glsl: test loop unroll with uint overflow
[piglit.git] / tests / spec / arb_texture_view / max-level.c
blob6ac9c96e085e6ef7544d05c6f8935ef77d02483a
1 /*
2 * Copyright © 2014 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 * With Nvidia OpenGL drivers, the texelFetch() GLSL shader function
26 * cannot return the correct data in the TextureView if we set the texture
27 * parameter GL_TEXTURE_MAX_LEVEL for the TextureView.bug.
29 * Known to be
30 * -- Present in : Nvidia GTX 650, driver - 319.32
31 * -- Fixed in : driver 319.59
35 #include "piglit-util-gl.h"
37 PIGLIT_GL_TEST_CONFIG_BEGIN
39 config.supports_gl_core_version = 32;
40 config.supports_gl_compat_version = 32;
42 config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE;
43 config.khr_no_error_support = PIGLIT_NO_ERRORS;
45 PIGLIT_GL_TEST_CONFIG_END
47 #define WIDTH 32
48 #define HEIGHT 32
49 #define LEVELS 6
50 #define COLOR_RED 0xFF0000FF
51 #define COLOR_GREEN 0x00FF00FF
52 #define COLOR_BLUE 0x0000FFFF
53 #define COLOR_CYAN 0x00FFFFFF
54 #define COLOR_MAGENTA 0xFF00FFFF
55 #define COLOR_YELLOW 0xFFFF00FF
56 #define COLOR_GRAY 0x7F7F7FFF
57 #define CLEAR_COLOR 0x000033FF
58 #define NUM_VERTICES 4
59 #define ATTR_SIZE 4
60 #define VIEW_LEVEL 3
62 static GLuint prog;
64 static bool
65 test_max_level(void)
67 static const float vertArray[] = {
68 1.0f, -1.0f, 0.0f, 1.0f,
69 1.0f, 1.0f, 0.0f, 1.0f,
70 -1.0f, -1.0f, 0.0f, 1.0f,
71 -1.0f, 1.0f, 0.0f, 1.0f,
73 GLint attrLoc = -1, samplerLoc = -1;
74 const GLuint white = 0xffffffff;
75 const unsigned int colors[LEVELS] = {COLOR_RED, COLOR_GREEN,
76 COLOR_BLUE, COLOR_CYAN,
77 COLOR_CYAN, COLOR_MAGENTA};
78 const unsigned int numPixels = WIDTH * HEIGHT;
79 GLuint texData[WIDTH * HEIGHT];
80 GLuint i, texFbo, tex, view, fbo, vertexArray, vertexBuf, l;
82 for (i = 0; i < numPixels; ++i) {
83 texData[i] = white;
86 /* Create 2D textures */
87 glGenTextures(1, &texFbo);
88 glActiveTexture(GL_TEXTURE0);
89 glBindTexture(GL_TEXTURE_2D, texFbo);
90 glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, WIDTH, HEIGHT);
91 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
92 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
93 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, WIDTH, HEIGHT,
94 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, texData);
96 glGenTextures(1, &tex);
97 glBindTexture(GL_TEXTURE_2D, tex);
98 glTexStorage2D(GL_TEXTURE_2D, LEVELS, GL_RGBA8, WIDTH, HEIGHT);
100 for (l = 0; l < LEVELS; ++l) {
101 for (i = 0; i < numPixels >> (l * 2); ++i) {
102 texData[i] = colors[l];
105 glPixelStorei(GL_UNPACK_ROW_LENGTH, WIDTH >> l);
106 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
107 glTexSubImage2D(GL_TEXTURE_2D, l, 0, 0,
108 WIDTH >> l, HEIGHT >> l,
109 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8,
110 texData);
113 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, LEVELS - 1);
116 * Create a texture view that is the (VIEW_LEVEL) mipmap level
117 * of the original texture.
119 glGenTextures(1, &view);
120 glTextureView(view, GL_TEXTURE_2D, tex, GL_RGBA8,
121 VIEW_LEVEL, 1, 0, 1);
122 glBindTexture(GL_TEXTURE_2D, view);
123 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
124 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
126 if (!piglit_check_gl_error(GL_NO_ERROR))
127 return false;
129 /* Setup the sampler */
130 samplerLoc = glGetUniformLocation(prog, "s");
131 glUniform1i(samplerLoc, 0); // GL_TEXTURE0
133 /* Setup vertex attributes. */
134 attrLoc = glGetAttribLocation(prog, "Attr0");
135 glGenVertexArrays(1, &vertexArray);
136 glBindVertexArray(vertexArray);
137 glGenBuffers(1, &vertexBuf);
138 glBindBuffer(GL_ARRAY_BUFFER, vertexBuf);
139 glBufferData(GL_ARRAY_BUFFER, sizeof(vertArray), vertArray,
140 GL_STATIC_DRAW);
141 glEnableVertexAttribArray(attrLoc);
142 glVertexAttribPointer(attrLoc, ATTR_SIZE, GL_FLOAT, GL_FALSE,
143 ATTR_SIZE * sizeof(float), 0);
145 if (!piglit_check_gl_error(GL_NO_ERROR))
146 return false;
148 /* Setup the FBO. */
149 glGenFramebuffers(1, &fbo);
150 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
151 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
152 GL_TEXTURE_2D, texFbo, 0);
153 if (glCheckFramebufferStatus(GL_FRAMEBUFFER) !=
154 GL_FRAMEBUFFER_COMPLETE) {
155 printf("incomplete framebuffer at line %d\n", __LINE__);
156 return false;
159 glDrawBuffer(GL_COLOR_ATTACHMENT0);
160 if (glCheckFramebufferStatus(GL_FRAMEBUFFER) !=
161 GL_FRAMEBUFFER_COMPLETE) {
162 printf("incomplete framebuffer at line %d\n", __LINE__);
163 return false;
166 /* Clear and draw */
167 glViewport(0, 0, WIDTH, HEIGHT);
168 glClearColor(((CLEAR_COLOR >> 24) & 0xFF) / 255.0f,
169 ((CLEAR_COLOR >> 16) & 0xFF) / 255.0f,
170 ((CLEAR_COLOR >> 8) & 0xFF) / 255.0f,
171 ((CLEAR_COLOR) & 0xFF) / 255.0f);
172 glClear(GL_COLOR_BUFFER_BIT);
173 glDrawArrays(GL_TRIANGLE_STRIP, 0, NUM_VERTICES);
175 /* Read back */
176 glReadBuffer(GL_COLOR_ATTACHMENT0);
177 if (glCheckFramebufferStatus(GL_FRAMEBUFFER) !=
178 GL_FRAMEBUFFER_COMPLETE) {
179 printf("incomplete framebuffer at line %d\n", __LINE__);
180 return false;
183 /* read color buffer */
184 glPixelStorei(GL_PACK_ROW_LENGTH, WIDTH);
185 glPixelStorei(GL_PACK_ALIGNMENT, 1);
186 memset(texData, 0, sizeof(texData));
187 glReadPixels(0, 0, WIDTH, HEIGHT,
188 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, texData);
190 if (texData[0] != colors[VIEW_LEVEL]) {
191 printf("At pixel (0,0) expected 0x%x but found 0x%x\n",
192 colors[VIEW_LEVEL], texData[0]);
193 /* clean up */
194 glDeleteTextures(1, &tex);
195 glDeleteTextures(1, &texFbo);
196 glDeleteTextures(1, &view);
197 glDeleteFramebuffers(1, &fbo);
198 return false;
201 if (!piglit_check_gl_error(GL_NO_ERROR))
202 return false;
204 glDeleteTextures(1, &tex);
205 glDeleteTextures(1, &texFbo);
206 glDeleteTextures(1, &view);
207 glDeleteFramebuffers(1, &fbo);
208 return true;
212 enum piglit_result
213 piglit_display(void)
215 bool pass = test_max_level();
217 return pass ? PIGLIT_PASS : PIGLIT_FAIL;
221 static void
222 setup_shaders(void)
224 static const char *vsSrc =
225 "#version 150\n"
226 "in vec4 Attr0;"
227 "void main(void) {"
228 " gl_Position = Attr0;"
229 "}";
230 static const char *fsSrc =
231 "#version 150\n"
232 "uniform sampler2D s;"
233 "out vec4 fragColor0;"
234 "void main(void) {"
235 " fragColor0 = texelFetch(s, ivec2(0, 0), 0);"
236 "}";
238 /* Create shaders and the program */
239 prog = piglit_build_simple_program(vsSrc, fsSrc);
240 glBindFragDataLocation(prog, 0, "fragColor0");
241 glLinkProgram(prog);
242 glUseProgram(prog);
246 void
247 piglit_init(int argc, char **argv)
249 piglit_require_extension("GL_ARB_texture_storage");
250 piglit_require_extension("GL_ARB_texture_view");
252 setup_shaders();