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#ifndef _GL4CINCOMPLETETEXTUREACCESSTESTS_HPP
#define _GL4CINCOMPLETETEXTUREACCESSTESTS_HPP
/*-------------------------------------------------------------------------
* OpenGL Conformance Test Suite
* -----------------------------
*
* Copyright (c) 2015-2016 The Khronos Group Inc.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/ /*!
* \file
* \brief
*/ /*-------------------------------------------------------------------*/
/**
* \file gl4cIncompleteTextureAccessTests.hpp
* \brief Declares test classes for incomplete texture access cases.
*/ /*-------------------------------------------------------------------*/
/* Includes. */
#include "glcTestCase.hpp"
#include "glwDefs.hpp"
#include "tcuDefs.hpp"
namespace gl4cts
{
namespace IncompleteTextureAccess
{
/** @class Tests
*
* @brief Incomplete texture access test group.
*/
class Tests : public deqp::TestCaseGroup
{
public:
/* Public member functions */
Tests(deqp::Context& context);
void init();
private:
/* Private member functions */
Tests(const Tests& other);
Tests& operator=(const Tests& other);
};
/* Tests class */
/** @class IncompleteTextureAccessTest
*
* Description:
*
* This tests checks access to incomplete texture from shader using
* texture sampler functions. For OpenGL 4.5 and higher (0.0, 0.0, 0.0, 1.0)
* is expected for floating point non-shadow samplers. 0 is expected
* for the shadow sampler.
*
* Steps:
*
* Prepare incomplete texture of given type.
* Prepare framebuffer with RGBA renderbuffer 1x1 pixels in size
* Prepare program which draws full screen textured quad using given sampler.
* Make draw call.
* Fetch framebuffer data using glReadPixels.
* Compare the values with expected value.
*
* Repeat the steps for following samplers:
* - sampler1D​,
* - sampler2D​,
* - sampler3D​,
* - samplerCube,​
* - sampler2DRect,
* - sampler1DArray​,
* - sampler2DArray​,
* - samplerCubeArray
* expecting ​(0.0, 0.0, 0.0, 1.0) and:
* - sampler1DShadow​,
* - sampler2DShadow​,
* - samplerCubeShadow,
* - sampler2DRectShadow,
* - sampler1DArrayShadow​,
* - sampler2DArrayShadow​,
* - samplerCubeArrayShadow​
* expecting ​0.0.
*/
class SamplerTest : public deqp::TestCase
{
public:
/* Public member functions */
SamplerTest(deqp::Context& context);
virtual tcu::TestNode::IterateResult iterate();
private:
/* Private member functions */
SamplerTest(const SamplerTest& other);
SamplerTest& operator=(const SamplerTest& other);
glw::GLuint m_po;
glw::GLuint m_to;
glw::GLuint m_fbo;
glw::GLuint m_rbo;
glw::GLuint m_vao;
static const struct Configuration
{
glw::GLenum texture_target;
const glw::GLchar* sampler_template;
const glw::GLchar* fetch_template;
glw::GLfloat expected_result[4];
} s_configurations[];
static const glw::GLuint s_configurations_count;
static const glw::GLchar* s_vertex_shader;
static const glw::GLchar* s_fragment_shader_head;
static const glw::GLchar* s_fragment_shader_body;
static const glw::GLchar* s_fragment_shader_tail;
void PrepareProgram(Configuration configuration);
void PrepareTexture(Configuration configuration);
void PrepareVertexArrays();
void PrepareFramebuffer();
void Draw();
bool Check(Configuration configuration);
void CleanCase();
void CleanTest();
};
/* SamplerTest class */
} /* IncompleteTextureAccess namespace */
} /* gl4cts */
#endif // _GL4CINCOMPLETETEXTUREACCESSTESTS_HPP