/* * 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. */ /** * \file depth-tex-modes-rg.c * Draws depth textures as RED using both 2d textures and texture rectangles. * * \author Ian Romanick */ #include "piglit-util.h" #include "piglit-framework.h" #include "depth-tex-modes-common.h" static const GLenum depth_texture_modes[] = { GL_RED }; #define BOX_SIZE 64 #define TEST_ROWS 4 #define TEST_COLS ARRAY_SIZE(depth_texture_modes) int piglit_window_mode = GLUT_DOUBLE | GLUT_RGB; int piglit_width = 1 + (TEST_COLS * (BOX_SIZE + 1)); int piglit_height = 1 + (TEST_ROWS * (BOX_SIZE + 1)); GLuint tex[2]; void piglit_init(int argc, char **argv) { (void) argc; (void) argv; piglit_require_extension("GL_ARB_texture_rg"); depth_tex_init(); if (!piglit_automatic) printf(" Lower row: Combined with color\n" " Upper row: combined with alpha\n" " pink: TEXTURE_2D green: TEXTURE_RECTANGLE\n"); } enum piglit_result piglit_display(void) { return depth_tex_display(depth_texture_modes, ARRAY_SIZE(depth_texture_modes), BOX_SIZE); }