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/*
* Copyright (c) The Piglit project 2008
*
* 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
* on the rights to use, copy, modify, merge, publish, distribute, sub
* license, 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 NON-INFRINGEMENT. IN NO EVENT SHALL
* VA LINUX SYSTEM, IBM AND/OR THEIR SUPPLIERS 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
* Test the GL_EXT_texture_lod_bias extension.
*
* Only test LOD bias with a granularity of 1.0 with a nearest mip filter.
* This leaves room for somewhat inaccurate hardware implementations.
* The point of this test is that the implementation has to get the big
* picture issues right:
*
* 1. LOD bias is per texture stage, not per texture object.
* 2. LOD bias is applied *before* clamping.
* 3. The supported bias range must be reported correctly.
*
* @todo
* Check per-texture object LOD bias (support for this was added in OpenGL 1.4).
* In particular, check interaction of per-texture and per-TexUnit bias.
* Check clamping behaviour.
*/
#include "piglit-framework.h"
#include "piglit-util.h"
#define SquareSize 32
int piglit_width = 3*SquareSize;
int piglit_height = 3*SquareSize;
int piglit_window_mode = GLUT_RGB | GLUT_DOUBLE;
static int CurrentTest = 0;
static int CurrentBias = 0;
static int CurrentBias2 = 0;
static int MaxTextureLodBias;
static GLuint Textures[2];
#define NrTests 2
/**
* The test uses two 4x4 clamped, mipmapped textures (i.e. 3 mip levels)
* with the following RGB colors on each level.
*
* Note: Black is used as a background color, so don't use black for the textures.
*/
static GLfloat TextureData[2][3][3] = {
{ { 0.5, 0.5, 0.5 }, { 0.5, 0.0, 0.0 }, { 0.0, 0.5, 0.0 } },
{ { 0.0, 0.0, 0.5 }, { 0.5, 0.5, 0.0 }, { 0.0, 0.5, 0.5 } }
};
static GLboolean
probe_cell(const char* testname, int cellx, int celly, const float* expected)
{
int x, y;
for(y = 0; y < 4; ++y) {
for(x = 0; x < 4; ++x) {
int pixx = (5*cellx+x+1)*SquareSize/5;
int pixy = (5*celly+y+1)*SquareSize/5;
if (!piglit_probe_pixel_rgb(pixx, pixy, expected)) {
fprintf(stderr, "%s: %i,%i failed\n", testname, cellx, celly);
return GL_FALSE;
}
}
}
return GL_TRUE;
}
static float scale_for_miplevel(int bias, int level)
{
float base = SquareSize/(4>>level);
if (bias >= 0)
return base/(float)(1<<bias);
else
return base*(float)(1<<(-bias));
}
static GLboolean
test_simple_texture(int tex, int bias)
{
GLboolean pass = GL_TRUE;
int level;
glBindTexture(GL_TEXTURE_2D, Textures[tex]);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, bias);
for(level = 0; level < 3; ++level) {
float scale = scale_for_miplevel(bias, level);
glPushMatrix();
glScalef(SquareSize, SquareSize, 1.0);
glTranslatef(level, tex, 0.0);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0); glVertex2f(0, 0);
glTexCoord2f(scale, 0.0); glVertex2f(1, 0);
glTexCoord2f(scale, scale); glVertex2f(1, 1);
glTexCoord2f(0.0, scale); glVertex2f(0, 1);
glEnd();
glPopMatrix();
pass = probe_cell("test_simple", level, tex,
TextureData[tex][level]) && pass;
}
return pass;
}
/**
* Simple test: Attempt to draw all LOD levels of both textures
* at the given LOD bias.
*/
static GLboolean
test_simple(int bias1, int bias2)
{
GLboolean pass = GL_TRUE;
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
pass = test_simple_texture(0, bias1) && pass;
pass = test_simple_texture(1, bias2) && pass;
glDisable(GL_TEXTURE_2D);
if (!piglit_automatic)
glutSwapBuffers();
return pass;
}
static GLboolean
test_multitex_combo(int bias1, int level1, int bias2, int level2)
{
float scale1 = scale_for_miplevel(bias1, level1);
float scale2 = scale_for_miplevel(bias2, level2);
GLfloat expected[3];
int i;
for(i = 0; i < 3; ++i)
expected[i] = TextureData[0][level1][i] + TextureData[1][level2][i];
glPushMatrix();
glScalef(SquareSize, SquareSize, 1.0);
glTranslatef(level1, level2, 0.0);
glBegin(GL_QUADS);
glMultiTexCoord2f(GL_TEXTURE0, 0.0, 0.0);
glMultiTexCoord2f(GL_TEXTURE1, 0.0, 0.0);
glVertex2f(0, 0);
glMultiTexCoord2f(GL_TEXTURE0, scale1, 0.0);
glMultiTexCoord2f(GL_TEXTURE1, scale2, 0.0);
glVertex2f(1, 0);
glMultiTexCoord2f(GL_TEXTURE0, scale1, scale1);
glMultiTexCoord2f(GL_TEXTURE1, scale2, scale2);
glVertex2f(1, 1);
glMultiTexCoord2f(GL_TEXTURE0, 0.0, scale1);
glMultiTexCoord2f(GL_TEXTURE1, 0.0, scale2);
glVertex2f(0, 1);
glEnd();
glPopMatrix();
return probe_cell("multitex", level1, level2, expected);
}
/**
* Test combinations of LOD bias when multitexturing.
*/
static GLboolean
test_multitex(int bias1, int bias2)
{
GLboolean pass = GL_TRUE;
int x, y;
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, Textures[0]);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, bias1);
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, Textures[1]);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);
glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, bias2);
for(y = 0; y < 3; ++y) {
for(x = 0; x < 3; ++x)
pass = test_multitex_combo(bias1, x, bias2, y) && pass;
}
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glDisable(GL_TEXTURE_2D);
if (!piglit_automatic)
glutSwapBuffers();
return pass;
}
enum piglit_result
piglit_display(void)
{
GLboolean pass = GL_TRUE;
piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
if (piglit_automatic) {
int bias1, bias2;
for(bias1 = -MaxTextureLodBias; bias1 <= MaxTextureLodBias; bias1++) {
for(bias2 = -MaxTextureLodBias; bias2 <= MaxTextureLodBias; bias2++) {
pass = pass && test_simple(bias1, bias2);
pass = pass && test_multitex(bias1, bias2);
}
}
} else {
if (CurrentTest == 0) {
pass = test_simple(CurrentBias, CurrentBias2);
} else {
pass = test_multitex(CurrentBias, CurrentBias2);
}
}
return pass ? PIGLIT_SUCCESS : PIGLIT_FAILURE;
}
static void Key(unsigned char key, int x, int y)
{
(void) x;
(void) y;
switch (key) {
case 't':
CurrentTest++;
if (CurrentTest >= NrTests)
CurrentTest = 0;
printf("Test: %s\n", CurrentTest ? "multitexturing" : "simple");
break;
case 'b':
CurrentBias--;
if (CurrentBias < -MaxTextureLodBias)
CurrentBias = -MaxTextureLodBias;
break;
case 'B':
CurrentBias++;
if (CurrentBias > MaxTextureLodBias)
CurrentBias = MaxTextureLodBias;
break;
case 'n':
CurrentBias2--;
if (CurrentBias2 < -MaxTextureLodBias)
CurrentBias2 = -MaxTextureLodBias;
break;
case 'N':
CurrentBias2++;
if (CurrentBias2 > MaxTextureLodBias)
CurrentBias2 = MaxTextureLodBias;
break;
case 27:
exit(0);
break;
}
printf("Current LOD bias: 1st tex: %i 2nd tex: %i\n", CurrentBias, CurrentBias2);
glutPostRedisplay();
}
void
piglit_init(int argc, char **argv)
{
int i;
if (!GLEW_VERSION_1_3) {
printf("Requires OpenGL 1.3\n");
piglit_report_result(PIGLIT_SKIP);
}
piglit_require_extension("GL_EXT_texture_lod_bias");
glGetIntegerv(GL_MAX_TEXTURE_LOD_BIAS_EXT, &MaxTextureLodBias);
if (!piglit_automatic)
printf("MAX_TEXTURE_LOD_BIAS_EXT = %i\n", MaxTextureLodBias);
if (!piglit_automatic) {
printf(
"Press 't' to switch tests\n"
"Press 'b'/'B' to change primary LOD bias\n"
"Press 'n'/'N' to change secondary LOD bias\n"
"Press 'Escape' to quit\n");
glutKeyboardFunc(Key);
}
glGenTextures(2, Textures);
for(i = 0; i < 2; ++i) {
int level;
glBindTexture(GL_TEXTURE_2D, Textures[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
for(level = 0; level < 3; ++level) {
GLfloat texdata[16][3];
int dim = 4 >> level;
int j;
for(j = 0; j < dim*dim; ++j) {
texdata[j][0] = TextureData[i][level][0];
texdata[j][1] = TextureData[i][level][1];
texdata[j][2] = TextureData[i][level][2];
}
glTexImage2D(GL_TEXTURE_2D, level, GL_RGB, dim, dim, 0, GL_RGB, GL_FLOAT, texdata);
}
}
glReadBuffer(GL_BACK);
}
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