1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
|
/*
* 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.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);
}
}
}
}
glutSwapBuffers();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
|