/* * Copyright © 2009 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. * * Authors: * Eric Anholt * */ /** @file fbo-3d.c * * Tests that drawing to each depth of a 3D texture FBO and then drawing views * of those individual depths to the window system framebuffer succeeds. */ #include "piglit-util-gl.h" #define BUF_WIDTH 32 #define BUF_HEIGHT 32 PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_width = 200; config.window_height = 100; config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGB; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END #define NUM_DEPTHS 6 #define POT_DEPTHS 8 float depth_color[NUM_DEPTHS][4] = { {1.0, 0.0, 0.0, 0.0}, {0.0, 1.0, 0.0, 0.0}, {0.0, 0.0, 1.0, 0.0}, {1.0, 0.0, 1.0, 0.0}, {1.0, 1.0, 0.0, 0.0}, {0.0, 1.0, 1.0, 0.0}, }; static int create_3d_fbo(int pot_depth) { GLuint tex, fb; GLenum status; int depth; glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_3D, tex); /* allocate empty 3D texture */ glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, BUF_WIDTH, BUF_HEIGHT, pot_depth, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); if (!piglit_check_gl_error(GL_NO_ERROR)) piglit_report_result(PIGLIT_FAIL); glGenFramebuffersEXT(1, &fb); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb); /* draw something into each slice of the 3D texture */ for (depth = 0; depth < NUM_DEPTHS; depth++) { glFramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_3D, tex, 0, depth); if (!piglit_check_gl_error(GL_NO_ERROR)) piglit_report_result(PIGLIT_FAIL); status = glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { fprintf(stderr, "FBO incomplete\n"); goto done; } glViewport(0, 0, BUF_WIDTH, BUF_HEIGHT); piglit_ortho_projection(BUF_WIDTH, BUF_HEIGHT, GL_FALSE); /* solid color quad */ glColor4fv(depth_color[depth]); piglit_draw_rect(-2, -2, BUF_WIDTH + 2, BUF_HEIGHT + 2); } done: glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, piglit_winsys_fbo); glDeleteFramebuffersEXT(1, &fb); return tex; } /* Draw a textured quad, sampling only the given depth/slice of the * 3D texture. */ static void draw_depth(int x, int y, int depth, int pot_depth) { float depth_coord = (float)depth / (pot_depth - 1); glViewport(0, 0, piglit_width, piglit_height); piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, piglit_winsys_fbo); glEnable(GL_TEXTURE_3D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); glBegin(GL_QUADS); glTexCoord3f(0, 0, depth_coord); glVertex2f(x, y); glTexCoord3f(1, 0, depth_coord); glVertex2f(x + BUF_WIDTH, y); glTexCoord3f(1, 1, depth_coord); glVertex2f(x + BUF_WIDTH, y + BUF_HEIGHT); glTexCoord3f(0, 1, depth_coord); glVertex2f(x, y + BUF_HEIGHT); glEnd(); } static GLboolean test_depth_drawing(int start_x, int start_y, float *expected) { return piglit_probe_rect_rgb(start_x, start_y, BUF_WIDTH, BUF_HEIGHT, expected); } enum piglit_result piglit_display(void) { GLboolean pass = GL_TRUE; int depth; GLuint tex; glClearColor(1.0, 1.0, 1.0, 1.0); glClear(GL_COLOR_BUFFER_BIT); tex = create_3d_fbo(POT_DEPTHS); for (depth = 0; depth < NUM_DEPTHS; depth++) { int x = 1 + depth * (BUF_WIDTH + 1); int y = 1; draw_depth(x, y, depth, POT_DEPTHS); } for (depth = 0; depth < NUM_DEPTHS; depth++) { int x = 1 + depth * (BUF_WIDTH + 1); int y = 1; pass &= test_depth_drawing(x, y, depth_color[depth]); } glDeleteTextures(1, &tex); if (piglit_is_extension_supported("GL_ARB_texture_non_power_of_two")) { tex = create_3d_fbo(NUM_DEPTHS); for (depth = 0; depth < NUM_DEPTHS; depth++) { int x = 1 + depth * (BUF_WIDTH + 1); int y = 2 + BUF_HEIGHT; draw_depth(x, y, depth, NUM_DEPTHS); } for (depth = 0; depth < NUM_DEPTHS; depth++) { int x = 1 + depth * (BUF_WIDTH + 1); int y = 2 + BUF_HEIGHT; pass &= test_depth_drawing(x, y, depth_color[depth]); } glDeleteTextures(1, &tex); } piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { piglit_require_extension("GL_EXT_framebuffer_object"); }