ext_gpu_shader4: add compiler tests for everything
[piglit.git] / tests / spec / arb_sampler_objects / sampler-incomplete.c
blobd357c2bab25b4745fa905ead92024923d1ffbaf5
1 /*
2 * Copyright (c) 2012 VMware, Inc.
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
24 /**
25 * @file sampler-incomplete.c
27 * With GL_ARB_sampler_objects it's possible for a texture to be both complete
28 * and incomplete depending on the samplers used to access it.
29 * Test that we get the right results in this situation.
31 * Brian Paul
32 * March 2012
36 #include "piglit-util-gl.h"
38 PIGLIT_GL_TEST_CONFIG_BEGIN
40 config.supports_gl_compat_version = 10;
42 config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGB;
44 PIGLIT_GL_TEST_CONFIG_END
46 static void
47 setup(void)
49 static const GLfloat red[2][2][4] = {
50 { {0.25, 0, 0, 0}, {0.25, 0, 0, 0} },
51 { {0.25, 0, 0, 0}, {0.25, 0, 0, 0} } };
52 static const char *fragShaderText =
53 "uniform sampler2D tex0, tex1;\n"
54 "void main()\n"
55 "{\n"
56 " vec2 coord = vec2(0.5, 0.5); \n"
57 " gl_FragColor = texture2D(tex0, coord) \n"
58 " + texture2D(tex1, coord);\n"
59 "}\n";
60 GLuint samplers[2];
61 GLuint prog;
62 GLint u;
63 GLuint tex;
65 /* Create fragment shader that adds the two textures */
66 prog = piglit_build_simple_program(NULL, fragShaderText);
68 glUseProgram(prog);
69 u = glGetUniformLocation(prog, "tex0");
70 glUniform1i(u, 0);
71 u = glGetUniformLocation(prog, "tex1");
72 glUniform1i(u, 1);
74 /* create texture with one mipmap level */
75 glGenTextures(1, &tex);
76 glBindTexture(GL_TEXTURE_2D, tex);
77 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0,
78 GL_RGBA, GL_FLOAT, red);
79 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
80 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
82 /* bind the texture to units 0 and 1 */
83 glActiveTexture(GL_TEXTURE0);
84 glBindTexture(GL_TEXTURE_2D, tex);
85 glEnable(GL_TEXTURE_2D);
87 glActiveTexture(GL_TEXTURE1);
88 glBindTexture(GL_TEXTURE_2D, tex);
89 glEnable(GL_TEXTURE_2D);
92 glGenSamplers(2, samplers);
94 /* sampler[0] - nearest filtering, no mipmap.
95 * The result of sampling the texture should be (0.25, 0, 0, 0)
97 glBindSampler(0, samplers[0]);
98 glSamplerParameteri(samplers[0], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
99 glSamplerParameteri(samplers[0], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
101 /* sampler[1] - nearest filtering, with mipmapping.
102 * The result of sampling the texture should be (0, 0, 0, 1) since the
103 * texture is incomplete with respect to this sampler (no mipmap).
105 glBindSampler(1, samplers[1]);
106 glSamplerParameteri(samplers[1], GL_TEXTURE_MIN_FILTER,
107 GL_NEAREST_MIPMAP_NEAREST);
108 glSamplerParameteri(samplers[1], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
112 enum piglit_result
113 piglit_display(void)
115 /* NOTE: We're not checking the alpha value here.
116 * Some drivers (like NVIDIA) seem to return (0,0,0,0) when sampling
117 * an incomplete texture, but the spec says (0,0,0,1) should be
118 * returned. That's not really important for this test though so
119 * just ignore alpha.
121 GLfloat expected[3] = {0.25, 0, 0};
122 bool p;
124 glClear(GL_COLOR_BUFFER_BIT);
126 piglit_draw_rect_tex(-1, -1, 2, 2, 0, 0, 1, 1);
128 p = piglit_probe_pixel_rgb(piglit_width / 2, piglit_height / 2,
129 expected);
131 piglit_present_results();
133 return p ? PIGLIT_PASS : PIGLIT_FAIL;
137 void
138 piglit_init(int argc, char**argv)
140 piglit_require_GLSL();
141 piglit_require_extension("GL_ARB_sampler_objects");
142 setup();