For creating 1D/2D array textures.  Each slice of the array is a
solid color (red, green, blue, white, etc.)
---
 tests/util/piglit-util-gl.c |   97 ++++++++++++++++++++++++++++++++++++++++---
 tests/util/piglit-util-gl.h |    1 +
 2 files changed, 92 insertions(+), 6 deletions(-)

diff --git a/tests/util/piglit-util-gl.c b/tests/util/piglit-util-gl.c
index 1a8ee18..bbea519 100644
--- a/tests/util/piglit-util-gl.c
+++ b/tests/util/piglit-util-gl.c
@@ -35,6 +35,13 @@
  */
 static const char **gl_extensions = NULL;
 
+static const float color_wheel[4][4] = {
+       {1, 0, 0, 1}, /* red */
+       {0, 1, 0, 1}, /* green */
+       {0, 0, 1, 1}, /* blue */
+       {1, 1, 1, 1}, /* white */
+};
+
 bool piglit_is_core_profile;
 
 bool piglit_is_gles(void)
@@ -2012,12 +2019,6 @@ piglit_miptree_texture()
        GLfloat *data;
        int size, i, level;
        GLuint tex;
-       const float color_wheel[4][4] = {
-               {1, 0, 0, 1}, /* red */
-               {0, 1, 0, 1}, /* green */
-               {0, 0, 1, 1}, /* blue */
-               {1, 1, 1, 1}, /* white */
-       };
 
        glGenTextures(1, &tex);
        glBindTexture(GL_TEXTURE_2D, tex);
@@ -2376,6 +2377,90 @@ piglit_depth_texture(GLenum target, GLenum 
internalformat, int w, int h, int d,
 }
 
 /**
+ * Create 1D or 2D array texture in which each slice is a different color.
+ * the color pattern is red, green, blue, white, red, green, ...
+ */
+GLuint
+piglit_array_texture(GLenum target, GLenum internalformat,
+                    int w, int h, int d, GLboolean mip)
+{
+       float *data;
+       int size, i, level, layer;
+       GLuint tex;
+       GLenum type = GL_FLOAT, format = GL_RGBA;
+
+       if (target == GL_TEXTURE_1D_ARRAY) {
+               assert(h == 1);
+       }
+       else {
+               assert(target == GL_TEXTURE_2D_ARRAY);
+       }
+
+       glGenTextures(1, &tex);
+       glBindTexture(target, tex);
+       glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+       glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+       if (mip) {
+               glTexParameteri(target, GL_TEXTURE_MAG_FILTER,
+                               GL_LINEAR);
+               glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
+                               GL_LINEAR_MIPMAP_NEAREST);
+       } else {
+               glTexParameteri(target, GL_TEXTURE_MAG_FILTER,
+                               GL_NEAREST);
+               glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
+                               GL_NEAREST);
+       }
+       data = malloc(w * h * 4 * sizeof(GLfloat));
+
+       size = w > h ? w : h;
+
+       for (level = 0; size > 0; level++, size >>= 1) {
+
+               /* Create mipmap level */
+               if (target == GL_TEXTURE_1D_ARRAY) {
+                       glTexImage2D(target, level, internalformat,
+                                    w, d, 0, format, type, NULL);
+               }
+               else {
+                       glTexImage3D(target, level, internalformat,
+                                    w, h, d, 0, format, type, NULL);
+               }
+
+               for (layer = 0; layer < d; layer++) {
+                       /* Set whole layer to one color */
+                       for (i = 0; i < w * h; i++) {
+                               memcpy(data + 4 * i,
+                                      color_wheel[layer %
+                                                  ARRAY_SIZE(color_wheel)],
+                                      sizeof(color_wheel[0]));
+                       }
+
+                       if (target == GL_TEXTURE_1D_ARRAY) {
+                               glTexSubImage2D(target, level,
+                                               0, layer, w, 1,
+                                               format, type, data);
+                       }
+                       else {
+                               glTexSubImage3D(target, level,
+                                               0, 0, layer, w, h, 1,
+                                               format, type, data);
+                       }
+               }
+
+               if (!mip)
+                       break;
+
+               if (w > 1)
+                       w >>= 1;
+               if (h > 1)
+                       h >>= 1;
+       }
+       free(data);
+       return tex;
+}
+
+/**
  * Require transform feedback.
  *
  * Transform feedback may either be provided by GL 3.0 or
diff --git a/tests/util/piglit-util-gl.h b/tests/util/piglit-util-gl.h
index 73b658e..fcd8988 100644
--- a/tests/util/piglit-util-gl.h
+++ b/tests/util/piglit-util-gl.h
@@ -203,6 +203,7 @@ GLfloat *piglit_rgbw_image(GLenum internalFormat, int w, 
int h,
 GLuint piglit_rgbw_texture(GLenum internalFormat, int w, int h, GLboolean mip,
                    GLboolean alpha, GLenum basetype);
 GLuint piglit_depth_texture(GLenum target, GLenum format, int w, int h, int d, 
GLboolean mip);
+GLuint piglit_array_texture(GLenum target, GLenum format, int w, int h, int d, 
GLboolean mip);
 extern float piglit_tolerance[4];
 void piglit_set_tolerance_for_bits(int rbits, int gbits, int bbits, int abits);
 extern void piglit_require_transform_feedback(void);
-- 
1.7.10.4

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