diff options
author | Marek Olšák <maraeo@gmail.com> | 2013-05-08 19:45:13 +0200 |
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committer | Marek Olšák <maraeo@gmail.com> | 2013-05-09 22:11:22 +0200 |
commit | 80071932c6777f3b31a55a616682cdbf2998aca4 (patch) | |
tree | 1a675d19684d9ad54543c798841bae5ea5de1339 | |
parent | e3a082631989f669ec72fef263bbf25317e07e87 (diff) |
max-samplers: use the maximum number of textures in all shader stages
Reviewed-by: Brian Paul <brianp@vmware.com>
v2: added changes from Brian (only require GL 2.0, print the limits)
-rw-r--r-- | tests/all.tests | 1 | ||||
-rw-r--r-- | tests/texturing/CMakeLists.gl.txt | 1 | ||||
-rw-r--r-- | tests/texturing/max-samplers.c | 281 |
3 files changed, 283 insertions, 0 deletions
diff --git a/tests/all.tests b/tests/all.tests index 0f2a1efb0..0f80e0bab 100644 --- a/tests/all.tests +++ b/tests/all.tests @@ -672,6 +672,7 @@ add_plain_test(gl20, 'depth-tex-modes-glsl') add_plain_test(gl20, 'fragment-and-vertex-texturing') gl20['incomplete-texture-glsl'] = concurrent_test('incomplete-texture -auto glsl') add_plain_test(gl20, 'tex3d-npot') +add_concurrent_test(gl20, 'max-samplers') gl21 = Group() spec['!OpenGL 2.1'] = gl21 diff --git a/tests/texturing/CMakeLists.gl.txt b/tests/texturing/CMakeLists.gl.txt index c9e5d1117..0534c88a2 100644 --- a/tests/texturing/CMakeLists.gl.txt +++ b/tests/texturing/CMakeLists.gl.txt @@ -40,6 +40,7 @@ piglit_add_executable (lodclamp-between lodclamp-between.c) piglit_add_executable (lodclamp-between-max lodclamp-between-max.c) piglit_add_executable (max-texture-size max-texture-size.c) piglit_add_executable (max-texture-size-level max-texture-size-level.c) +piglit_add_executable (max-samplers max-samplers.c) piglit_add_executable (mipmap-setup mipmap-setup.c) piglit_add_executable (proxy-texture proxy-texture.c) piglit_add_executable (rg-draw-pixels rg-draw-pixels.c) diff --git a/tests/texturing/max-samplers.c b/tests/texturing/max-samplers.c new file mode 100644 index 000000000..ccef4a193 --- /dev/null +++ b/tests/texturing/max-samplers.c @@ -0,0 +1,281 @@ +/* + * 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. + * + * Authors: + * Marek Olšák <maraeo@gmail.com> + */ + +/** + * Tests that binding the maximum number of textures in both the vertex and + * fragment shader works. + */ + +#include <string.h> +#include "piglit-util-gl-common.h" + +PIGLIT_GL_TEST_CONFIG_BEGIN + + config.supports_gl_compat_version = 20; + + config.window_width = 300; + config.window_height = 300; + config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE; + +PIGLIT_GL_TEST_CONFIG_END + +static const char *vs_source = + "#define NUM %i \n" + "uniform sampler2D vertex_tex[NUM]; \n" + "uniform int vertex_index;" + "varying vec3 vertex_tex_color; \n" + "void main() \n" + "{ \n" + " int i; \n" + " gl_Position = gl_Vertex; \n" + " vertex_tex_color = vec3(0.0); \n" + " for (i = 0; i < NUM; i++) \n" + " if (i == vertex_index) \n" + " vertex_tex_color = texture2DLod(vertex_tex[i], vec2(0.5), 0.0).xyz; \n" + "} \n"; + +static const char *vs_source_no_textures = + "varying vec3 vertex_tex_color; \n" + "void main() \n" + "{ \n" + " gl_Position = gl_Vertex; \n" + " vertex_tex_color = vec3(0.0); \n" + "} \n"; + +static const char *fs_source = + "#define NUM %i \n" + "uniform sampler2D fragment_tex[NUM]; \n" + "uniform int fragment_index;" + "varying vec3 vertex_tex_color; \n" + "void main() \n" + "{ \n" + " int i; \n" + " vec3 fragment_tex_color = vec3(0.0); \n" + " for (i = 0; i < NUM; i++) \n" + " if (i == fragment_index) \n" + " fragment_tex_color = texture2D(fragment_tex[i], vec2(0.5), 0.0).xyz; \n" + " gl_FragColor = vec4(fragment_tex_color + vertex_tex_color, 1.0); \n" + "} \n"; + +GLuint prog; +static int max_vs_textures, max_fs_textures; + +static void +get_texture_color(int unit, float out[3]) +{ + out[0] = (unit % 16) / 15.0; + out[1] = (unit / 16) / 15.0; + out[2] = 0; +} + +static void +set_uniform(GLuint prog, const char *name, int value) +{ + GLuint loc = glGetUniformLocation(prog, name); + if (loc != -1) + glUniform1i(loc, value); +} + +static GLvoid +draw_rect_core(int ix, int iy, int iw, int ih) +{ + float x = -1 + 2.0*ix/piglit_width; + float y = -1 + 2.0*iy/piglit_height; + float w = 2.0*iw/piglit_width; + float h = 2.0*ih/piglit_height; + float verts[4][4]; + GLuint vbo; + + verts[0][0] = x; + verts[0][1] = y; + verts[0][2] = 0.0; + verts[0][3] = 1.0; + verts[1][0] = x + w; + verts[1][1] = y; + verts[1][2] = 0.0; + verts[1][3] = 1.0; + verts[2][0] = x + w; + verts[2][1] = y + h; + verts[2][2] = 0.0; + verts[2][3] = 1.0; + verts[3][0] = x; + verts[3][1] = y + h; + verts[3][2] = 0.0; + verts[3][3] = 1.0; + + glGenBuffers(1, &vbo); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW); + + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, NULL); + + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + + glDisableVertexAttribArray(0); + glDeleteBuffers(1, &vbo); +} + +static GLboolean +probe_pixel(int unit, int x, int y) +{ + float expected[3]; + + get_texture_color(unit, expected); + + if (piglit_probe_pixel_rgb(x, y, expected)) + return GL_TRUE; + + printf(" When testing texture unit %i\n", unit); + return GL_FALSE; +} + +enum piglit_result +piglit_display(void) +{ + GLboolean pass = GL_TRUE; + int i, unit, x, y; + + glClear(GL_COLOR_BUFFER_BIT); + + x = 0; + y = 0; + unit = 0; + + set_uniform(prog, "fragment_index", max_fs_textures); + for (i = 0; i < max_vs_textures; i++) { + set_uniform(prog, "vertex_index", i); + draw_rect_core(x, y, 20, 20); + pass = probe_pixel(unit, x+10, y+10) && pass; + + unit++; + x += 20; + if (x+20 > piglit_width) { + x = 0; + y += 20; + } + } + + set_uniform(prog, "vertex_index", max_vs_textures); + for (i = 0; i < max_fs_textures; i++) { + set_uniform(prog, "fragment_index", i); + draw_rect_core(x, y, 20, 20); + pass = probe_pixel(unit, x+10, y+10) && pass; + + unit++; + x += 20; + if (x+20 > piglit_width) { + x = 0; + y += 20; + } + } + + piglit_check_gl_error(GL_NO_ERROR); + piglit_present_results(); + + return pass ? PIGLIT_PASS : PIGLIT_FAIL; +} + +static void +set_texture(int unit) +{ + GLuint tex; + float color[3]; + + get_texture_color(unit, color); + + glGenTextures(1, &tex); + glActiveTexture(GL_TEXTURE0 + unit); + glBindTexture(GL_TEXTURE_2D, tex); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 1, 1, 0, + GL_RGB, GL_FLOAT, color); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + + piglit_check_gl_error(GL_NO_ERROR); +} + +void +piglit_init(int argc, char **argv) +{ + GLuint vs, fs, vao; + int max_combined_textures, i, unit; + char str[2048]; + + /* get limits */ + glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_fs_textures); + glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &max_vs_textures); + glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_combined_textures); + printf("GL_MAX_TEXTURE_IMAGE_UNITS = %d\n", max_fs_textures); + printf("GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = %d\n", max_vs_textures); + printf("GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS = %d\n", max_combined_textures); + + assert(max_fs_textures <= max_combined_textures); + + max_vs_textures = MIN2(max_vs_textures, max_combined_textures - max_fs_textures); + + /* compile shaders */ + if (max_vs_textures) { + sprintf(str, vs_source, max_vs_textures); + vs = piglit_compile_shader_text(GL_VERTEX_SHADER, str); + } + else { + vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_source_no_textures); + } + + sprintf(str, fs_source, max_fs_textures); + fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, str); + + prog = piglit_link_simple_program(vs, fs); + glUseProgram(prog); + + piglit_check_gl_error(GL_NO_ERROR); + + /* initialize textures */ + unit = 0; + for (i = 0; i < max_vs_textures; i++) { + char name[64]; + sprintf(name, "vertex_tex[%i]", i); + set_uniform(prog, name, unit); + set_texture(unit); + unit++; + } + + for (i = 0; i < max_fs_textures; i++) { + char name[64]; + sprintf(name, "fragment_tex[%i]", i); + set_uniform(prog, name, unit); + set_texture(unit); + unit++; + } + + glClearColor(0.0, 0.0, 1.0, 1.0); + + if (piglit_get_gl_version() >= 30) { + glGenVertexArrays(1, &vao); + glBindVertexArray(vao); + } + + piglit_check_gl_error(GL_NO_ERROR); +} |