---
tests/all.tests | 1 +
tests/texturing/CMakeLists.txt | 1 +
tests/texturing/depth-tex-modes.c | 426 +++++++++++++++++++++++++++++++++++++
3 files changed, 428 insertions(+), 0 deletions(-)
create mode 100644 tests/texturing/depth-tex-modes.c
diff --git a/tests/all.tests b/tests/all.tests
index fcb9172..ca4bd80 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -119,6 +119,7 @@ texturing['texdepth'] = PlainExecTest([testBinDir +
'texdepth', '-auto'])
texturing['texrect-many'] = PlainExecTest([testBinDir + 'texrect-many',
'-auto'])
texturing['texredefine'] = PlainExecTest([testBinDir + 'texredefine', '-auto'])
texturing['tfp'] = PlainExecTest([testBinDir + 'tfp', '-auto'])
+texturing['depth-tex-modes'] = PlainExecTest([testBinDir + 'depth-tex-modes',
'-auto'])
glslparsertest = Group()
glslparsertest['CorrectBuiltInOveride.frag'] = PlainExecTest([testBinDir +
'glslparsertest', 'tests/glslparsertest/shaders/CorrectBuiltInOveride.frag',
'pass'])
diff --git a/tests/texturing/CMakeLists.txt b/tests/texturing/CMakeLists.txt
index d61f2bb..418cc12 100644
--- a/tests/texturing/CMakeLists.txt
+++ b/tests/texturing/CMakeLists.txt
@@ -32,3 +32,4 @@ add_executable (texdepth texdepth.c)
add_executable (texrect-many texrect-many.c)
add_executable (texredefine texredefine.c)
add_executable (tfp tfp.c)
+add_executable (depth-tex-modes depth-tex-modes.c)
diff --git a/tests/texturing/depth-tex-modes.c
b/tests/texturing/depth-tex-modes.c
new file mode 100644
index 0000000..aa3b9d0
--- /dev/null
+++ b/tests/texturing/depth-tex-modes.c
@@ -0,0 +1,426 @@
+/*
+ * Copyright © 2009 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.
+ */
+
+// author: Ben Holmes
+
+/*
+ * Draws depth textures as LUMINANCE, INTENSITY, and ALPHA using both 2d
+ * textures and texture rectangles.
+ */
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <string.h>
+#include <GL/glew.h>
+#if defined(__APPLE__)
+#include <GLUT/glut.h>
+#else
+#include <GL/glut.h>
+#endif
+
+#include "piglit-util.h"
+
+static GLboolean Automatic = GL_FALSE;
+static GLuint tex[6];
+
+static void
+Init()
+{
+
+ glewInit();
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, 400, 0, 300, -1, 1);
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+
+ glEnable(GL_TEXTURE_2D);
+ glClearColor(0.2, 0.2, 0.2, 1.0);
+}
+
+static void
+loadTex()
+{
+ int height = 2;
+ int width = 2;
+ int i, j;
+
+ GLfloat texDepthData[width][height];
+ for (i=0; i < width; ++i) {
+ for (j=0; j < height; ++j) {
+ if ((i+j) & 1) {
+ texDepthData[i][j] = 1.0;
+ }
+ else {
+ texDepthData[i][j] = 0.0;
+ }
+ }
+ }
+
+ //depth texture 0 using LUMINANCE
+ glGenTextures(6, tex);
+ glBindTexture(GL_TEXTURE_2D, tex[0]);
+ glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0,
+ GL_DEPTH_COMPONENT, GL_FLOAT, texDepthData);
+
+
+ //depth texture 1 using INTENSITY
+ glBindTexture(GL_TEXTURE_2D, tex[1]);
+ glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0,
+ GL_DEPTH_COMPONENT, GL_FLOAT, texDepthData);
+
+
+ //depth texture 2 using ALPHA
+ glBindTexture(GL_TEXTURE_2D, tex[2]);
+ glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_ALPHA);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0,
+ GL_DEPTH_COMPONENT, GL_FLOAT, texDepthData);
+
+
+ //depth texture 3 rectangle using LUMINANCE
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, tex[3]);
+ glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_GENERATE_MIPMAP,
GL_FALSE);
+ glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
+ GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
+ GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_DEPTH_TEXTURE_MODE,
+ GL_LUMINANCE);
+ glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT, width,
+ height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, texDepthData);
+
+
+ //depth texture 4 rectangle using INTENSITY
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, tex[4]);
+ glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_GENERATE_MIPMAP,
GL_FALSE);
+ glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
+ GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
+ GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_DEPTH_TEXTURE_MODE,
+ GL_INTENSITY);
+ glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT, width,
+ height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, texDepthData);
+
+
+ //depth texture 5 rectangle using ALPHA
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, tex[5]);
+ glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_GENERATE_MIPMAP,
GL_FALSE);
+ glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
+ GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
+ GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_DEPTH_TEXTURE_MODE,
+ GL_ALPHA);
+ glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT, width,
+ height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, texDepthData);
+
+
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_CONSTANT);
+
+ const GLfloat color[4] = {1.0, 0.0, 1.0, 1.0};
+ glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
+
+
+}
+
+
+static void
+display()
+{
+
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ const GLfloat color2[4] = {0.0, 1.0, 0.0, 1.0};
+ const GLfloat color1[4] = {1.0, 0.0, 1.0, 1.0};
+ glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color1);
+
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
+
+ glDisable(GL_TEXTURE_RECTANGLE_ARB);
+ glEnable(GL_TEXTURE_2D);
+
+ glBindTexture(GL_TEXTURE_2D, tex[0]);
+ glBegin(GL_TRIANGLE_STRIP);
+ glTexCoord2f(1.0, 0.0);
+ glVertex3f(225, 175, 0);
+ glTexCoord2f(1.0, 1.0);
+ glVertex3f(225, 225, 0);
+ glTexCoord2f(0.0, 0.0);
+ glVertex3f(175, 175, 0);
+ glTexCoord2f(0.0, 1.0);
+ glVertex3f(175, 225, 0);
+ glEnd();
+
+ glBindTexture(GL_TEXTURE_2D, tex[1]);
+ glBegin(GL_TRIANGLE_STRIP);
+ glTexCoord2f(1.0, 0.0);
+ glVertex3f(300, 175, 0);
+ glTexCoord2f(1.0, 1.0);
+ glVertex3f(300, 225, 0);
+ glTexCoord2f(0.0, 0.0);
+ glVertex3f(250, 175, 0);
+ glTexCoord2f(0.0, 1.0);
+ glVertex3f(250, 225, 0);
+ glEnd();
+
+ glBindTexture(GL_TEXTURE_2D, tex[2]);
+ glBegin(GL_TRIANGLE_STRIP);
+ glTexCoord2f(1.0, 0.0);
+ glVertex3f(150, 175, 0);
+ glTexCoord2f(1.0, 1.0);
+ glVertex3f(150, 225, 0);
+ glTexCoord2f(0.0, 0.0);
+ glVertex3f(100, 175, 0);
+ glTexCoord2f(0.0, 1.0);
+ glVertex3f(100, 225, 0);
+ glEnd();
+
+
+ glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color2);
+
+ glDisable(GL_TEXTURE_2D);
+ glEnable(GL_TEXTURE_RECTANGLE_ARB);
+
+
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, tex[3]);
+ glBegin(GL_TRIANGLE_STRIP);
+ glTexCoord2f(2.0, 0.0);
+ glVertex3f(225, 25, 0);
+ glTexCoord2f(2.0, 2.0);
+ glVertex3f(225, 75, 0);
+ glTexCoord2f(0.0, 0.0);
+ glVertex3f(175, 25, 0);
+ glTexCoord2f(0.0, 2.0);
+ glVertex3f(175, 75, 0);
+ glEnd();
+
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, tex[4]);
+ glBegin(GL_TRIANGLE_STRIP);
+ glTexCoord2f(2.0, 0.0);
+ glVertex3f(300, 25, 0);
+ glTexCoord2f(2.0, 2.0);
+ glVertex3f(300, 75, 0);
+ glTexCoord2f(0.0, 0.0);
+ glVertex3f(250, 25, 0);
+ glTexCoord2f(0.0, 2.0);
+ glVertex3f(250, 75, 0);
+ glEnd();
+
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, tex[5]);
+ glBegin(GL_TRIANGLE_STRIP);
+ glTexCoord2f(2.0, 0.0);
+ glVertex3f(150, 25, 0);
+ glTexCoord2f(2.0, 2.0);
+ glVertex3f(150, 75, 0);
+ glTexCoord2f(0.0, 0.0);
+ glVertex3f(100, 25, 0);
+ glTexCoord2f(0.0, 2.0);
+ glVertex3f(100, 75, 0);
+ glEnd();
+
+
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_ALPHA);
+
+ glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color1);
+
+ glDisable(GL_TEXTURE_RECTANGLE_ARB);
+ glEnable(GL_TEXTURE_2D);
+
+ glBindTexture(GL_TEXTURE_2D, tex[0]);
+ glBegin(GL_TRIANGLE_STRIP);
+ glTexCoord2f(1.0, 0.0);
+ glVertex3f(225, 250, 0);
+ glTexCoord2f(1.0, 1.0);
+ glVertex3f(225, 300, 0);
+ glTexCoord2f(0.0, 0.0);
+ glVertex3f(175, 250, 0);
+ glTexCoord2f(0.0, 1.0);
+ glVertex3f(175, 300, 0);
+ glEnd();
+
+ glBindTexture(GL_TEXTURE_2D, tex[1]);
+ glBegin(GL_TRIANGLE_STRIP);
+ glTexCoord2f(1.0, 0.0);
+ glVertex3f(300, 250, 0);
+ glTexCoord2f(1.0, 1.0);
+ glVertex3f(300, 300, 0);
+ glTexCoord2f(0.0, 0.0);
+ glVertex3f(250, 250, 0);
+ glTexCoord2f(0.0, 1.0);
+ glVertex3f(250, 300, 0);
+ glEnd();
+
+ glBindTexture(GL_TEXTURE_2D, tex[2]);
+ glBegin(GL_TRIANGLE_STRIP);
+ glTexCoord2f(1.0, 0.0);
+ glVertex3f(150, 250, 0);
+ glTexCoord2f(1.0, 1.0);
+ glVertex3f(150, 300, 0);
+ glTexCoord2f(0.0, 0.0);
+ glVertex3f(100, 250, 0);
+ glTexCoord2f(0.0, 1.0);
+ glVertex3f(100, 300, 0);
+ glEnd();
+
+
+ glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color2);
+
+ glDisable(GL_TEXTURE_2D);
+ glEnable(GL_TEXTURE_RECTANGLE_ARB);
+
+
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, tex[3]);
+ glBegin(GL_TRIANGLE_STRIP);
+ glTexCoord2f(2.0, 0.0);
+ glVertex3f(225, 100, 0);
+ glTexCoord2f(2.0, 2.0);
+ glVertex3f(225, 150, 0);
+ glTexCoord2f(0.0, 0.0);
+ glVertex3f(175, 100, 0);
+ glTexCoord2f(0.0, 2.0);
+ glVertex3f(175, 150, 0);
+ glEnd();
+
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, tex[4]);
+ glBegin(GL_TRIANGLE_STRIP);
+ glTexCoord2f(2.0, 0.0);
+ glVertex3f(300, 100, 0);
+ glTexCoord2f(2.0, 2.0);
+ glVertex3f(300, 150, 0);
+ glTexCoord2f(0.0, 0.0);
+ glVertex3f(250, 100, 0);
+ glTexCoord2f(0.0, 2.0);
+ glVertex3f(250, 150, 0);
+ glEnd();
+
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, tex[5]);
+ glBegin(GL_TRIANGLE_STRIP);
+ glTexCoord2f(2.0, 0.0);
+ glVertex3f(150, 100, 0);
+ glTexCoord2f(2.0, 2.0);
+ glVertex3f(150, 150, 0);
+ glTexCoord2f(0.0, 0.0);
+ glVertex3f(100, 100, 0);
+ glTexCoord2f(0.0, 2.0);
+ glVertex3f(100, 150, 0);
+ glEnd();
+
+
+ GLboolean pass = GL_TRUE;
+
+ GLfloat pink[3] = {1.0, 0.0, 1.0};
+ GLfloat green[3] = {0.0, 1.0, 0.0};
+ GLfloat black[3] = {0.0, 0.0, 0.0};
+
+ pass = piglit_probe_pixel_rgb(110, 180, black);
+ pass = pass && piglit_probe_pixel_rgb(140, 180, black);
+ pass = pass && piglit_probe_pixel_rgb(185, 180, black);
+ pass = pass && piglit_probe_pixel_rgb(215, 180, pink);
+ pass = pass && piglit_probe_pixel_rgb(260, 180, black);
+ pass = pass && piglit_probe_pixel_rgb(290, 180, pink);
+
+ pass = pass && piglit_probe_pixel_rgb(110, 255, black);
+ pass = pass && piglit_probe_pixel_rgb(140, 255, pink);
+ pass = pass && piglit_probe_pixel_rgb(185, 255, pink);
+ pass = pass && piglit_probe_pixel_rgb(215, 255, pink);
+ pass = pass && piglit_probe_pixel_rgb(260, 255, black);
+ pass = pass && piglit_probe_pixel_rgb(290, 255, pink);
+
+ pass = pass && piglit_probe_pixel_rgb(110, 35, black);
+ pass = pass && piglit_probe_pixel_rgb(140, 35, black);
+ pass = pass && piglit_probe_pixel_rgb(185, 35, black);
+ pass = pass && piglit_probe_pixel_rgb(215, 35, green);
+ pass = pass && piglit_probe_pixel_rgb(260, 35, black);
+ pass = pass && piglit_probe_pixel_rgb(290, 35, green);
+
+ pass = pass && piglit_probe_pixel_rgb(110, 110, black);
+ pass = pass && piglit_probe_pixel_rgb(140, 110, green);
+ pass = pass && piglit_probe_pixel_rgb(185, 110, green);
+ pass = pass && piglit_probe_pixel_rgb(215, 110, green);
+ pass = pass && piglit_probe_pixel_rgb(260, 110, black);
+ pass = pass && piglit_probe_pixel_rgb(290, 110, green);
+
+ if(Automatic) {
+ piglit_report_result(pass ? PIGLIT_SUCCESS : PIGLIT_FAILURE);
+ exit(pass ? 0 : 1);
+ }
+
+ glFinish();
+ glutSwapBuffers();
+
+ printf(" Left to Right: ALPHA, LUMINANCE, INTENSITY\n Lower row:
Combined with color\n Upper row: combined with alpha\n pink: TEXTURE_2D green:
TEXTURE_RECTANGLE\n");
+
+}
+
+int main(int argc, char **argv)
+{
+ glutInit(&argc, argv);
+ if(argc==2 && !strncmp(argv[1], "-auto", 5))
+ Automatic=GL_TRUE;
+ glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
+ glutInitWindowSize(400, 300);
+ glutCreateWindow("depth-tex-compare");
+ glutDisplayFunc(display);
+ glutKeyboardFunc(piglit_escape_exit_key);
+
+ Init();
+
+ loadTex();
+
+ glutMainLoop();
+
+ return 0;
+}
+//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE,
+ //GL_COMPARE_R_TO_TEXTURE);
+
--
1.6.3.3
------------------------------------------------------------------------------
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