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/*
* Copyright © 2012 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.
*/
/**
* @file framebufferblit.c
*
* Tests interaction between GL_ARB_sampler_objects and
* GL_EXT_framebuffer_blit. There was a bug in mesa in which the
* fbblit would accidentally apply an active sampler object from a
* texture.
*
* To test this, ask for a nearest blit stretching from single pixel
* to the window, and check if the LINEAR on the sampler object makes
* the neighbors of that pixel get filtered in.
*/
#include "piglit-util-gl-common.h"
#include "piglit-framework.h"
PIGLIT_GL_TEST_MAIN(
16 /*window_width*/,
16 /*window_height*/,
PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_ALPHA)
enum piglit_result
piglit_display(void)
{
bool pass = true;
GLuint tex, sampler, fb;
const float tex_data[16] = {0, 1, 0, 0,
1, 0, 0, 0,
1, 0, 0, 0,
1, 0, 0, 0};
const float *green = tex_data;
glClearColor(0, 0, 1, 0);
glClear(GL_COLOR_BUFFER_BIT);
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0,
GL_RGBA, GL_FLOAT, tex_data);
glGenFramebuffers(1, &fb);
glBindFramebuffer(GL_FRAMEBUFFER, fb);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_2D,
tex,
0);
assert(glGetError() == 0);
glGenSamplers(1, &sampler);
glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindSampler(0, sampler);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fb);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, 1, 1,
0, 0, piglit_width, piglit_height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
pass = piglit_probe_rect_rgba(0, 0, piglit_width, piglit_height, green);
piglit_present_results();
glDeleteSamplers(1, &sampler);
glDeleteTextures(1, &tex);
glDeleteFramebuffers(1, &fb);
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
void
piglit_init(int argc, char **argv)
{
piglit_require_extension("GL_ARB_sampler_objects");
piglit_require_extension("GL_EXT_framebuffer_blit");
piglit_require_extension("GL_EXT_texture_swizzle");
piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
}
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