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/*
* Copyright © 2011 Marek Olšák
*
* 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 blending-in-shader.c
*
* Test programmable blending with GL_NV_texture_barrier.
*/
#include "piglit-util-gl-common.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.window_width = 128;
config.window_height = 128;
config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_ALPHA;
PIGLIT_GL_TEST_CONFIG_END
static GLuint tex, fbo, prog, texloc;
static float tex_data[16*16*4], res_data[16*16*4];
static const char *fstext = {
"uniform sampler2D fb;"
"void main() {"
" gl_FragColor = sqrt(texture2D(fb, gl_FragCoord.xy / 16.0));"
"}"
};
#define PASSES 3
enum piglit_result piglit_display(void)
{
GLboolean pass = GL_TRUE;
int i;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 16, 0, GL_RGBA, GL_FLOAT, tex_data);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
glViewport(0, 0, 16, 16);
piglit_UseProgram(prog);
glUniform1i(texloc, 0);
for (i = 0; i < PASSES; i++) {
if (i != 0)
glTextureBarrierNV();
piglit_draw_rect_tex(-1, -1, 2, 2, 0, 0, 1, 1);
}
pass = piglit_probe_image_rgba(0, 0, 16, 16, res_data);
piglit_UseProgram(0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glViewport(0, 0, piglit_width, piglit_height);
piglit_draw_rect_tex(-1, -1, 2, 2, 0, 0, 1, 1);
piglit_present_results();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
void piglit_init(int argc, char **argv)
{
unsigned int i, j, fs;
piglit_require_extension("GL_EXT_framebuffer_object");
piglit_require_extension("GL_NV_texture_barrier");
piglit_require_GLSL();
srand(0);
for (i = 0; i < 16 * 16 * 4; ++i) {
tex_data[i] = (rand() % 256) / 255.f;
res_data[i] = tex_data[i];
for (j = 0; j < PASSES; j++)
res_data[i] = sqrt(res_data[i]);
}
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 16, 0, GL_RGBA, GL_FLOAT, NULL);
glGenFramebuffersEXT(1, &fbo);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
assert(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT);
fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fstext);
prog = piglit_link_simple_program(0, fs);
texloc = piglit_GetUniformLocation(prog, "fb");
}
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