/* * Copyright © 2009 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-tex-modes-common.c * Common framework for tests of GL_DEPTH_TEXTURE_MODE. * * \author Ben Holmes * \author Ian Romanick */ #include "piglit-util-gl.h" #include "depth-tex-modes-common.h" static void loadTex(void); void depth_tex_init(void) { piglit_require_extension("GL_ARB_depth_texture"); piglit_require_extension("GL_ARB_texture_rectangle"); piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE); glClearColor(0.2, 0.2, 0.2, 1.0); loadTex(); } void loadTex(void) { #define height 2 #define width 2 int i, j; GLfloat texDepthData[width][height]; for (i=0; i < width; ++i) { for (j=0; j < height; ++j) { if ((i+j) & 1) { texDepthData[i][j] = 1.0; } else { texDepthData[i][j] = 0.0; } } } glGenTextures(2, tex); // Depth texture 0: 2D glBindTexture(GL_TEXTURE_2D, tex[0]); 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_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, texDepthData); // Depth texture 1: rectangle glBindTexture(GL_TEXTURE_RECTANGLE_ARB, tex[1]); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, texDepthData); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_CONSTANT); #undef height #undef width } static void calculate_expected_color(GLenum depth_mode, GLenum operand, const float *env_color, float texel, float *result) { float color[4]; switch (depth_mode) { case GL_ALPHA: color[0] = 0.0; color[1] = 0.0; color[2] = 0.0; color[3] = texel; break; case GL_LUMINANCE: color[0] = texel; color[1] = texel; color[2] = texel; color[3] = 1.0; break; case GL_INTENSITY: color[0] = texel; color[1] = texel; color[2] = texel; color[3] = texel; break; case GL_RED: color[0] = texel; color[1] = 0.0; color[2] = 0.0; color[3] = 1.0; break; default: assert(0); color[0] = color[1] = color[2] = color[3] = 0.0; break; } if (operand == GL_SRC_ALPHA) { color[0] = color[3]; color[1] = color[3]; color[2] = color[3]; } result[0] = color[0] * env_color[0]; result[1] = color[1] * env_color[1]; result[2] = color[2] * env_color[2]; } enum piglit_result depth_tex_display(const GLenum *depth_texture_modes, unsigned num_modes, unsigned box_size) { static const GLfloat color2[4] = {0.0, 1.0, 0.0, 1.0}; static const GLfloat color1[4] = {1.0, 0.0, 1.0, 1.0}; const unsigned half = box_size / 2; const unsigned quarter = box_size / 4; GLboolean pass = GL_TRUE; unsigned i; unsigned row; static const struct { GLenum target; GLenum operand0_rgb; const GLfloat *color; float tex_size; } test_rows[4] = { { GL_TEXTURE_RECTANGLE_ARB, GL_SRC_COLOR, color2, 2.0 }, { GL_TEXTURE_RECTANGLE_ARB, GL_SRC_ALPHA, color2, 2.0 }, { GL_TEXTURE_2D, GL_SRC_COLOR, color1, 1.0 }, { GL_TEXTURE_2D, GL_SRC_ALPHA, color1, 1.0 } }; glClear(GL_COLOR_BUFFER_BIT); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA); glBindTexture(GL_TEXTURE_2D, tex[0]); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, tex[1]); for (row = 0; row < ARRAY_SIZE(test_rows); row++) { const float y = 1.0 + ((box_size + 1) * row); /* Disable both texture targets, then enable just the target * used in this row. */ glDisable(GL_TEXTURE_2D); glDisable(GL_TEXTURE_RECTANGLE_ARB); glEnable(test_rows[row].target); glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, test_rows[row].color); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, test_rows[row].operand0_rgb); for (i = 0; i < num_modes; i++) { const float x = 1.0 + ((box_size + 1) * i); const GLenum mode = depth_texture_modes[i]; unsigned j; glTexParameteri(test_rows[row].target, GL_DEPTH_TEXTURE_MODE, mode); piglit_draw_rect_tex(x, y, box_size, box_size, 0.0, 0.0, test_rows[row].tex_size, test_rows[row].tex_size); for (j = 0; j < 4; j++) { const float tx = x + quarter + ((j & 1) ? half : 0); const float ty = y + quarter + ((j & 2) ? half : 0); float tc[3]; calculate_expected_color(mode, test_rows[row].operand0_rgb, test_rows[row].color, ((j == 0) || (j == 3)) ? 0.0 : 1.0, tc); if (!piglit_probe_pixel_rgb(tx, ty, tc)) { pass = GL_FALSE; if (!piglit_automatic) printf(" Mode: 0x%04x\n", mode); } } } } piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; }