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/*
 * 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-texelFetchOffset-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.supports_gl_compat_version = 10;

	config.window_width = 90;
	config.window_height = 150;
	config.window_visual = PIGLIT_GL_VISUAL_RGB | 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"
"       const ivec2 offset = ivec2(-2, 2);\n"
"       vec4 texel = texelFetchOffset(tex, pos, lod, offset);\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 blue[4]  = {0.0, 0.0, 1.0, 1.0};
	float undefined[4] = {0.0, 0.0, 0.0, 0.0};

	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;

		glUniform1i(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 = undefined;
			const int x = 10+20*q;

			/* fancy stuff - we should see some red and blue
			 * due to the offset for 3 levels, all the rest is
			 * undefined due to out-of-bounds.
			 * Only with ARB_robust_buffer_access_behavior
			 * (and a robust context) the undefined result would
			 * be guaranteed to be zero instead.
			 *
			 * From the GL 3.0 spec, page 105 ("Texel Fetches"):
			 *
			 *     "The results of the texel fetch are
			 *      undefined if any of the following
			 *      conditions hold:
			 *
			 *      ...
			 *
			 *      - The texel coordinates refer to a
			 *        border texel outside of the defined
			 *        extents of the specified LOD"
			 */

			if (l < 3) {
				if (q == 2) c = red;
				else if (q == 3) c = blue;
			} else if (l == 3)
				if (q == 2) c = blue;

			glUniform2i(pos_location, tex_x, tex_y);
			piglit_draw_rect(x, y, 10, 10);

			if (width > 2 && c != undefined) /* 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 = glGetUniformLocation(prog, "tex");
	lod_location = glGetUniformLocation(prog, "lod");
	pos_location = glGetUniformLocation(prog, "pos");

	glUseProgram(prog);
	glUniform1i(tex_location, 0);
}