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/*
* Copyright (c) 2010 VMware, Inc.
*
* Permission is hereby , 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.
*
*
* Test GL_EXT_texture_array and GL_MESA_texture_array.
* Note that the Mesa extension works with fixed-function fragment
* processing whereas the EXT version only works with shaders.
*
* Author: Brian Paul
*/
#include "piglit-util-gl.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_compat_version = 10;
config.window_width = 700;
config.window_height = 400;
config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGB;
PIGLIT_GL_TEST_CONFIG_END
int height = 100, ybase = 0;
static const char *prog = "array-texture";
static GLboolean have_MESA_texture_array;
static GLuint array_tex_1d;
static GLuint array_tex_2d;
/*
* We'll set each texture slice to a different solid color.
* XXX a better test would vary the color within each slice too.
*/
#define NUM_COLORS 7
static GLfloat colors[NUM_COLORS][3] = {
{1.0, 0.0, 0.0},
{0.0, 1.0, 0.0},
{0.0, 0.0, 1.0},
{0.0, 0.0, 1.0},
{0.0, 1.0, 0.0},
{1.0, 1.0, 0.0},
{1.0, 1.0, 1.0}
};
static const char *frag_shader_2d_array_text =
"#extension GL_EXT_texture_array : enable \n"
"uniform sampler2DArray tex; \n"
"void main() \n"
"{ \n"
" gl_FragColor = texture2DArray(tex, gl_TexCoord[0].xyz); \n"
"} \n";
static GLuint frag_shader_2d_array;
static GLuint program_2d_array;
static const char *frag_shader_1d_array_text =
"#extension GL_EXT_texture_array : enable \n"
"uniform sampler1DArray tex; \n"
"void main() \n"
"{ \n"
" gl_FragColor = texture1DArray(tex, gl_TexCoord[0].xy); \n"
"} \n";
static GLuint frag_shader_1d_array;
static GLuint program_1d_array;
/* debug aid */
static void
check_error(int line)
{
GLenum err = glGetError();
if (err) {
printf("%s: GL error 0x%x at line %d\n", prog, err, line);
}
}
static GLuint
make_2d_array_texture(void)
{
GLfloat img[NUM_COLORS][64][32][4];
GLuint tex;
int i, j, k;
for (i = 0; i < NUM_COLORS; i++) {
for (j = 0; j < 64; j++) {
for (k = 0; k < 32; k++) {
img[i][j][k][0] = colors[i][0];
img[i][j][k][1] = colors[i][1];
img[i][j][k][2] = colors[i][2];
img[i][j][k][3] = 1.0;
}
}
}
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D_ARRAY_EXT, tex);
check_error(__LINE__);
glTexImage3D(GL_TEXTURE_2D_ARRAY_EXT, 0, GL_RGBA,
32, 64, NUM_COLORS, /* w, h, d */
0, /* border */
GL_RGBA, GL_FLOAT, img);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
check_error(__LINE__);
return tex;
}
static GLuint
make_1d_array_texture(void)
{
GLfloat img[NUM_COLORS][16][4];
GLuint tex;
int i, j;
for (i = 0; i < NUM_COLORS; i++) {
for (j = 0; j < 16; j++) {
img[i][j][0] = colors[i][0];
img[i][j][1] = colors[i][1];
img[i][j][2] = colors[i][2];
img[i][j][3] = 1.0;
}
}
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_1D_ARRAY_EXT, tex);
check_error(__LINE__);
glTexImage2D(GL_TEXTURE_1D_ARRAY_EXT, 0, GL_RGBA,
16, NUM_COLORS, /* w, depth */
0, /* border */
GL_RGBA, GL_FLOAT, img);
glTexParameteri(GL_TEXTURE_1D_ARRAY_EXT, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D_ARRAY_EXT, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
check_error(__LINE__);
return tex;
}
static GLboolean
test_2d_array_texture(GLuint tex)
{
GLboolean pass, ret = GL_TRUE;
int i;
float width = piglit_width / NUM_COLORS;
float x = 0.0;
glBindTexture(GL_TEXTURE_2D_ARRAY_EXT, tex);
/* render each image in the array, check its color */
for (i = 0; i < NUM_COLORS; i++) {
GLfloat r = (GLfloat) i;
glBegin(GL_POLYGON);
glTexCoord3f(0, 0, r); glVertex2f(x, ybase);
glTexCoord3f(1, 0, r); glVertex2f(x + width, ybase);
glTexCoord3f(1, 1, r); glVertex2f(x + width, ybase + height);
glTexCoord3f(0, 1, r); glVertex2f(x, ybase + height);
glEnd();
pass = piglit_probe_pixel_rgb(x + (width / 2), ybase + (height / 2),
colors[i]);
x += width;
if (!pass) {
printf("%s: failed for 2D image/slice %d\n", prog, i);
}
ret &= pass;
}
glBindTexture(GL_TEXTURE_2D_ARRAY_EXT, 0);
return ret;
}
static GLboolean
test_1d_array_texture(GLuint tex)
{
GLboolean pass, ret = GL_TRUE;
int i;
float width = piglit_width / NUM_COLORS;
float x = 0.0;
glBindTexture(GL_TEXTURE_1D_ARRAY_EXT, tex);
/* render each image in the array, check its color */
for (i = 0; i < NUM_COLORS; i++) {
GLfloat r = (GLfloat) i;
glBegin(GL_POLYGON);
glTexCoord2f(0, r); glVertex2f(x, ybase);
glTexCoord2f(1, r); glVertex2f(x + width, ybase);
glTexCoord2f(1, r); glVertex2f(x + width, ybase + height);
glTexCoord2f(0, r); glVertex2f(x, ybase + height);
glEnd();
glFinish();
pass = piglit_probe_pixel_rgb(x + (width / 2), ybase + (height / 2),
colors[i]);
x += width;
if (!pass) {
printf("%s: failed for 1D image/slice %d\n", prog, i);
}
ret &= pass;
}
glBindTexture(GL_TEXTURE_1D_ARRAY_EXT, 0);
return ret;
}
enum piglit_result
piglit_display(void)
{
GLboolean pass = GL_TRUE;
GLint loc;
if (!frag_shader_2d_array) {
printf("%s: failed to compile 2D fragment shader.\n", prog);
return PIGLIT_FAIL;
}
if (!program_2d_array) {
printf("%s: failed to link 2D shader program.\n", prog);
return PIGLIT_FAIL;
}
if (!frag_shader_1d_array) {
printf("%s: failed to compile 1D fragment shader.\n", prog);
return PIGLIT_FAIL;
}
if (!program_1d_array) {
printf("%s: failed to link 1D shader program.\n", prog);
return PIGLIT_FAIL;
}
piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
ybase = 0;
/*
* Test 2d array texture with fragment shader
*/
{
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program_2d_array);
loc = glGetUniformLocation(program_2d_array, "tex");
glUniform1i(loc, 0); /* texture unit p */
pass &= test_2d_array_texture(array_tex_2d);
glUseProgram(0);
}
ybase = 100;
/*
* Test 2d array texture with fixed function
*/
if (have_MESA_texture_array) {
glEnable(GL_TEXTURE_2D_ARRAY_EXT);
check_error(__LINE__);
pass &= test_2d_array_texture(array_tex_2d);
glDisable(GL_TEXTURE_2D_ARRAY_EXT);
check_error(__LINE__);
}
ybase = 200;
/*
* Test 1d array texture with fragment shader
*/
{
glUseProgram(program_1d_array);
loc = glGetUniformLocation(program_1d_array, "tex");
glUniform1i(loc, 0); /* texture unit p */
pass &= test_1d_array_texture(array_tex_1d);
glUseProgram(0);
}
ybase = 300;
/*
* Test 1d array texture with fixed function
*/
if (have_MESA_texture_array) {
glEnable(GL_TEXTURE_1D_ARRAY_EXT);
check_error(__LINE__);
pass &= test_1d_array_texture(array_tex_1d);
glDisable(GL_TEXTURE_1D_ARRAY_EXT);
check_error(__LINE__);
}
piglit_present_results();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
void
piglit_init(int argc, char **argv)
{
piglit_require_extension("GL_EXT_texture_array");
have_MESA_texture_array = piglit_is_extension_supported("GL_MESA_texture_array");
/* Make shader programs */
frag_shader_2d_array =
piglit_compile_shader_text(GL_FRAGMENT_SHADER,
frag_shader_2d_array_text);
check_error(__LINE__);
program_2d_array = piglit_link_simple_program(0, frag_shader_2d_array);
check_error(__LINE__);
frag_shader_1d_array =
piglit_compile_shader_text(GL_FRAGMENT_SHADER,
frag_shader_1d_array_text);
check_error(__LINE__);
program_1d_array = piglit_link_simple_program(0, frag_shader_1d_array);
check_error(__LINE__);
/* make array textures */
array_tex_2d = make_2d_array_texture();
array_tex_1d = make_1d_array_texture();
}
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