ext_gpu_shader4: add compiler tests for everything
[piglit.git] / tests / spec / gl-3.2 / depth-tex-sampling.c
bloba74f600df470df993e838a2142ee8d2d77c0958a
1 /*
2 * Copyright (c) 2013 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
21 * DEALINGS IN THE SOFTWARE.
25 * The section 3.8.7 (page 160) of the GL 3.2 core specification says:
27 * "Depth textures and the depth components of depth/stencil textures can
28 * be treated as RED textures during texture filtering and application
29 * (see section 3.8.15). The initial state for depth and depth/stencil
30 * textures treats them as RED textures."
32 * Brian Paul
33 * 5 Dec 2013
37 #include "piglit-util-gl.h"
39 PIGLIT_GL_TEST_CONFIG_BEGIN
40 config.supports_gl_core_version = 32;
41 config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA;
42 config.khr_no_error_support = PIGLIT_NO_ERRORS;
43 PIGLIT_GL_TEST_CONFIG_END
46 #define TEX_SIZE 64
48 static GLuint tex, prog, vao;
51 static GLuint
52 make_depth_texture(void)
54 GLfloat texels[TEX_SIZE][TEX_SIZE];
55 GLuint tex, i, j;
56 GLenum format = GL_DEPTH_COMPONENT;
58 /* Z = 0 at bottom, Z = 1 at top */
59 for (i = 0; i < TEX_SIZE; i++) {
60 for (j = 0; j < TEX_SIZE; j++) {
61 float z = i / (float) (TEX_SIZE - 1);
62 texels[i][j] = z;
66 glGenTextures(1, &tex);
67 glBindTexture(GL_TEXTURE_2D, tex);
68 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
69 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
70 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
71 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
73 glTexImage2D(GL_TEXTURE_2D, 0, format,
74 TEX_SIZE, TEX_SIZE, 0,
75 format, GL_FLOAT, texels);
77 if (!piglit_check_gl_error(GL_NO_ERROR)) {
78 piglit_report_result(PIGLIT_FAIL);
81 if (!piglit_khr_no_error) {
82 /* this call should generate an error in the core profile */
83 glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
84 if (!piglit_check_gl_error(GL_INVALID_ENUM)) {
85 piglit_report_result(PIGLIT_FAIL);
89 return tex;
93 static GLuint
94 make_shader_program(void)
96 static const char *vs_text =
97 "#version 150\n"
98 "in vec4 pos_in;\n"
99 "in vec2 texcoord_in;\n"
100 "smooth out vec2 texcoord;\n"
101 "void main()\n"
102 "{\n"
103 " gl_Position = pos_in;\n"
104 " texcoord = texcoord_in;\n"
105 "}\n";
106 static const char *fs_text =
107 "#version 150\n"
108 "uniform sampler2D tex;\n"
109 "smooth in vec2 texcoord;\n"
110 "out vec4 color;\n"
111 "void main()\n"
112 "{\n"
113 " color = texture(tex, texcoord);\n"
114 " // enabling the next line fixes NVIDIA failure\n"
115 " // color = vec4(vec3(color.x), 1.0);\n"
116 "}\n";
118 GLuint prog;
119 GLint u;
121 prog = piglit_build_simple_program(vs_text, fs_text);
122 glUseProgram(prog);
124 u = glGetUniformLocation(prog, "tex");
125 glUniform1i(u, 0); /* bind tex unit 0, just to be safe */
127 glBindAttribLocation(prog, 0, "pos_in");
128 glBindAttribLocation(prog, 1, "texcoord_in");
130 glLinkProgram(prog);
132 if (!piglit_check_gl_error(GL_NO_ERROR)) {
133 piglit_report_result(PIGLIT_FAIL);
136 return prog;
140 static GLuint
141 make_vao(void)
143 static const float pos_tc[4][4] = {
144 { -1.0, -1.0, 0.0, 0.0 },
145 { 1.0, -1.0, 1.0, 0.0 },
146 { 1.0, 1.0, 1.0, 1.0 },
147 { -1.0, 1.0, 0.0, 1.0 }
149 const int stride = sizeof(pos_tc[0]);
150 GLuint vbo, vao;
152 glGenVertexArrays(1, &vao);
153 glBindVertexArray(vao);
155 glGenBuffers(1, &vbo);
156 glBindBuffer(GL_ARRAY_BUFFER, vbo);
157 glBufferData(GL_ARRAY_BUFFER, sizeof(pos_tc), pos_tc, GL_STATIC_DRAW);
158 piglit_check_gl_error(GL_NO_ERROR);
160 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, stride, (void *) 0);
161 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (void *) 8);
163 glEnableVertexAttribArray(0);
164 glEnableVertexAttribArray(1);
166 if (!piglit_check_gl_error(GL_NO_ERROR)) {
167 piglit_report_result(PIGLIT_FAIL);
170 return vbo;
174 void
175 piglit_init(int argc, char **argv)
177 tex = make_depth_texture();
178 prog = make_shader_program();
179 vao = make_vao();
183 enum piglit_result
184 piglit_display(void)
186 static const float black[4] = { 0.0, 0.0, 0.0, 1.0 };
187 static const float red50[4] = { 0.5, 0.0, 0.0, 1.0 };
188 static const float red100[4] = { 1.0, 0.0, 0.0, 1.0 };
189 bool pass = true;
191 glViewport(0, 0, piglit_width, piglit_height);
193 /* This should draw a red gradient ranging from black
194 * at the bottom of the window to full red at the top.
196 glClearColor(0.2, 0.2, 0.8, 1.0);
197 glClear(GL_COLOR_BUFFER_BIT);
198 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
200 if (!piglit_probe_pixel_rgba(0, 0, black))
201 pass = false;
203 if (!piglit_probe_pixel_rgba(0, piglit_height/2, red50))
204 pass = false;
206 if (!piglit_probe_pixel_rgba(0, piglit_height-1, red100))
207 pass = false;
209 piglit_present_results();
211 pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
213 return pass ? PIGLIT_PASS : PIGLIT_FAIL;