예제 #1
0
	int run()
	{
		int Error(0);

		gli::texture Texture(gli::TARGET_1D, gli::FORMAT_RGBA8_UNORM_PACK8, gli::texture::extent_type(1), 1, 1, 1);
		gli::texture1d Texture1D(Texture);
		gli::texture1d_array Texture1DArray(Texture);
		gli::texture2d Texture2D(Texture);
		gli::texture2d_array Texture2DArray(Texture);
		gli::texture3d Texture3D(Texture);
		gli::texture_cube TextureCube(Texture);
		gli::texture_cube_array TextureCubeArray(Texture);

		Error += Texture == Texture1D ? 0 : 1;
		Error += Texture != Texture1DArray ? 0 : 1;
		Error += Texture != Texture2D ? 0 : 1;
		Error += Texture != Texture2DArray ? 0 : 1;
		Error += Texture != Texture3D ? 0 : 1;
		Error += Texture != TextureCube ? 0 : 1;
		Error += Texture != TextureCubeArray ? 0 : 1;

		gli::texture Texture1D_B(Texture1D);
		gli::texture Texture1DArray_B(Texture1DArray);
		gli::texture Texture2D_B(Texture2D);
		gli::texture Texture2DArray_B(Texture2DArray);
		gli::texture Texture3D_B(Texture3D);
		gli::texture TextureCube_B(TextureCube);
		gli::texture TextureCubeArray_B(TextureCubeArray);

		Error += Texture == Texture1D_B ? 0 : 1;
		Error += Texture != Texture1DArray_B ? 0 : 1;
		Error += Texture != Texture2D_B ? 0 : 1;
		Error += Texture != Texture2DArray_B ? 0 : 1;
		Error += Texture != Texture3D_B ? 0 : 1;
		Error += Texture != TextureCube_B ? 0 : 1;
		Error += Texture != TextureCubeArray_B ? 0 : 1;

		Error += Texture1D == Texture1D_B ? 0 : 1;
		Error += Texture1DArray == Texture1DArray_B ? 0 : 1;
		Error += Texture2D == Texture2D_B ? 0 : 1;
		Error += Texture2DArray == Texture2DArray_B ? 0 : 1;
		Error += Texture3D == Texture3D_B ? 0 : 1;
		Error += TextureCube == TextureCube_B ? 0 : 1;
		Error += TextureCubeArray == TextureCubeArray_B ? 0 : 1;

		return Error;
	}
예제 #2
0
int run()
{
    int Error(0);

    gli::texture Texture(gli::TARGET_1D, gli::FORMAT_RGBA8_UNORM, gli::texture::texelcoord_type(1), 1, 1, 1);
    gli::texture1D Texture1D(Texture);
    gli::texture1DArray Texture1DArray(Texture);
    gli::texture2D Texture2D(Texture);
    gli::texture2DArray Texture2DArray(Texture);
    gli::texture3D Texture3D(Texture);
    gli::textureCube TextureCube(Texture);
    gli::textureCubeArray TextureCubeArray(Texture);

    Error += Texture == Texture1D ? 0 : 1;
    Error += Texture != Texture1DArray ? 0 : 1;
    Error += Texture != Texture2D ? 0 : 1;
    Error += Texture != Texture2DArray ? 0 : 1;
    Error += Texture != Texture3D ? 0 : 1;
    Error += Texture != TextureCube ? 0 : 1;
    Error += Texture != TextureCubeArray ? 0 : 1;

    gli::texture Texture1D_B(Texture1D);
    gli::texture Texture1DArray_B(Texture1DArray);
    gli::texture Texture2D_B(Texture2D);
    gli::texture Texture2DArray_B(Texture2DArray);
    gli::texture Texture3D_B(Texture3D);
    gli::texture TextureCube_B(TextureCube);
    gli::texture TextureCubeArray_B(TextureCubeArray);

    Error += Texture == Texture1D_B ? 0 : 1;
    Error += Texture != Texture1DArray_B ? 0 : 1;
    Error += Texture != Texture2D_B ? 0 : 1;
    Error += Texture != Texture2DArray_B ? 0 : 1;
    Error += Texture != Texture3D_B ? 0 : 1;
    Error += Texture != TextureCube_B ? 0 : 1;
    Error += Texture != TextureCubeArray_B ? 0 : 1;

    Error += Texture1D == Texture1D_B ? 0 : 1;
    Error += Texture1DArray == Texture1DArray_B ? 0 : 1;
    Error += Texture2D == Texture2D_B ? 0 : 1;
    Error += Texture2DArray == Texture2DArray_B ? 0 : 1;
    Error += Texture3D == Texture3D_B ? 0 : 1;
    Error += TextureCube == TextureCube_B ? 0 : 1;
    Error += TextureCubeArray == TextureCubeArray_B ? 0 : 1;

    return Error;
}
예제 #3
0
int test_textureCubeArray_textureCube_access()
{
	int Error(0);

	{
		gli::textureCubeArray TextureCubeArray(
			2,
			6,
			gli::textureCubeArray::size_type(1),
			gli::RGBA8U,
			gli::textureCubeArray::dimensions_type(2));
		assert(!TextureCubeArray.empty());

		std::vector<glm::u8vec4> Colors;
		Colors.push_back(glm::u8vec4(255,   0,   0, 255));
		Colors.push_back(glm::u8vec4(  0,   0, 255, 255));

		gli::textureCube TextureCube = TextureCubeArray[1];
		glm::u8vec4* PointerA = TextureCube.data<glm::u8vec4>();
		glm::u8vec4* PointerB = TextureCubeArray.data<glm::u8vec4>() + TextureCube.size() / sizeof(glm::u8vec4);
		Error += PointerA == PointerB ? 0 : 1;
	}

	{
		gli::textureCube TextureCube(
			6,
			gli::textureCube::size_type(2),
			gli::RGBA8U,
			gli::textureCube::dimensions_type(2));
		assert(!TextureCube.empty());

		gli::texture2D TextureA = TextureCube[0];
		gli::texture2D TextureB = TextureCube[1];
		
		std::size_t Size0 = TextureA.size();
		std::size_t Size1 = TextureB.size();

		Error += Size0 == sizeof(glm::u8vec4) * 5 ? 0 : 1;
		Error += Size1 == sizeof(glm::u8vec4) * 5 ? 0 : 1;

		*TextureA.data<glm::u8vec4>() = glm::u8vec4(255, 127, 0, 255);
		*TextureB.data<glm::u8vec4>() = glm::u8vec4(0, 127, 255, 255);

		glm::u8vec4 * PointerA = TextureA.data<glm::u8vec4>();
		glm::u8vec4 * PointerB = TextureB.data<glm::u8vec4>();

		glm::u8vec4 * Pointer0 = TextureCube.data<glm::u8vec4>() + 0;
		glm::u8vec4 * Pointer1 = TextureCube.data<glm::u8vec4>() + 5;

		Error += PointerA == Pointer0 ? 0 : 1;
		Error += PointerB == Pointer1 ? 0 : 1;

		glm::u8vec4 ColorA = *TextureA.data<glm::u8vec4>();
		glm::u8vec4 ColorB = *TextureB.data<glm::u8vec4>();

		glm::u8vec4 Color0 = *Pointer0;
		glm::u8vec4 Color1 = *Pointer1;

		Error += glm::all(glm::equal(Color0, glm::u8vec4(255, 127, 0, 255))) ? 0 : 1;
		Error += glm::all(glm::equal(Color1, glm::u8vec4(0, 127, 255, 255))) ? 0 : 1;
	}

	{
		gli::textureCube TextureCube(
			1,
			gli::textureCube::size_type(1),
			gli::RGBA8U,
			gli::textureCube::dimensions_type(2));

		std::size_t SizeA = TextureCube.size();
		Error += SizeA == sizeof(glm::u8vec4) * 4 ? 0 : 1;

		gli::texture2D Texture2D = TextureCube[0];
		
		std::size_t Size0 = Texture2D.size();
		Error += Size0 == sizeof(glm::u8vec4) * 4 ? 0 : 1;

		*Texture2D.data<glm::u8vec4>() = glm::u8vec4(255, 127, 0, 255);

		glm::u8vec4 * PointerA = Texture2D.data<glm::u8vec4>();
		glm::u8vec4 * Pointer0 = TextureCube.data<glm::u8vec4>();
		Error += PointerA == Pointer0 ? 0 : 1;

		glm::u8vec4 ColorA = *PointerA;
		glm::u8vec4 Color0 = *Pointer0;
		Error += glm::all(glm::equal(ColorA, glm::u8vec4(255, 127, 0, 255))) ? 0 : 1;
		Error += glm::all(glm::equal(Color0, glm::u8vec4(255, 127, 0, 255))) ? 0 : 1;
	}

	return Error;
}
예제 #4
0
	TextureCubeArray Texture::to_texture_cube_array() const
	{
		return TextureCubeArray(impl);
	}