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/*
* Copyright © 2011 Intel Corporation
* Copyright © 2011 Marek Olšák <maraeo@gmail.com>
*
* 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.
*/
#include "piglit-util.h"
/**
* @file copyteximage.c
*
* Tests that conditional rendering does not affect glCopyTexImage2D().
*
* It's something that would be likely to be implemented through
* normal rendering inside of the driver, and thus easy to
* accidentally disable during conditional rendering.
*/
PIGLIT_GL_TEST_MAIN(
32 /*window_width*/,
32 /*window_height*/,
GLUT_DOUBLE | GLUT_RGB | GLUT_ALPHA)
static void
fill_tex(int level, int w, int h, const GLfloat *color)
{
GLfloat *data;
int i;
data = malloc(w * h * 4 * sizeof(GLfloat));
for (i = 0; i < 4 * w * h; i += 4) {
data[i + 0] = color[0];
data[i + 1] = color[1];
data[i + 2] = color[2];
data[i + 3] = color[3];
}
glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, w, h, 0,
GL_RGBA, GL_FLOAT, data);
free(data);
}
enum piglit_result
piglit_display(void)
{
bool pass = true;
float red[4] = {1.0, 0.0, 0.0, 0.0};
float green[4] = {0.0, 1.0, 0.0, 0.0};
GLuint q, texture;
glClearColor(0.5, 0.5, 0.5, 0.5);
glClear(GL_COLOR_BUFFER_BIT);
/* Draw bottom half of window to green. */
glColor4fv(green);
piglit_draw_rect(-1, -1, 2, 1);
glColor4f(1, 1, 1, 1);
/* Set up a red texture. */
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
fill_tex(0, piglit_width, piglit_height / 2, red);
glGenQueries(1, &q);
/* Generate query fail. */
glBeginQuery(GL_SAMPLES_PASSED, q);
glEndQuery(GL_SAMPLES_PASSED);
/* This should not be affected by conditional rendering. */
glBeginConditionalRenderNV(q, GL_QUERY_WAIT_NV);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, piglit_width, piglit_height / 2, 0);
glEndConditionalRenderNV();
/* Draw the texture. */
glEnable(GL_TEXTURE_2D);
piglit_draw_rect_tex(-1, 0, 2, 1,
0, 0, 1, 1);
glDisable(GL_TEXTURE_2D);
pass = piglit_probe_rect_rgba(0, 0, piglit_width, piglit_height,
green);
glutSwapBuffers();
glDeleteQueries(1, &q);
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
void
piglit_init(int argc, char **argv)
{
if (piglit_get_gl_version() < 20) {
printf("Requires OpenGL 2.0\n");
piglit_report_result(PIGLIT_SKIP);
}
piglit_require_extension("GL_NV_conditional_render");
}
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