/* * 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. * * Authors: * Marek Olšák */ /** * Tests that binding the maximum number of textures in both the vertex and * fragment shader works. */ #include #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 20; config.window_width = 300; config.window_height = 300; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE; PIGLIT_GL_TEST_CONFIG_END static const char *vs_source = "#define NUM %i \n" "uniform sampler2D vertex_tex[NUM]; \n" "uniform int vertex_index;" "varying vec3 vertex_tex_color; \n" "void main() \n" "{ \n" " int i; \n" " gl_Position = gl_Vertex; \n" " vertex_tex_color = vec3(0.0); \n" " for (i = 0; i < NUM; i++) \n" " if (i == vertex_index) \n" " vertex_tex_color = texture2DLod(vertex_tex[i], vec2(%f), 0.0).xyz; \n" "} \n"; static const char *vs_source_no_textures = "varying vec3 vertex_tex_color; \n" "void main() \n" "{ \n" " gl_Position = gl_Vertex; \n" " vertex_tex_color = vec3(0.0); \n" "} \n"; static const char *fs_source = "#define NUM %i \n" "uniform sampler2D fragment_tex[NUM]; \n" "uniform int fragment_index;" "varying vec3 vertex_tex_color; \n" "void main() \n" "{ \n" " int i; \n" " vec3 fragment_tex_color = vec3(0.0); \n" " for (i = 0; i < NUM; i++) \n" " if (i == fragment_index) \n" " fragment_tex_color = texture2D(fragment_tex[i], vec2(%f), 0.0).xyz; \n" " gl_FragColor = vec4(fragment_tex_color + vertex_tex_color, 1.0); \n" "} \n"; GLuint prog; static int max_vs_textures, max_fs_textures; static void get_texture_color(int unit, float out[4]) { out[0] = (unit % 16) / 15.0; out[1] = (unit / 16) / 15.0; out[2] = 0; out[3] = 1; } static void set_uniform(GLuint prog, const char *name, int value) { GLuint loc = glGetUniformLocation(prog, name); if (loc != -1) glUniform1i(loc, value); } static GLvoid draw_rect_core(int ix, int iy, int iw, int ih) { float x = -1 + 2.0*ix/piglit_width; float y = -1 + 2.0*iy/piglit_height; float w = 2.0*iw/piglit_width; float h = 2.0*ih/piglit_height; float verts[4][4]; GLuint vbo; verts[0][0] = x; verts[0][1] = y; verts[0][2] = 0.0; verts[0][3] = 1.0; verts[1][0] = x + w; verts[1][1] = y; verts[1][2] = 0.0; verts[1][3] = 1.0; verts[2][0] = x + w; verts[2][1] = y + h; verts[2][2] = 0.0; verts[2][3] = 1.0; verts[3][0] = x; verts[3][1] = y + h; verts[3][2] = 0.0; verts[3][3] = 1.0; glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, NULL); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDisableVertexAttribArray(0); glDeleteBuffers(1, &vbo); } static GLboolean probe_pixel(int unit, int x, int y) { float expected[4]; get_texture_color(unit, expected); if (piglit_probe_pixel_rgb(x, y, expected)) return GL_TRUE; printf(" When testing texture unit %i\n", unit); return GL_FALSE; } enum piglit_result piglit_display(void) { GLboolean pass = GL_TRUE; int i, unit, x, y; glClear(GL_COLOR_BUFFER_BIT); x = 0; y = 0; unit = 0; set_uniform(prog, "fragment_index", max_fs_textures); for (i = 0; i < max_vs_textures; i++) { set_uniform(prog, "vertex_index", i); draw_rect_core(x, y, 20, 20); pass = probe_pixel(unit, x+10, y+10) && pass; unit++; x += 20; if (x+20 > piglit_width) { x = 0; y += 20; } } set_uniform(prog, "vertex_index", max_vs_textures); for (i = 0; i < max_fs_textures; i++) { set_uniform(prog, "fragment_index", i); draw_rect_core(x, y, 20, 20); pass = probe_pixel(unit, x+10, y+10) && pass; unit++; x += 20; if (x+20 > piglit_width) { x = 0; y += 20; } } piglit_check_gl_error(GL_NO_ERROR); piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } static void set_texture(int unit) { GLuint tex; float color[4]; get_texture_color(unit, color); glGenTextures(1, &tex); glActiveTexture(GL_TEXTURE0 + unit); glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 1, 1, 0, GL_RGB, GL_FLOAT, color); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, color); piglit_check_gl_error(GL_NO_ERROR); } void piglit_init(int argc, char **argv) { GLuint vs, fs, vao; int max_combined_textures, i, unit; char str[2048]; float texcoord = 0.5; if (argc == 2 && strcmp(argv[1], "border") == 0) { /* Sample outside of the texture, testing border color. */ texcoord = 5.0; } else if (argc != 1) { printf("Usage: max-samples [border]\n"); piglit_report_result(PIGLIT_SKIP); } /* get limits */ glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_fs_textures); glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &max_vs_textures); glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_combined_textures); printf("GL_MAX_TEXTURE_IMAGE_UNITS = %d\n", max_fs_textures); printf("GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = %d\n", max_vs_textures); printf("GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS = %d\n", max_combined_textures); assert(max_fs_textures <= max_combined_textures); max_vs_textures = MIN2(max_vs_textures, max_combined_textures - max_fs_textures); /* compile shaders */ if (max_vs_textures) { sprintf(str, vs_source, max_vs_textures, texcoord); vs = piglit_compile_shader_text(GL_VERTEX_SHADER, str); } else { vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_source_no_textures); } sprintf(str, fs_source, max_fs_textures, texcoord); fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, str); prog = piglit_link_simple_program(vs, fs); glUseProgram(prog); piglit_check_gl_error(GL_NO_ERROR); /* initialize textures */ unit = 0; for (i = 0; i < max_vs_textures; i++) { char name[64]; sprintf(name, "vertex_tex[%i]", i); set_uniform(prog, name, unit); set_texture(unit); unit++; } for (i = 0; i < max_fs_textures; i++) { char name[64]; sprintf(name, "fragment_tex[%i]", i); set_uniform(prog, name, unit); set_texture(unit); unit++; } glClearColor(0.0, 0.0, 1.0, 1.0); if (piglit_get_gl_version() >= 30) { glGenVertexArrays(1, &vao); glBindVertexArray(vao); } piglit_check_gl_error(GL_NO_ERROR); }