blob: 6abdb3556a078d9fd931a96c9f48ccf7b46074b7 [file] [log] [blame]
#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