Commit 80071932 authored by Marek Olšák's avatar Marek Olšák

max-samplers: use the maximum number of textures in all shader stages

Reviewed-by: Brian Paul's avatarBrian Paul <brianp@vmware.com>

v2: added changes from Brian (only require GL 2.0, print the limits)
parent e3a08263
......@@ -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
......
......@@ -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)
......
/*
* 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);
}
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