/* * Copyright (c) 2012 VMware, Inc. * * 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 THE AUTHORS 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. */ /** * Tests 3D texture with depth=1 (to make sure it's not errantly treated * as a 2D texture. * * Brian Paul * 28 Aug 2012 */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_visual = PIGLIT_GL_VISUAL_RGBA; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END #define TEX_SIZE 8 static const float green[4] = {0.0, 1.0, 0.0, 1.0}; enum piglit_result piglit_display(void) { /* texcoords with R=-1.0 to sample the border color */ static const GLfloat texcoords[4][3] = { { 0.0, 0.0, -1.0 }, { 1.0, 0.0, -1.0 }, { 1.0, 1.0, -1.0 }, { 0.0, 1.0, -1.0 } }; GLfloat verts[4][2]; bool pass; piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE); glClear(GL_COLOR_BUFFER_BIT); verts[0][0] = 0.0; verts[0][1] = 0.0; verts[1][0] = piglit_width; verts[1][1] = 0.0; verts[2][0] = piglit_width; verts[2][1] = piglit_height; verts[3][0] = 0.0; verts[3][1] = piglit_height; glVertexPointer(2, GL_FLOAT, 0, verts); glTexCoordPointer(3, GL_FLOAT, 0, texcoords); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); /* Should have drawn solid green since we're sampling the * texture border color for all fragments drawn. If red is * seen, it's probably because the 3D texture (with depth=1) * is being treated as a 2D texture. * * BTW, another way the difference between 2D/3D textures * could be detected would be with R-coordinate derivatives * and LOD selection. */ pass = piglit_probe_rect_rgba(0, 0, piglit_width - 1, piglit_height - 1, green); piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { GLubyte pixels[TEX_SIZE][TEX_SIZE][4]; GLuint tex; int i, j; piglit_require_gl_version(13); /* solid red texture */ for (i = 0; i < TEX_SIZE; i++) { for (j = 0; j < TEX_SIZE; j++) { pixels[i][j][0] = 255; pixels[i][j][1] = 0; pixels[i][j][2] = 0; pixels[i][j][3] = 255; } } glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_3D, tex); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_BORDER); glTexParameterfv(GL_TEXTURE_3D, GL_TEXTURE_BORDER_COLOR, green); glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, TEX_SIZE, TEX_SIZE, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); glEnable(GL_TEXTURE_3D); }