Beispiel #1
0
enum piglit_result
piglit_display(void)
{
	int dim;
	GLboolean pass = GL_TRUE;
	int level, min_lod, max_lod, x_offset, y_offset;
	GLuint tex;

	piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);

	/* Clear background to gray */
	glClearColor(0.5, 0.5, 0.5, 1.0);
	glClear(GL_COLOR_BUFFER_BIT);

	/* Create the texture. */
	glGenTextures(1, &tex);
	glBindTexture(GL_TEXTURE_2D, tex);

	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
			GL_NEAREST_MIPMAP_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

	/* Fill in each level */
	for (level = 0, dim = MAX_SIZE; dim > 0; level++, dim /= 2) {
		set_level_color(level, dim, level);
	}

	/* Draw all the levels with varying clamp ranges. */
	glEnable(GL_TEXTURE_2D);
	y_offset = 10;
	for (min_lod = 0; min_lod <= MAX_LOD; min_lod++) {
		x_offset = 10;

		for (max_lod = MAX_LOD; max_lod >= min_lod; max_lod--) {
			pass = draw_and_test(x_offset, y_offset,
					     min_lod, max_lod) && pass;
			x_offset += MAX_SIZE + PAD;
		}

		y_offset += (MAX_SIZE * 2 + PAD * 7);
	}

	glDeleteTextures(1, &tex);

	piglit_present_results();

	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
Beispiel #2
0
enum piglit_result
piglit_display(void)
{
	int dim;
	GLboolean pass = GL_TRUE;
	int level, x, y;
	GLuint tex;

	piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);

	/* Clear background to gray */
	glClearColor(0.5, 0.5, 0.5, 1.0);
	glClear(GL_COLOR_BUFFER_BIT);

	/* Create the texture. */
	glGenTextures(1, &tex);
	glBindTexture(GL_TEXTURE_2D, tex);

	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
			GL_LINEAR_MIPMAP_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

	/* Fill in each level */
	for (level = 0, dim = MAX_SIZE; dim > 0; level++, dim /= 2) {
		set_level_color(level, dim, level);
	}

	glEnable(GL_TEXTURE_2D);

	/* Draw areas of the base level size with clamping to mip lods
	 * between each texture level.
	 */
	x = 10;
	y = 10;
	for (level = 0, dim = MAX_SIZE; dim > 1; level++, dim /= 2) {
		float clamp = (float)level + 0.5;

		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, clamp);

		piglit_draw_rect_tex(x, y, 1, 1,
				     0.0, 0.0, 1.0, 1.0);

		y += 1 + PAD;
	}

	/* Verify that the resulting images are blended between the levels. */
	y = 10;
	for (level = 0, dim = MAX_SIZE; dim > 1; level++, dim /= 2) {
		float expected[3];
		int i;

		for (i = 0; i < 3; i++) {
			expected[i] = (colors[level    ][i] +
				       colors[level + 1][i]) / 2.0;
		}

		pass = piglit_probe_pixel_rgb(x,
					      y,
					      expected) && pass;

		y += 1 + PAD;
	}

	glDeleteTextures(1, &tex);

	piglit_present_results();

	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}