Commit 212b1241 authored by Brian Paul's avatar Brian Paul

tex3d-depth1: test that a 3D texture w/ depth=1 works properly

Reviewed-by: Jose Fonseca's avatarJosé Fonseca <jfonseca@vmware.com>
parent 4cb147e4
......@@ -752,6 +752,7 @@ texturing['tex-miplevel-selection-lod-bias'] = PlainExecTest(['tex-miplevel-sele
add_plain_test(texturing, 'tex-skipped-unit')
add_plain_test(texturing, 'tex-swizzle')
add_plain_test(texturing, 'tex3d')
add_concurrent_test(texturing, 'tex3d-depth1')
add_plain_test(texturing, 'tex3d-maxsize')
add_plain_test(texturing, 'tex3d-npot')
add_plain_test(texturing, 'texdepth')
......
......@@ -65,6 +65,7 @@ piglit_add_executable (sampler-cube-shadow sampler-cube-shadow.c)
piglit_add_executable (streaming-texture-leak streaming-texture-leak.c)
piglit_add_executable (tex-miplevel-selection tex-miplevel-selection.c)
piglit_add_executable (tex3d tex3d.c)
piglit_add_executable (tex3d-depth1 tex3d-depth1.c)
piglit_add_executable (tex3d-maxsize tex3d-maxsize.c)
piglit_add_executable (tex3d-npot tex3d-npot.c)
piglit_add_executable (texdepth texdepth.c)
......
/*
* 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-common.h"
PIGLIT_GL_TEST_MAIN(
64 /*window_width*/,
64 /*window_height*/,
GLUT_RGB | GLUT_ALPHA)
#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;
/* 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);
}
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment