| #ifndef _GLSSAMPLEROBJECTTEST_HPP |
| #define _GLSSAMPLEROBJECTTEST_HPP |
| /*------------------------------------------------------------------------- |
| * drawElements Quality Program OpenGL ES 3.0 Module |
| * ------------------------------------------------- |
| * |
| * Copyright 2014 The Android Open Source Project |
| * |
| * 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 Sampler object testcases. |
| *//*--------------------------------------------------------------------*/ |
| |
| #include "tcuTestCase.hpp" |
| #include "tcuTestLog.hpp" |
| #include "deRandom.hpp" |
| #include "tcuSurface.hpp" |
| #include "gluRenderContext.hpp" |
| #include "glw.h" |
| #include "glwEnums.hpp" |
| #include "gluShaderProgram.hpp" |
| |
| namespace deqp |
| { |
| namespace gls |
| { |
| |
| class TextureSamplerTest : public tcu::TestCase |
| { |
| public: |
| struct SamplingState |
| { |
| GLenum minFilter; |
| GLenum magFilter; |
| GLenum wrapT; |
| GLenum wrapS; |
| GLenum wrapR; |
| GLfloat minLod; |
| GLfloat maxLod; |
| }; |
| |
| struct TestSpec |
| { |
| const char *name; |
| const char *desc; |
| GLenum target; |
| SamplingState textureState; |
| SamplingState samplerState; |
| }; |
| |
| TextureSamplerTest(tcu::TestContext &testCtx, glu::RenderContext &renderCtx, const TestSpec &spec); |
| ~TextureSamplerTest(void); |
| |
| void init(void); |
| void deinit(void); |
| |
| IterateResult iterate(void); |
| |
| private: |
| void renderReferences(tcu::Surface &textureRef, tcu::Surface &samplerRef, int x, int y); |
| void renderResults(tcu::Surface &textureResult, tcu::Surface &samplerResult, int x, int y); |
| |
| void render(void); |
| |
| static void setTextureState(const glw::Functions &gl, GLenum target, SamplingState state); |
| static void setSamplerState(const glw::Functions &gl, SamplingState state, GLuint sampler); |
| |
| static GLuint createTexture2D(const glw::Functions &gl); |
| static GLuint createTexture3D(const glw::Functions &gl); |
| static GLuint createTextureCube(const glw::Functions &gl); |
| static GLuint createTexture(const glw::Functions &gl, GLenum target); |
| |
| static const char *selectVertexShader(GLenum target); |
| static const char *selectFragmentShader(GLenum target); |
| |
| glu::RenderContext &m_renderCtx; |
| glu::ShaderProgram *m_program; |
| |
| GLenum m_target; |
| SamplingState m_textureState; |
| SamplingState m_samplerState; |
| |
| de::Random m_random; |
| }; |
| |
| class MultiTextureSamplerTest : public tcu::TestCase |
| { |
| public: |
| struct SamplingState |
| { |
| GLenum minFilter; |
| GLenum magFilter; |
| GLenum wrapT; |
| GLenum wrapS; |
| GLenum wrapR; |
| GLfloat minLod; |
| GLfloat maxLod; |
| }; |
| |
| struct TestSpec |
| { |
| const char *name; |
| const char *desc; |
| GLenum target; |
| SamplingState textureState1; |
| SamplingState textureState2; |
| SamplingState samplerState; |
| }; |
| |
| MultiTextureSamplerTest(tcu::TestContext &testCtx, glu::RenderContext &renderCtx, const TestSpec &spec); |
| ~MultiTextureSamplerTest(void); |
| |
| void init(void); |
| void deinit(void); |
| |
| IterateResult iterate(void); |
| |
| private: |
| void renderReferences(tcu::Surface &textureRef, tcu::Surface &samplerRef, int x, int y); |
| void renderResults(tcu::Surface &textureResult, tcu::Surface &samplerResult, int x, int y); |
| |
| void render(void); |
| |
| static void setTextureState(const glw::Functions &gl, GLenum target, SamplingState state); |
| static void setSamplerState(const glw::Functions &gl, SamplingState state, GLuint sampler); |
| |
| static GLuint createTexture2D(const glw::Functions &gl, int id); |
| static GLuint createTexture3D(const glw::Functions &gl, int id); |
| static GLuint createTextureCube(const glw::Functions &gl, int id); |
| static GLuint createTexture(const glw::Functions &gl, GLenum target, int id); |
| |
| static const char *selectVertexShader(GLenum target); |
| static const char *selectFragmentShader(GLenum target); |
| |
| glu::RenderContext &m_renderCtx; |
| glu::ShaderProgram *m_program; |
| |
| GLenum m_target; |
| SamplingState m_textureState1; |
| SamplingState m_textureState2; |
| SamplingState m_samplerState; |
| |
| de::Random m_random; |
| }; |
| |
| } // namespace gls |
| } // namespace deqp |
| |
| #endif // _GLSSAMPLEROBJECTTEST_HPP |