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#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;
};
} // gls
} // deqp
#endif // _GLSSAMPLEROBJECTTEST_HPP