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/**
* @file texrect-many.c
*
* Tests whether the driver can support a full set of rectangle textures.
*
* (Prompted by a bug in R300 where the driver ran out of indirections).
*/
#include "piglit-util-gl-common.h"
PIGLIT_GL_TEST_MAIN(
16 * 16 /*window_width*/,
11 * 16 /*window_height*/,
PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_ALPHA)
static int NumTextures = 16;
static GLuint Textures[16];
static const GLubyte colors[7][4] = {
{ 0, 0, 0, 255 },
{ 255, 0, 0, 255 },
{ 0, 255, 0, 255 },
{ 0, 0, 255, 255 },
{ 128, 0, 0, 128 },
{ 0, 128, 0, 128 },
{ 0, 0, 128, 128 }
};
static void ActiveTexture(int i)
{
glActiveTexture(GL_TEXTURE0+i);
glClientActiveTexture(GL_TEXTURE0+i);
}
static void DoFrame(void)
{
int i;
glClearColor(0.5, 0.5, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor4f(1,1,1,1);
glBegin(GL_QUADS);
for(i = 0; i < NumTextures; ++i)
glMultiTexCoord2f(GL_TEXTURE0+i, 0, 0);
glVertex2f(0, 0);
for(i = 0; i < NumTextures; ++i)
glMultiTexCoord2f(GL_TEXTURE0+i, 16, 0);
glVertex2f(1, 0);
for(i = 0; i < NumTextures; ++i)
glMultiTexCoord2f(GL_TEXTURE0+i, 16, 11);
glVertex2f(1, 1);
for(i = 0; i < NumTextures; ++i)
glMultiTexCoord2f(GL_TEXTURE0+i, 0, 11);
glVertex2f(0, 1);
glEnd();
}
static bool
DoTest(void)
{
int x, y;
bool pass = true;
for(x = 0; x < NumTextures; ++x) {
for(y = 0; y < 11; ++y) {
float expected[4];
int clr;
int probe_x = (2*x+1) * piglit_width / 32;
int probe_y = (2*y+1) * piglit_height / 22;
clr = (x+y)%7;
expected[0] = colors[clr][0] / 255.0;
expected[1] = colors[clr][1] / 255.0;
expected[2] = colors[clr][2] / 255.0;
expected[3] = colors[clr][3] / 255.0;
pass = pass && piglit_probe_pixel_rgba(probe_x, probe_y,
expected);
}
}
return pass;
}
enum piglit_result
piglit_display(void)
{
int pass;
DoFrame();
pass = DoTest();
piglit_present_results();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
void piglit_init(int argc, char **argv)
{
int i;
int maxtextures;
piglit_require_gl_version(13);
piglit_require_extension("GL_ARB_texture_rectangle");
glGetIntegerv(GL_MAX_TEXTURE_UNITS, &maxtextures);
if (maxtextures < NumTextures)
NumTextures = maxtextures;
glGenTextures(NumTextures, Textures);
for(i = 0; i < NumTextures; ++i) {
GLubyte tex[11*16*4];
GLubyte* p;
int x, y;
ActiveTexture(i);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, Textures[i]);
p = tex;
for(y = 0; y < 11; ++y) {
for(x = 0; x < 16; ++x, p += 4) {
if (x != i) {
p[0] = p[1] = p[2] = p[3] = 255;
} else {
int clr = (x+y)%7;
p[0] = colors[clr][0];
p[1] = colors[clr][1];
p[2] = colors[clr][2];
p[3] = colors[clr][3];
}
}
}
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, 16, 11, 0,
GL_RGBA, GL_UNSIGNED_BYTE, tex);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
piglit_ortho_projection(1.0, 1.0, GL_FALSE);
}
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