1*35238bceSAndroid Build Coastguard Worker #ifndef _GLSSAMPLEROBJECTTEST_HPP 2*35238bceSAndroid Build Coastguard Worker #define _GLSSAMPLEROBJECTTEST_HPP 3*35238bceSAndroid Build Coastguard Worker /*------------------------------------------------------------------------- 4*35238bceSAndroid Build Coastguard Worker * drawElements Quality Program OpenGL ES 3.0 Module 5*35238bceSAndroid Build Coastguard Worker * ------------------------------------------------- 6*35238bceSAndroid Build Coastguard Worker * 7*35238bceSAndroid Build Coastguard Worker * Copyright 2014 The Android Open Source Project 8*35238bceSAndroid Build Coastguard Worker * 9*35238bceSAndroid Build Coastguard Worker * Licensed under the Apache License, Version 2.0 (the "License"); 10*35238bceSAndroid Build Coastguard Worker * you may not use this file except in compliance with the License. 11*35238bceSAndroid Build Coastguard Worker * You may obtain a copy of the License at 12*35238bceSAndroid Build Coastguard Worker * 13*35238bceSAndroid Build Coastguard Worker * http://www.apache.org/licenses/LICENSE-2.0 14*35238bceSAndroid Build Coastguard Worker * 15*35238bceSAndroid Build Coastguard Worker * Unless required by applicable law or agreed to in writing, software 16*35238bceSAndroid Build Coastguard Worker * distributed under the License is distributed on an "AS IS" BASIS, 17*35238bceSAndroid Build Coastguard Worker * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 18*35238bceSAndroid Build Coastguard Worker * See the License for the specific language governing permissions and 19*35238bceSAndroid Build Coastguard Worker * limitations under the License. 20*35238bceSAndroid Build Coastguard Worker * 21*35238bceSAndroid Build Coastguard Worker *//*! 22*35238bceSAndroid Build Coastguard Worker * \file 23*35238bceSAndroid Build Coastguard Worker * \brief Sampler object testcases. 24*35238bceSAndroid Build Coastguard Worker *//*--------------------------------------------------------------------*/ 25*35238bceSAndroid Build Coastguard Worker 26*35238bceSAndroid Build Coastguard Worker #include "tcuTestCase.hpp" 27*35238bceSAndroid Build Coastguard Worker #include "tcuTestLog.hpp" 28*35238bceSAndroid Build Coastguard Worker #include "deRandom.hpp" 29*35238bceSAndroid Build Coastguard Worker #include "tcuSurface.hpp" 30*35238bceSAndroid Build Coastguard Worker #include "gluRenderContext.hpp" 31*35238bceSAndroid Build Coastguard Worker #include "glw.h" 32*35238bceSAndroid Build Coastguard Worker #include "glwEnums.hpp" 33*35238bceSAndroid Build Coastguard Worker #include "gluShaderProgram.hpp" 34*35238bceSAndroid Build Coastguard Worker 35*35238bceSAndroid Build Coastguard Worker namespace deqp 36*35238bceSAndroid Build Coastguard Worker { 37*35238bceSAndroid Build Coastguard Worker namespace gls 38*35238bceSAndroid Build Coastguard Worker { 39*35238bceSAndroid Build Coastguard Worker 40*35238bceSAndroid Build Coastguard Worker class TextureSamplerTest : public tcu::TestCase 41*35238bceSAndroid Build Coastguard Worker { 42*35238bceSAndroid Build Coastguard Worker public: 43*35238bceSAndroid Build Coastguard Worker struct SamplingState 44*35238bceSAndroid Build Coastguard Worker { 45*35238bceSAndroid Build Coastguard Worker GLenum minFilter; 46*35238bceSAndroid Build Coastguard Worker GLenum magFilter; 47*35238bceSAndroid Build Coastguard Worker GLenum wrapT; 48*35238bceSAndroid Build Coastguard Worker GLenum wrapS; 49*35238bceSAndroid Build Coastguard Worker GLenum wrapR; 50*35238bceSAndroid Build Coastguard Worker GLfloat minLod; 51*35238bceSAndroid Build Coastguard Worker GLfloat maxLod; 52*35238bceSAndroid Build Coastguard Worker }; 53*35238bceSAndroid Build Coastguard Worker 54*35238bceSAndroid Build Coastguard Worker struct TestSpec 55*35238bceSAndroid Build Coastguard Worker { 56*35238bceSAndroid Build Coastguard Worker const char *name; 57*35238bceSAndroid Build Coastguard Worker const char *desc; 58*35238bceSAndroid Build Coastguard Worker GLenum target; 59*35238bceSAndroid Build Coastguard Worker SamplingState textureState; 60*35238bceSAndroid Build Coastguard Worker SamplingState samplerState; 61*35238bceSAndroid Build Coastguard Worker }; 62*35238bceSAndroid Build Coastguard Worker 63*35238bceSAndroid Build Coastguard Worker TextureSamplerTest(tcu::TestContext &testCtx, glu::RenderContext &renderCtx, const TestSpec &spec); 64*35238bceSAndroid Build Coastguard Worker ~TextureSamplerTest(void); 65*35238bceSAndroid Build Coastguard Worker 66*35238bceSAndroid Build Coastguard Worker void init(void); 67*35238bceSAndroid Build Coastguard Worker void deinit(void); 68*35238bceSAndroid Build Coastguard Worker 69*35238bceSAndroid Build Coastguard Worker IterateResult iterate(void); 70*35238bceSAndroid Build Coastguard Worker 71*35238bceSAndroid Build Coastguard Worker private: 72*35238bceSAndroid Build Coastguard Worker void renderReferences(tcu::Surface &textureRef, tcu::Surface &samplerRef, int x, int y); 73*35238bceSAndroid Build Coastguard Worker void renderResults(tcu::Surface &textureResult, tcu::Surface &samplerResult, int x, int y); 74*35238bceSAndroid Build Coastguard Worker 75*35238bceSAndroid Build Coastguard Worker void render(void); 76*35238bceSAndroid Build Coastguard Worker 77*35238bceSAndroid Build Coastguard Worker static void setTextureState(const glw::Functions &gl, GLenum target, SamplingState state); 78*35238bceSAndroid Build Coastguard Worker static void setSamplerState(const glw::Functions &gl, SamplingState state, GLuint sampler); 79*35238bceSAndroid Build Coastguard Worker 80*35238bceSAndroid Build Coastguard Worker static GLuint createTexture2D(const glw::Functions &gl); 81*35238bceSAndroid Build Coastguard Worker static GLuint createTexture3D(const glw::Functions &gl); 82*35238bceSAndroid Build Coastguard Worker static GLuint createTextureCube(const glw::Functions &gl); 83*35238bceSAndroid Build Coastguard Worker static GLuint createTexture(const glw::Functions &gl, GLenum target); 84*35238bceSAndroid Build Coastguard Worker 85*35238bceSAndroid Build Coastguard Worker static const char *selectVertexShader(GLenum target); 86*35238bceSAndroid Build Coastguard Worker static const char *selectFragmentShader(GLenum target); 87*35238bceSAndroid Build Coastguard Worker 88*35238bceSAndroid Build Coastguard Worker glu::RenderContext &m_renderCtx; 89*35238bceSAndroid Build Coastguard Worker glu::ShaderProgram *m_program; 90*35238bceSAndroid Build Coastguard Worker 91*35238bceSAndroid Build Coastguard Worker GLenum m_target; 92*35238bceSAndroid Build Coastguard Worker SamplingState m_textureState; 93*35238bceSAndroid Build Coastguard Worker SamplingState m_samplerState; 94*35238bceSAndroid Build Coastguard Worker 95*35238bceSAndroid Build Coastguard Worker de::Random m_random; 96*35238bceSAndroid Build Coastguard Worker }; 97*35238bceSAndroid Build Coastguard Worker 98*35238bceSAndroid Build Coastguard Worker class MultiTextureSamplerTest : public tcu::TestCase 99*35238bceSAndroid Build Coastguard Worker { 100*35238bceSAndroid Build Coastguard Worker public: 101*35238bceSAndroid Build Coastguard Worker struct SamplingState 102*35238bceSAndroid Build Coastguard Worker { 103*35238bceSAndroid Build Coastguard Worker GLenum minFilter; 104*35238bceSAndroid Build Coastguard Worker GLenum magFilter; 105*35238bceSAndroid Build Coastguard Worker GLenum wrapT; 106*35238bceSAndroid Build Coastguard Worker GLenum wrapS; 107*35238bceSAndroid Build Coastguard Worker GLenum wrapR; 108*35238bceSAndroid Build Coastguard Worker GLfloat minLod; 109*35238bceSAndroid Build Coastguard Worker GLfloat maxLod; 110*35238bceSAndroid Build Coastguard Worker }; 111*35238bceSAndroid Build Coastguard Worker 112*35238bceSAndroid Build Coastguard Worker struct TestSpec 113*35238bceSAndroid Build Coastguard Worker { 114*35238bceSAndroid Build Coastguard Worker const char *name; 115*35238bceSAndroid Build Coastguard Worker const char *desc; 116*35238bceSAndroid Build Coastguard Worker GLenum target; 117*35238bceSAndroid Build Coastguard Worker SamplingState textureState1; 118*35238bceSAndroid Build Coastguard Worker SamplingState textureState2; 119*35238bceSAndroid Build Coastguard Worker SamplingState samplerState; 120*35238bceSAndroid Build Coastguard Worker }; 121*35238bceSAndroid Build Coastguard Worker 122*35238bceSAndroid Build Coastguard Worker MultiTextureSamplerTest(tcu::TestContext &testCtx, glu::RenderContext &renderCtx, const TestSpec &spec); 123*35238bceSAndroid Build Coastguard Worker ~MultiTextureSamplerTest(void); 124*35238bceSAndroid Build Coastguard Worker 125*35238bceSAndroid Build Coastguard Worker void init(void); 126*35238bceSAndroid Build Coastguard Worker void deinit(void); 127*35238bceSAndroid Build Coastguard Worker 128*35238bceSAndroid Build Coastguard Worker IterateResult iterate(void); 129*35238bceSAndroid Build Coastguard Worker 130*35238bceSAndroid Build Coastguard Worker private: 131*35238bceSAndroid Build Coastguard Worker void renderReferences(tcu::Surface &textureRef, tcu::Surface &samplerRef, int x, int y); 132*35238bceSAndroid Build Coastguard Worker void renderResults(tcu::Surface &textureResult, tcu::Surface &samplerResult, int x, int y); 133*35238bceSAndroid Build Coastguard Worker 134*35238bceSAndroid Build Coastguard Worker void render(void); 135*35238bceSAndroid Build Coastguard Worker 136*35238bceSAndroid Build Coastguard Worker static void setTextureState(const glw::Functions &gl, GLenum target, SamplingState state); 137*35238bceSAndroid Build Coastguard Worker static void setSamplerState(const glw::Functions &gl, SamplingState state, GLuint sampler); 138*35238bceSAndroid Build Coastguard Worker 139*35238bceSAndroid Build Coastguard Worker static GLuint createTexture2D(const glw::Functions &gl, int id); 140*35238bceSAndroid Build Coastguard Worker static GLuint createTexture3D(const glw::Functions &gl, int id); 141*35238bceSAndroid Build Coastguard Worker static GLuint createTextureCube(const glw::Functions &gl, int id); 142*35238bceSAndroid Build Coastguard Worker static GLuint createTexture(const glw::Functions &gl, GLenum target, int id); 143*35238bceSAndroid Build Coastguard Worker 144*35238bceSAndroid Build Coastguard Worker static const char *selectVertexShader(GLenum target); 145*35238bceSAndroid Build Coastguard Worker static const char *selectFragmentShader(GLenum target); 146*35238bceSAndroid Build Coastguard Worker 147*35238bceSAndroid Build Coastguard Worker glu::RenderContext &m_renderCtx; 148*35238bceSAndroid Build Coastguard Worker glu::ShaderProgram *m_program; 149*35238bceSAndroid Build Coastguard Worker 150*35238bceSAndroid Build Coastguard Worker GLenum m_target; 151*35238bceSAndroid Build Coastguard Worker SamplingState m_textureState1; 152*35238bceSAndroid Build Coastguard Worker SamplingState m_textureState2; 153*35238bceSAndroid Build Coastguard Worker SamplingState m_samplerState; 154*35238bceSAndroid Build Coastguard Worker 155*35238bceSAndroid Build Coastguard Worker de::Random m_random; 156*35238bceSAndroid Build Coastguard Worker }; 157*35238bceSAndroid Build Coastguard Worker 158*35238bceSAndroid Build Coastguard Worker } // namespace gls 159*35238bceSAndroid Build Coastguard Worker } // namespace deqp 160*35238bceSAndroid Build Coastguard Worker 161*35238bceSAndroid Build Coastguard Worker #endif // _GLSSAMPLEROBJECTTEST_HPP 162