 fs-texelFetchOffset-2D.c * * Tests the built-in function texelFetch() in the fragment shader. * * Creates a mipmapped 64x32 2D texture and draws a series of squares whose * color contains a texel fetched from each quadrant of the rgbw texture. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END const int tex_size = 64; static int pos_location, lod_location; static const char vert[] = "#version 130\n" "void main()\n" "{\n" " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" "}\n"; static const char frag[] = "#version 130\n" "uniform ivec2 pos;\n" "uniform int lod;\n" "uniform sampler2D tex;\n" "void main()\n" "{\n" " const ivec2 offset = ivec2(-2, 2);\n" " vec4 texel = texelFetchOffset(tex, pos, lod, offset);\n" " gl_FragColor = texel;\n" "}\n"; static float max(float x, float y) { return (x > y) ? x : y; } enum piglit_result piglit_display(void) { int l, q; bool pass = true; float red[4] = {1.0, 0.0, 0.0, 1.0}; float blue[4] = {0.0, 0.0, 1.0, 1.0}; float undefined[4] = {0.0, 0.0, 0.0, 0.0}; glClearColor(0.5, 0.5, 0.5, 1.0); glClear(GL_COLOR_BUFFER_BIT); for (l = 0; (tex_size >> l) > 0; l++) { const int width = tex_size >> l; const int height = max(width / 2, 1); const int y = 10 + 20 * l; glUniform1i(lod_location, l); /* Draw 4 squares with a color sample for each quad */ for (q = 0; q < 4; q++) { const int tex_x = (q / 2) * ((width / 2)); const int tex_y = (q % 2) * ((height / 2)); float *c = undefined; const int x = 10+20*q; /* fancy stuff - we should see some red and blue * due to the offset for 3 levels, all the rest is * undefined due to out-of-bounds. * Only with ARB_robust_buffer_access_behavior * (and a robust context) the undefined result would * be guaranteed to be zero instead. * * From the GL 3.0 spec, page 105 ("Texel Fetches"): * * "The results of the texel fetch are * undefined if any of the following * conditions hold: * * ... * * - The texel coordinates refer to a * border texel outside of the defined * extents of the specified LOD" */ if (l < 3) { if (q == 2) c = red; else if (q == 3) c = blue; } else if (l == 3) if (q == 2) c = blue; glUniform2i(pos_location, tex_x, tex_y); piglit_draw_rect(x, y, 10, 10); if (width > 2 && c != undefined) /* below 1 wide no test */ pass &= piglit_probe_rect_rgba(x, y, 10, 10, c); } } piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { int prog; int tex_location; piglit_require_GLSL_version(130); glActiveTexture(GL_TEXTURE0); piglit_rgbw_texture(GL_RGBA, tex_size, tex_size / 2, true, false, GL_UNSIGNED_NORMALIZED); piglit_ortho_projection(piglit_width, piglit_height, false); prog = piglit_build_simple_program(vert, frag); tex_location = glGetUniformLocation(prog, "tex"); lod_location = glGetUniformLocation(prog, "lod"); pos_location = glGetUniformLocation(prog, "pos"); glUseProgram(prog); glUniform1i(tex_location, 0); }