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/*
* Copyright (c) 2010 VMware, Inc.
* Copyright © 2011 Intel Corporation
*
* Permission is hereby , 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 maxlayers.c
*
* Test that we can make and render from an array texture with
* GL_MAX_TEXTURE_LAYERS layers.
*/
#include "piglit-util-gl-common.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_compat_version = 10;
config.window_width = 100;
config.window_height = 100;
config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_ALPHA;
PIGLIT_GL_TEST_CONFIG_END
int height = 100, ybase = 0;
/* We'll set each 1x1 texture slice to a different color. */
static GLfloat colors[][4] = {
{1.0, 0.0, 0.0, 0.0},
{0.0, 1.0, 0.0, 0.0},
{0.0, 0.0, 1.0, 0.0},
{0.0, 0.0, 1.0, 0.0},
{0.0, 1.0, 0.0, 0.0},
{1.0, 1.0, 0.0, 0.0},
{1.0, 1.0, 1.0, 0.0}
};
static const char *fs_source =
"#extension GL_EXT_texture_array : enable \n"
"uniform sampler2DArray tex;\n"
"uniform int layer;\n"
"void main() \n"
"{ \n"
" gl_FragColor = texture2DArray(tex, vec3(0.0, 0.0, layer)); \n"
"} \n";
static GLint max_layers;
static GLint layer_loc;
static void
bind_2d_array_texture(void)
{
float *data;
GLuint tex;
int i;
data = malloc(max_layers * 4 * sizeof(float));
for (i = 0; i < max_layers; i++) {
data[i * 4 + 0] = colors[i % ARRAY_SIZE(colors)][0];
data[i * 4 + 1] = colors[i % ARRAY_SIZE(colors)][1];
data[i * 4 + 2] = colors[i % ARRAY_SIZE(colors)][2];
data[i * 4 + 3] = colors[i % ARRAY_SIZE(colors)][3];
}
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA,
1, 1, max_layers, /* w, h, d */
0, /* border */
GL_RGBA, GL_FLOAT, data);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
}
enum piglit_result
piglit_display(void)
{
bool pass = true;
int layer;
glClear(GL_COLOR_BUFFER_BIT);
piglit_ortho_projection(piglit_width, piglit_height, false);
for (layer = 0; layer < max_layers; layer++) {
int x = layer % piglit_width;
int y = layer / piglit_width;
glUniform1i(layer_loc, layer);
piglit_draw_rect(x, y, 1, 1);
}
for (layer = 0; layer < max_layers; layer++) {
int x = layer % piglit_width;
int y = layer / piglit_width;
float *color = colors[layer % ARRAY_SIZE(colors)];
pass = pass &&
piglit_probe_rect_rgba(x, y, 1, 1, color);
}
piglit_present_results();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
void
piglit_init(int argc, char **argv)
{
GLuint prog, fs;
piglit_require_extension("GL_EXT_texture_array");
glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &max_layers);
if (max_layers >= piglit_width * piglit_height)
max_layers = piglit_width * piglit_height;
printf("Testing %d texture layers\n", max_layers);
/* Make shader programs */
fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_source);
prog = piglit_link_simple_program(0, fs);
if (!fs || !prog)
piglit_report_result(PIGLIT_FAIL);
glUseProgram(prog);
layer_loc = glGetUniformLocation(prog, "layer");
assert(layer_loc != -1);
bind_2d_array_texture();
}
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