示例#1
0
int test_texture1DArray_size()
{
	int Error(0);

	std::vector<test> Tests;
	Tests.push_back(test(gli::FORMAT_RGBA8_UINT, gli::texture1DArray::dim_type(4), 32));
	Tests.push_back(test(gli::FORMAT_R8_UINT, gli::texture1DArray::dim_type(4), 8));

	for(std::size_t i = 0; i < Tests.size(); ++i)
	{
		gli::texture1DArray Texture1DArray(Tests[i].Format, gli::texture1DArray::dim_type(4), 2, 1);

		Error += Texture1DArray.size() == Tests[i].Size ? 0 : 1;
		assert(!Error);
	}

	for(std::size_t i = 0; i < Tests.size(); ++i)
	{
		gli::texture1DArray Texture1DArray(Tests[i].Format, gli::texture1DArray::dim_type(4), 2, 1);

		gli::texture1D Texture1D = Texture1DArray[0];

		Error += Texture1DArray.size() == Tests[i].Size ? 0 : 1;
		assert(!Error);
	}

	return Error;
}
示例#2
0
int test_texture1DArray_size()
{
	int Error(0);

	std::vector<test> Tests;
	Tests.push_back(test(gli::RGBA8U, gli::texture1DArray::dimensions_type(4), 32));
	Tests.push_back(test(gli::R8U, gli::texture1DArray::dimensions_type(4), 8));

	for(std::size_t i = 0; i < Tests.size(); ++i)
	{
		gli::texture1DArray Texture1DArray(
			gli::texture1DArray::size_type(2),
			gli::texture1DArray::size_type(1),
			Tests[i].Format,
			gli::texture1DArray::dimensions_type(4));

		Error += Texture1DArray.size() == Tests[i].Size ? 0 : 1;
		assert(!Error);
	}

	for(std::size_t i = 0; i < Tests.size(); ++i)
	{
		gli::texture1DArray Texture1DArray(
			gli::texture1DArray::size_type(2),
			gli::texture1DArray::size_type(1),
			Tests[i].Format,
			gli::texture1DArray::dimensions_type(4));

		gli::texture1D Texture1D = Texture1DArray[0];

		Error += Texture1DArray.size() == Tests[i].Size ? 0 : 1;
		assert(!Error);
	}

	return Error;
}
示例#3
0
int test_texture1DArray_access()
{
	int Error(0);

	{
		gli::texture1DArray Texture1DArray(
			gli::texture1DArray::size_type(2),
			gli::texture1DArray::size_type(1),
			gli::RGBA8U,
			gli::texture1DArray::dimensions_type(2));
		assert(!Texture1DArray.empty());

		gli::texture1D Texture0 = Texture1DArray[0];
		gli::texture1D Texture1 = Texture1DArray[1];
		
		std::size_t Size0 = Texture0.size();
		std::size_t Size1 = Texture1.size();

		Error += Size0 == sizeof(glm::u8vec4) * 2 ? 0 : 1;
		Error += Size1 == sizeof(glm::u8vec4) * 2 ? 0 : 1;

		for(std::size_t i = 0; i < 2; ++i)
		{
			*(Texture0.data<glm::u8vec4>() + i) = glm::u8vec4(255, 127, 0, 255);
			*(Texture1.data<glm::u8vec4>() + i) = glm::u8vec4(0, 127, 255, 255);
		}

		glm::u8vec4 * PointerA = Texture0.data<glm::u8vec4>();
		glm::u8vec4 * PointerB = Texture1.data<glm::u8vec4>();

		glm::u8vec4 * Pointer0 = Texture1DArray.data<glm::u8vec4>() + 0;
		glm::u8vec4 * Pointer1 = Texture1DArray.data<glm::u8vec4>() + 2;

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

		glm::u8vec4 ColorA = *Texture0.data<glm::u8vec4>();
		glm::u8vec4 ColorB = *Texture1.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;
	}

	return Error;
}
示例#4
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;
	}
示例#5
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;
}
示例#6
0
	Texture1DArray Texture::to_texture_1d_array() const
	{
		return Texture1DArray(impl);
	}