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5564 serge 1
/*
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 * Copyright © 2013 Intel Corporation
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the "Software"),
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 * to deal in the Software without restriction, including without limitation
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 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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 * and/or sell copies of the Software, and to permit persons to whom the
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 * Software is furnished to do so, subject to the following conditions:
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 *
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 * The above copyright notice and this permission notice (including the next
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 * paragraph) shall be included in all copies or substantial portions of the
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 * Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
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 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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 * DEALINGS IN THE SOFTWARE.
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 */
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#include 
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#include "main/compiler.h"
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#include "main/mtypes.h"
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#include "main/macros.h"
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#include "ir.h"
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/**
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 * \file sampler_types_test.cpp
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 *
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 * Test that built-in sampler types have the right properties.
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 */
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#define ARRAY    EXPECT_TRUE(type->sampler_array);
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#define NONARRAY EXPECT_FALSE(type->sampler_array);
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#define SHADOW   EXPECT_TRUE(type->sampler_shadow);
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#define COLOR    EXPECT_FALSE(type->sampler_shadow);
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#define T(TYPE, DIM, DATA_TYPE, ARR, SHAD, COMPS)           \
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TEST(sampler_types, TYPE)                                   \
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{                                                           \
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   const glsl_type *type = glsl_type::TYPE##_type;          \
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   EXPECT_EQ(GLSL_TYPE_SAMPLER, type->base_type);           \
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   EXPECT_EQ(DIM, type->sampler_dimensionality);            \
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   EXPECT_EQ(DATA_TYPE, type->sampler_type);                \
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   ARR;                                                     \
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   SHAD;                                                    \
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   EXPECT_EQ(COMPS, type->coordinate_components());         \
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}
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T( sampler1D,        GLSL_SAMPLER_DIM_1D,   GLSL_TYPE_FLOAT, NONARRAY, COLOR,  1)
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T( sampler2D,        GLSL_SAMPLER_DIM_2D,   GLSL_TYPE_FLOAT, NONARRAY, COLOR,  2)
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T( sampler3D,        GLSL_SAMPLER_DIM_3D,   GLSL_TYPE_FLOAT, NONARRAY, COLOR,  3)
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T( samplerCube,      GLSL_SAMPLER_DIM_CUBE, GLSL_TYPE_FLOAT, NONARRAY, COLOR,  3)
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T( sampler1DArray,   GLSL_SAMPLER_DIM_1D,   GLSL_TYPE_FLOAT, ARRAY,    COLOR,  2)
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T( sampler2DArray,   GLSL_SAMPLER_DIM_2D,   GLSL_TYPE_FLOAT, ARRAY,    COLOR,  3)
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T( samplerCubeArray, GLSL_SAMPLER_DIM_CUBE, GLSL_TYPE_FLOAT, ARRAY,    COLOR,  4)
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T( sampler2DRect,    GLSL_SAMPLER_DIM_RECT, GLSL_TYPE_FLOAT, NONARRAY, COLOR,  2)
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T( samplerBuffer,    GLSL_SAMPLER_DIM_BUF,  GLSL_TYPE_FLOAT, NONARRAY, COLOR,  1)
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T( sampler2DMS,      GLSL_SAMPLER_DIM_MS,   GLSL_TYPE_FLOAT, NONARRAY, COLOR,  2)
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T( sampler2DMSArray, GLSL_SAMPLER_DIM_MS,   GLSL_TYPE_FLOAT, ARRAY,    COLOR,  3)
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T(isampler1D,        GLSL_SAMPLER_DIM_1D,   GLSL_TYPE_INT,   NONARRAY, COLOR,  1)
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T(isampler2D,        GLSL_SAMPLER_DIM_2D,   GLSL_TYPE_INT,   NONARRAY, COLOR,  2)
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T(isampler3D,        GLSL_SAMPLER_DIM_3D,   GLSL_TYPE_INT,   NONARRAY, COLOR,  3)
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T(isamplerCube,      GLSL_SAMPLER_DIM_CUBE, GLSL_TYPE_INT,   NONARRAY, COLOR,  3)
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T(isampler1DArray,   GLSL_SAMPLER_DIM_1D,   GLSL_TYPE_INT,   ARRAY,    COLOR,  2)
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T(isampler2DArray,   GLSL_SAMPLER_DIM_2D,   GLSL_TYPE_INT,   ARRAY,    COLOR,  3)
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T(isamplerCubeArray, GLSL_SAMPLER_DIM_CUBE, GLSL_TYPE_INT,   ARRAY,    COLOR,  4)
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T(isampler2DRect,    GLSL_SAMPLER_DIM_RECT, GLSL_TYPE_INT,   NONARRAY, COLOR,  2)
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T(isamplerBuffer,    GLSL_SAMPLER_DIM_BUF,  GLSL_TYPE_INT,   NONARRAY, COLOR,  1)
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T(isampler2DMS,      GLSL_SAMPLER_DIM_MS,   GLSL_TYPE_INT,   NONARRAY, COLOR,  2)
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T(isampler2DMSArray, GLSL_SAMPLER_DIM_MS,   GLSL_TYPE_INT,   ARRAY,    COLOR,  3)
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T(usampler1D,        GLSL_SAMPLER_DIM_1D,   GLSL_TYPE_UINT,  NONARRAY, COLOR,  1)
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T(usampler2D,        GLSL_SAMPLER_DIM_2D,   GLSL_TYPE_UINT,  NONARRAY, COLOR,  2)
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T(usampler3D,        GLSL_SAMPLER_DIM_3D,   GLSL_TYPE_UINT,  NONARRAY, COLOR,  3)
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T(usamplerCube,      GLSL_SAMPLER_DIM_CUBE, GLSL_TYPE_UINT,  NONARRAY, COLOR,  3)
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T(usampler1DArray,   GLSL_SAMPLER_DIM_1D,   GLSL_TYPE_UINT,  ARRAY,    COLOR,  2)
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T(usampler2DArray,   GLSL_SAMPLER_DIM_2D,   GLSL_TYPE_UINT,  ARRAY,    COLOR,  3)
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T(usamplerCubeArray, GLSL_SAMPLER_DIM_CUBE, GLSL_TYPE_UINT,  ARRAY,    COLOR,  4)
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T(usampler2DRect,    GLSL_SAMPLER_DIM_RECT, GLSL_TYPE_UINT,  NONARRAY, COLOR,  2)
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T(usamplerBuffer,    GLSL_SAMPLER_DIM_BUF,  GLSL_TYPE_UINT,  NONARRAY, COLOR,  1)
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T(usampler2DMS,      GLSL_SAMPLER_DIM_MS,   GLSL_TYPE_UINT,  NONARRAY, COLOR,  2)
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T(usampler2DMSArray, GLSL_SAMPLER_DIM_MS,   GLSL_TYPE_UINT,  ARRAY,    COLOR,  3)
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T(sampler1DShadow,   GLSL_SAMPLER_DIM_1D,   GLSL_TYPE_FLOAT, NONARRAY, SHADOW, 1)
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T(sampler2DShadow,   GLSL_SAMPLER_DIM_2D,   GLSL_TYPE_FLOAT, NONARRAY, SHADOW, 2)
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T(samplerCubeShadow, GLSL_SAMPLER_DIM_CUBE, GLSL_TYPE_FLOAT, NONARRAY, SHADOW, 3)
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T(sampler1DArrayShadow,
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  GLSL_SAMPLER_DIM_1D, GLSL_TYPE_FLOAT, ARRAY, SHADOW, 2)
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T(sampler2DArrayShadow,
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  GLSL_SAMPLER_DIM_2D, GLSL_TYPE_FLOAT, ARRAY, SHADOW, 3)
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T(samplerCubeArrayShadow,
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  GLSL_SAMPLER_DIM_CUBE, GLSL_TYPE_FLOAT, ARRAY, SHADOW, 4)
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T(sampler2DRectShadow,
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  GLSL_SAMPLER_DIM_RECT, GLSL_TYPE_FLOAT, NONARRAY, SHADOW, 2)
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T(samplerExternalOES,
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  GLSL_SAMPLER_DIM_EXTERNAL, GLSL_TYPE_FLOAT, NONARRAY, COLOR, 2)