2 * Copyright © 2017 Miklós Máté
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
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
25 * Tests rendering with GL_ATI_fragment_shader: using different
26 * texture targets with the same shader.
29 #include "piglit-util-gl.h"
31 PIGLIT_GL_TEST_CONFIG_BEGIN
33 config
.supports_gl_compat_version
= 10;
34 config
.window_visual
= PIGLIT_GL_VISUAL_DOUBLE
| PIGLIT_GL_VISUAL_RGBA
;
36 PIGLIT_GL_TEST_CONFIG_END
38 static const float color1
[] = {0.2, 0.3, 0.8};
39 static const float color2
[] = {0.9, 0.8, 0.3};
40 static const float texcoord
[] = {0.2, 0.7, 0.4};
43 static GLuint texCUBE
;
50 piglit_ortho_projection(piglit_width
, piglit_height
, GL_FALSE
);
52 glClearColor(1.0, 0.0, 0.0, 1.0);
53 glClear(GL_COLOR_BUFFER_BIT
);
55 glTexCoord3fv(texcoord
);
57 glEnable(GL_FRAGMENT_SHADER_ATI
);
58 glEnable(GL_TEXTURE_2D
);
59 glBindTexture(GL_TEXTURE_2D
, tex2D
);
60 piglit_draw_rect(0, 0, piglit_width
/ 2, piglit_height
);
61 glDisable(GL_TEXTURE_2D
);
62 glEnable(GL_TEXTURE_CUBE_MAP
);
63 glBindTexture(GL_TEXTURE_CUBE_MAP
, texCUBE
);
64 piglit_draw_rect(piglit_width
/ 2, 0, piglit_width
/ 2, piglit_height
);
65 glDisable(GL_TEXTURE_CUBE_MAP
);
66 glDisable(GL_FRAGMENT_SHADER_ATI
);
68 pass
= pass
&& piglit_probe_rect_rgb(0, 0,
70 piglit_height
, color1
);
71 pass
= pass
&& piglit_probe_rect_rgb(piglit_width
/ 2, 0,
73 piglit_height
, color2
);
75 piglit_present_results();
77 pass
&= piglit_check_gl_error(GL_NO_ERROR
);
79 return pass
? PIGLIT_PASS
: PIGLIT_FAIL
;
83 piglit_init(int argc
, char **argv
)
85 piglit_require_extension("GL_ATI_fragment_shader");
87 glBeginFragmentShaderATI();
88 glSampleMapATI(GL_REG_0_ATI
, GL_TEXTURE0_ARB
, GL_SWIZZLE_STR_ATI
);
89 glColorFragmentOp1ATI(GL_MOV_ATI
, GL_REG_0_ATI
, GL_NONE
, GL_NONE
,
90 GL_REG_0_ATI
, GL_NONE
, GL_NONE
);
91 glEndFragmentShaderATI();
93 glGenTextures(1, &tex2D
);
94 glBindTexture(GL_TEXTURE_2D
, tex2D
);
95 glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGB
, 1, 1, 0, GL_RGB
, GL_FLOAT
,
97 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
98 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
99 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_REPEAT
);
100 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_REPEAT
);
102 glGenTextures(1, &texCUBE
);
103 glBindTexture(GL_TEXTURE_CUBE_MAP
, texCUBE
);
104 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X
, 0, GL_RGB
, 1, 1, 0,
105 GL_RGB
, GL_FLOAT
, (void*)color2
);
106 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X
, 0, GL_RGB
, 1, 1, 0,
107 GL_RGB
, GL_FLOAT
, (void*)color2
);
108 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y
, 0, GL_RGB
, 1, 1, 0,
109 GL_RGB
, GL_FLOAT
, (void*)color2
);
110 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
, 0, GL_RGB
, 1, 1, 0,
111 GL_RGB
, GL_FLOAT
, (void*)color2
);
112 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z
, 0, GL_RGB
, 1, 1, 0,
113 GL_RGB
, GL_FLOAT
, (void*)color2
);
114 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
, 0, GL_RGB
, 1, 1, 0,
115 GL_RGB
, GL_FLOAT
, (void*)color2
);
116 glTexParameteri(GL_TEXTURE_CUBE_MAP
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
117 glTexParameteri(GL_TEXTURE_CUBE_MAP
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
119 if (!piglit_check_gl_error(GL_NO_ERROR
))
120 piglit_report_result(PIGLIT_FAIL
);