aboutsummaryrefslogtreecommitdiff
path: root/tests/spec/glsl-1.30/execution/fs-texelFetch-2D.c
blob: 126cbf1aa3269ad144477b7fa9791a49e20e1d8c (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
/*
 * Copyright © 2011 Dave Airlie
 *
 * 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.
 */

/**
 * \file fs-texelFetch-2D.c
 *
 * Tests the built-in function texelFetch() in the fragment shader.
 *
 * Creates a mipmapped 64x32 2D texture and draws a series of squares whose
 * color contains a texel fetched from each quadrant of the rgbw texture.
 */
#include "piglit-util-gl-common.h"

PIGLIT_GL_TEST_CONFIG_BEGIN

	config.window_width = 90;
	config.window_height = 150;
	config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE;

PIGLIT_GL_TEST_CONFIG_END

const int tex_size = 64;

static int pos_location, lod_location;

static const char vert[] =
"#version 130\n"
"void main()\n"
"{\n"
"	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
"}\n";

static const char frag[] =
"#version 130\n"
"uniform ivec2 pos;\n"
"uniform int lod;\n"
"uniform sampler2D tex;\n"
"void main()\n"
"{\n"
"       vec4 texel = texelFetch(tex, pos, lod);\n"
"	gl_FragColor = texel;\n"
"}\n";

#ifdef _MSC_VER
#undef max
#endif
static float max(float x, float y) { return (x > y) ? x : y; }

enum piglit_result
piglit_display(void)
{
	int l, q;
	bool pass = true;
	float red[4]   = {1.0, 0.0, 0.0, 1.0};
	float green[4] = {0.0, 1.0, 0.0, 1.0};
	float blue[4]  = {0.0, 0.0, 1.0, 1.0};
	float white[4] = {1.0, 1.0, 1.0, 1.0};

	glClearColor(0.5, 0.5, 0.5, 1.0);
	glClear(GL_COLOR_BUFFER_BIT);

	for (l = 0; (tex_size >> l) > 0; l++) {
		const int width = tex_size >> l;
		const int height = max(width / 2, 1);
		const int y = 10 + 20 * l;

		piglit_Uniform1i(lod_location, l);

		/* Draw 4 squares with a color sample for each quad */
		for (q = 0; q < 4; q++) {
			const int tex_x = (q / 2) * ((width / 2));
			const int tex_y = (q % 2) * ((height / 2));
			float *c;
			const int x = 10+20*q;

			if (q == 0) c = red;
			else if (q == 1) c = blue;
			else if (q == 2) c = green;
			else if (q == 3) c = white;

			piglit_Uniform2i(pos_location, tex_x, tex_y);
			piglit_draw_rect(x, y, 10, 10);

			if (width > 2) /* below 1 wide no test */
				pass &= piglit_probe_rect_rgba(x, y, 10, 10, c);
		}
	}

	piglit_present_results();

	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}

void
piglit_init(int argc, char **argv)
{
	int vs, fs, prog;
	int tex_location;

	piglit_require_GLSL_version(130);

	glActiveTexture(GL_TEXTURE0);
	piglit_rgbw_texture(GL_RGBA, tex_size, tex_size / 2, true, false,
			    GL_UNSIGNED_NORMALIZED);

	piglit_ortho_projection(piglit_width, piglit_height, false);

	vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vert);
	fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, frag);
	prog = piglit_link_simple_program(vs, fs);

	tex_location = piglit_GetUniformLocation(prog, "tex");
	lod_location = piglit_GetUniformLocation(prog, "lod");
	pos_location = piglit_GetUniformLocation(prog, "pos");

	piglit_UseProgram(prog);
	piglit_Uniform1i(tex_location, 0);
}