/* * 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" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA; PIGLIT_GL_TEST_CONFIG_END 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, piglit_winsys_fbo); glBlitFramebuffer(0, 0, 1, 1, 0, 0, piglit_width, piglit_height, GL_COLOR_BUFFER_BIT, GL_NEAREST); glBindFramebuffer(GL_FRAMEBUFFER, piglit_winsys_fbo); 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); }