---
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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