---
 tests/all.tests                        |    1 +
 tests/texturing/CMakeLists.txt         |    1 +
 tests/texturing/depth-tex-modes-glsl.c |  333 ++++++++++++++++++++++++++++++++
 3 files changed, 335 insertions(+), 0 deletions(-)
 create mode 100644 tests/texturing/depth-tex-modes-glsl.c

diff --git a/tests/all.tests b/tests/all.tests
index c5272cf..02066a1 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -122,6 +122,7 @@ 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'])
+texturing['depth-tex-modes-glsl'] = PlainExecTest([testBinDir + 
'depth-tex-modes-glsl', '-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 418cc12..50e7b4b 100644
--- a/tests/texturing/CMakeLists.txt
+++ b/tests/texturing/CMakeLists.txt
@@ -33,3 +33,4 @@ 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)
+add_executable (depth-tex-modes-glsl depth-tex-modes-glsl.c)
diff --git a/tests/texturing/depth-tex-modes-glsl.c 
b/tests/texturing/depth-tex-modes-glsl.c
new file mode 100644
index 0000000..7d5ade6
--- /dev/null
+++ b/tests/texturing/depth-tex-modes-glsl.c
@@ -0,0 +1,333 @@
+/*
+ * 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
+
+/*
+ * GLSL version of depth-tex-modes. Draws depth textures as LUMINANCE, 
+ * INTENSITY, and ALPHA with programmable shaders.
+ */
+
+
+#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[3];
+static GLint prog;
+static GLint fs;
+static GLint vs;
+
+
+static GLfloat vertices[12] = {150.0, 125.0, 0.0,
+                                150.0, 175.0, 0.0,
+                                100.0, 125.0, 0.0,
+                                100.0, 175.0, 0.0};
+
+static GLfloat texCoords[8] = {1.0, 0.0,
+                               1.0, 1.0,
+                               0.0, 0.0,
+                               0.0, 1.0};
+
+static GLuint elements[4] = {0, 1, 2, 3};
+
+static const char *vertShaderText =
+       "attribute vec2 textureCoords;\n"
+       "varying vec2 texCoords;\n"
+       "void main()\n"
+       "{ \n"
+       "       gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
+       "       texCoords = textureCoords;\n"
+       "} \n";
+
+static const char *fragShaderText =
+       "uniform sampler2D depthTex2d;\n"
+       "uniform int colorOrAlpha;\n"
+       "varying vec2 texCoords;\n"
+       "void main()\n"
+       "{ \n"
+        "      vec4 color = vec4(1.0, 0.0, 1.0, 1.0);\n"
+       "       vec4 depth = texture2D(depthTex2d, texCoords);\n"
+        "      if (colorOrAlpha == 0)\n"
+        "              gl_FragColor = vec4(color.xyz*depth.xyz, 1.0);\n"
+       "       else\n"
+        "             gl_FragColor = vec4(color.xyz*depth.w, 1.0);\n"
+       "} \n";
+
+static void compileLinkProg();
+
+static void
+Init()
+{
+
+        glewInit();
+       piglit_require_extension("GL_ARB_texture_rectangle");
+        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);
+
+       compileLinkProg();
+}
+
+static void
+compileLinkProg()
+{
+       GLint stat;
+
+       vs = glCreateShader(GL_VERTEX_SHADER);
+       fs = glCreateShader(GL_FRAGMENT_SHADER);
+       glShaderSource(vs, 1, (const GLchar **) &vertShaderText, NULL);
+       glShaderSource(fs, 1, (const GLchar **) &fragShaderText, NULL);
+       glCompileShader(vs);
+       glGetShaderiv(vs, GL_COMPILE_STATUS, &stat);
+       if (!stat) {
+                printf("error compiling vertex shader!\n");
+                exit(1);
+        }
+       glCompileShader(fs);
+       glGetShaderiv(fs, GL_COMPILE_STATUS, &stat);
+       if (!stat) {
+               printf("error compiling fragment shader!\n");
+               exit(1);
+       }
+
+       prog = glCreateProgram();
+       glAttachShader(prog, vs);
+       glAttachShader(prog, fs);
+       glBindAttribLocation(prog, 1, "textureCoords");
+       glLinkProgram(prog);
+       glUseProgram(prog);
+
+       glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(GLfloat),
+                                vertices);
+
+        glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2*sizeof(GLfloat),
+                                texCoords);
+        glEnableVertexAttribArray(0);
+        glEnableVertexAttribArray(1);
+}
+
+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(3, tex);
+       glActiveTexture(GL_TEXTURE0);
+        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
+       glActiveTexture(GL_TEXTURE1);
+       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
+       glActiveTexture(GL_TEXTURE2);
+       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);
+
+
+}
+
+
+static void
+display()
+{
+       GLint loc1, loc2;
+       loc1 = glGetUniformLocation(prog, "depthTex2d");
+       loc2 = glGetUniformLocation(prog, "colorOrAlpha");
+
+       glClear(GL_COLOR_BUFFER_BIT);
+       glMatrixMode(GL_MODELVIEW);
+
+
+       glUniform1i(loc1, 0);
+       glUniform1i(loc2, 0);
+       glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements);
+
+       glPushMatrix();
+       glTranslatef(75.0, 0.0, 0.0);
+
+       glUniform1i(loc1, 1);
+        glUniform1i(loc2, 0);
+        glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements);
+
+       glTranslatef(75.0, 0.0, 0.0);
+
+       glUniform1i(loc1, 2);
+        glUniform1i(loc2, 0);
+        glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements);
+
+       glPopMatrix();
+       glPushMatrix();
+       glTranslatef(0.0, 75.0, 0.0);
+
+
+       glUniform1i(loc1, 0);
+        glUniform1i(loc2, 1);
+        glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements);
+
+       glTranslatef(75.0, 0.0, 0.0);
+
+        glUniform1i(loc1, 1);
+        glUniform1i(loc2, 1);
+        glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements);
+
+       glTranslatef(75.0, 0.0, 0.0);
+
+        glUniform1i(loc1, 2);
+        glUniform1i(loc2, 1);
+        glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements);
+
+       glPopMatrix();
+
+       GLboolean pass = GL_TRUE;
+
+       GLfloat pink[3] = {1.0, 0.0, 1.0};
+       GLfloat black[3] = {0.0, 0.0, 0.0};
+
+       pass = piglit_probe_pixel_rgb(110, 135, black);
+       pass = pass && piglit_probe_pixel_rgb(140, 135, pink); 
+       pass = pass && piglit_probe_pixel_rgb(185, 135, black);
+       pass = pass && piglit_probe_pixel_rgb(215, 135, pink);
+       pass = pass && piglit_probe_pixel_rgb(260, 135, black);
+       pass = pass && piglit_probe_pixel_rgb(290, 135, black);
+
+       pass = pass && piglit_probe_pixel_rgb(110, 210, pink);
+        pass = pass && piglit_probe_pixel_rgb(140, 210, pink);
+        pass = pass && piglit_probe_pixel_rgb(185, 210, black);
+        pass = pass && piglit_probe_pixel_rgb(215, 210, pink);
+        pass = pass && piglit_probe_pixel_rgb(260, 210, black);
+        pass = pass && piglit_probe_pixel_rgb(290, 210, pink);
+
+       GLenum err = glGetError();
+        switch (err)
+       {
+       case GL_INVALID_ENUM:
+               printf("GL_INVALID_ENUM\n");
+               break;
+       case GL_INVALID_VALUE:
+                printf("GL_INVALID_VALUE\n");
+               break;
+       case GL_INVALID_OPERATION:
+                printf("GL_INVALID_OPERATION\n");
+               break;
+       case GL_STACK_OVERFLOW:
+                printf("GL_STACK_OVERLFOW\n");
+               break;
+       case GL_STACK_UNDERFLOW:
+                printf("GL_STACK_UNDERFLOW\n");
+               break;
+       case GL_OUT_OF_MEMORY:
+                printf("GL_OUT_OF_MEMORY\n");
+                break;
+
+       }
+
+       if(Automatic) {
+               piglit_report_result(pass ? PIGLIT_SUCCESS : PIGLIT_FAILURE);
+               exit(pass ? 0 : 1);
+       }
+
+       glFinish();
+        glutSwapBuffers();
+
+       printf(" Left to Right: LUMINANCE, INTENSITY, ALPHA\n Lower row: 
Combined with color\n Upper row: combined with alpha\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;
+}
-- 
1.6.3.3


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