/* * Copyright © 2010 Intel Corporation * * 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: * Eric Anholt * */ /** * @file depth-level-clamp.c * * Tests that glTexImage2D()ing in the mipmap levels of a depth texture and then * rendering with them with various clamping works correctly. * * This test is designed to catch a failure in the 965 driver's depth * miptree copying for relayout that occurs due to the clamping. */ #include "piglit-util-gl-common.h" #define MAX_SIZE 64 #define MAX_LOD 6 #define PAD 5 PIGLIT_GL_TEST_MAIN( (MAX_SIZE * 2 + PAD * 3) /*window_width*/, (MAX_SIZE * MAX_LOD + PAD * (MAX_LOD + 1)) /*window_height*/, GLUT_DOUBLE | GLUT_RGB) static void set_level_value(int level, int size, float val) { GLfloat *tex; int x, y; tex = malloc(size * size * sizeof(GLfloat)); for (y = 0; y < size; y++) { for (x = 0; x < size; x++) { tex[(y * size + x)] = val; } } glTexImage2D(GL_TEXTURE_2D, level, GL_DEPTH_COMPONENT, size, size, 0, GL_DEPTH_COMPONENT, GL_FLOAT, tex); free(tex); } enum piglit_result piglit_display(void) { int dim; GLboolean pass = GL_TRUE; int level, x, y; GLuint tex; float val; piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE); /* Clear background to gray */ glClearColor(0.0, 0.7, 0.0, 1.0); glClear(GL_COLOR_BUFFER_BIT); /* Create the texture. */ glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D, tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); /* Fill in each level */ val = 1.0; for (level = 0, dim = MAX_SIZE; dim > 0; level++, dim /= 2) { set_level_value(level, dim, val); val -= 1.0 / MAX_LOD; } glEnable(GL_TEXTURE_2D); /* Draw areas of the base level size with clamping to the * minimum mip lod of each texture level. */ x = PAD; y = PAD; for (level = 0, dim = MAX_SIZE; dim > 1; level++, dim /= 2) { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, level); piglit_draw_rect_tex(x, y, MAX_SIZE, MAX_SIZE, 0.0, 0.0, 1.0, 1.0); y += MAX_SIZE + PAD; } glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, 0.0); /* Draw areas of the base level size with level clamping to * each texture level. */ x = PAD + MAX_SIZE + PAD; y = PAD; for (level = 0, dim = MAX_SIZE; dim > 1; level++, dim /= 2) { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, level); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level); piglit_draw_rect_tex(x, y, MAX_SIZE, MAX_SIZE, 0.0, 0.0, 1.0, 1.0); y += MAX_SIZE + PAD; } /* Verify that the resulting images are blended between the levels. */ x = PAD; y = PAD; val = 1.0; for (level = 0, dim = MAX_SIZE; dim > 1; level++, dim /= 2) { float expected[3]; int i; for (i = 0; i < 3; i++) expected[i] = val; pass = piglit_probe_pixel_rgb(x + MAX_SIZE / 2, y + MAX_SIZE / 2, expected) && pass; pass = piglit_probe_pixel_rgb(x + MAX_SIZE + PAD + MAX_SIZE / 2, y + MAX_SIZE / 2, expected) && pass; y += MAX_SIZE + PAD; val -= 1.0 / MAX_LOD; } glDeleteTextures(1, &tex); piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { piglit_require_extension("GL_ARB_depth_texture"); }