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/*
* 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.
*/
// author: Ben Holmes
/* This test utilizes a texture sampling function in GLSL that specifies a
* LOD bias. Create a texture with a 4x4 checkerboard pattern. Draw that
* texture with all of the positive LOD biases that will result in a mipmap
* level greater than or equal to 4x4 (single texel tiles) being used. Verify
* that all the image are the same.
*/
#include "piglit-util-gl.h"
/* Pick the number of LODs to examine and the size of the texture so that the
* smallest LOD is the one where each of the 4x4 tiles in the checkerboard
* texture is 1x1.
*/
#define TEST_COLS 5
#define BOX_SIZE (1 << (TEST_COLS + 1))
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_compat_version = 10;
config.window_width = (BOX_SIZE+2)*TEST_COLS+1;
config.window_height = (BOX_SIZE+1)+1;
config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
PIGLIT_GL_TEST_CONFIG_END
static GLuint tex[1];
static GLint prog;
static GLint vs;
static GLint fs;
static GLint tex_loc;
static GLint bias_loc;
static void loadTex(void);
static void compileLinkProg(void);
static const char *vertShaderText =
"varying vec2 texCoords;\n"
"void main()\n"
"{ \n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
" texCoords = gl_MultiTexCoord0.st;\n"
"} \n";
static const char *fragShaderText =
"uniform sampler2D tex2d;\n"
"uniform float lodBias;\n"
"varying vec2 texCoords;\n"
"void main()\n"
"{ \n"
" gl_FragColor = texture2D(tex2d, texCoords, lodBias);\n"
"} \n";
static const float clear_color[4] = {0.6, 0.6, 0.6, 1.0};
static const float green[4] = {0.0, 1.0, 0.0, 1.0};
static const float pink[4] = {1.0, 0.0, 1.0, 0.0}; /* Note: 0.0 alpha */
void
piglit_init(int argc, char **argv)
{
piglit_require_gl_version(20);
loadTex();
compileLinkProg();
piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
glEnable(GL_TEXTURE_2D);
glClearColor(clear_color[0], clear_color[1],
clear_color[2], clear_color[3]);
}
static void
compileLinkProg(void)
{
GLint stat;
vs = glCreateShader(GL_VERTEX_SHADER);
fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vs, 1, (const GLchar **) &vertShaderText, NULL);
glShaderSource(fs, 1, (const GLchar **) &fragShaderText, NULL);
glCompileShader(vs);
glGetShaderiv(vs, GL_COMPILE_STATUS, &stat);
if (!stat) {
printf("error compiling vertex shader!\n");
exit(1);
}
glCompileShader(fs);
glGetShaderiv(fs, GL_COMPILE_STATUS, &stat);
if (!stat) {
printf("error compiling fragment shader!\n");
exit(1);
}
prog = glCreateProgram();
glAttachShader(prog, vs);
glAttachShader(prog, fs);
glLinkProgram(prog);
glUseProgram(prog);
tex_loc = glGetUniformLocation(prog, "tex2d");
bias_loc = glGetUniformLocation(prog, "lodBias");
glUniform1i(tex_loc, 0);
}
static void
loadTex(void)
{
#define height BOX_SIZE
#define width BOX_SIZE
int i, j;
GLfloat texData[width][height][4];
for (i=0; i < width; ++i) {
for (j=0; j < height; ++j) {
if ((i ^ j) & (BOX_SIZE / 4)) {
memcpy(texData[i][j], pink, sizeof(pink));
}
else {
memcpy(texData[i][j], green, sizeof(green));
}
}
}
glGenTextures(1, tex);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex[0]);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST_MIPMAP_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_RGBA, width, height, 0,
GL_RGBA, GL_FLOAT, texData);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
#undef height
#undef width
}
enum piglit_result
piglit_display(void)
{
const int tile_size = BOX_SIZE / 4;
GLboolean pass = GL_TRUE;
unsigned i;
glClear(GL_COLOR_BUFFER_BIT);
for (i = 0; i < TEST_COLS; i++) {
const int x = 1 + ((BOX_SIZE + 2) * i);
glUniform1f(bias_loc, (float) i);
/* Draw the rectangle the same size as the texture. This
* guarantees that the unbiased LOD will be 0.0.
*/
piglit_draw_rect_tex((float) x, 1.0,
BOX_SIZE, BOX_SIZE,
0.0, 0.0, 1.0, 1.0);
/* The middle of the lower left tile should be green, and the
* middle of the tile next to it should be the clear color.
*/
if (!piglit_probe_pixel_rgb(x + (3 * tile_size / 2), 2, clear_color)
|| !piglit_probe_pixel_rgb(x + (tile_size / 2), 2, green)) {
pass = GL_FALSE;
}
}
piglit_present_results();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
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