/* * 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; config.khr_no_error_support = PIGLIT_NO_ERRORS; 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(); }