/* * 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 * Marek Olšák * */ /** @file fbo-depth-tex1d.c * * Tests that rendering to a 1D texture with a depth texture * and then drawing both to the framebuffer succeeds. */ #include "piglit-util-gl.h" #define BUF_WIDTH 16 PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_DEPTH; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END struct format { GLuint iformat, format, type; const char *extension; } formats[] = { {GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_FLOAT, "GL_ARB_depth_texture"}, {GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_FLOAT, "GL_ARB_depth_texture"}, {GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_FLOAT, "GL_ARB_depth_texture"}, {GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8_EXT, "GL_EXT_packed_depth_stencil"}, {GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, "GL_ARB_depth_buffer_float"}, {GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, "GL_ARB_depth_buffer_float"} }; struct format f; static void create_1d_fbo(GLuint *out_tex, GLuint *out_ds) { GLuint tex, ds, fb; GLenum status; /* Create the color buffer. */ glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_1D, tex); glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, BUF_WIDTH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); if (!piglit_check_gl_error(GL_NO_ERROR)) piglit_report_result(PIGLIT_FAIL); /* Create the depth-stencil buffer. */ glGenTextures(1, &ds); glBindTexture(GL_TEXTURE_1D, ds); glTexImage1D(GL_TEXTURE_1D, 0, f.iformat, BUF_WIDTH, 0, f.format, f.type, NULL); if (!piglit_check_gl_error(GL_NO_ERROR)) piglit_report_result(PIGLIT_FAIL); /* Create the FBO. */ glGenFramebuffersEXT(1, &fb); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb); glFramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_1D, tex, 0); glFramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_1D, ds, 0); if (f.format == GL_DEPTH_STENCIL) { glFramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_1D, ds, 0); } if (!piglit_check_gl_error(GL_NO_ERROR)) piglit_report_result(PIGLIT_FAIL); status = glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { piglit_report_result(PIGLIT_SKIP); } glViewport(0, 0, BUF_WIDTH, 1); glClearDepth(1); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_ALWAYS); glDepthRange(0, 0); glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); piglit_ortho_projection(BUF_WIDTH, 1, GL_FALSE); /* green */ glColor4f(0.0, 1.0, 0.0, 0.0); piglit_draw_rect(0, 0, BUF_WIDTH, 1); glBindFramebufferEXT(GL_FRAMEBUFFER, piglit_winsys_fbo); glDeleteFramebuffersEXT(1, &fb); *out_tex = tex; *out_ds = ds; } static void draw_fbo_1d(int x, int y) { 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_1D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); piglit_draw_rect_tex(x, y, BUF_WIDTH, 1, 0, 0, 1, 1); } enum piglit_result piglit_display(void) { GLboolean pass = GL_TRUE; float black[] = {0,0,0,0}; float green[] = {0,1,0,0}; float *expected; int x; GLuint tex, ds; glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClearColor(1.0, 1.0, 1.0, 1.0); glClear(GL_COLOR_BUFFER_BIT); create_1d_fbo(&tex, &ds); glBindTexture(GL_TEXTURE_1D, tex); draw_fbo_1d(10, 10); glBindTexture(GL_TEXTURE_1D, ds); draw_fbo_1d(10+BUF_WIDTH, 10); for (x = 0; x < BUF_WIDTH*2; x++) { if (x < BUF_WIDTH) expected = green; else expected = black; pass &= piglit_probe_pixel_rgb(10 + x, 10, expected); } glDeleteTextures(1, &tex); glDeleteTextures(1, &ds); piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { unsigned i, p; piglit_require_extension("GL_EXT_framebuffer_object"); piglit_require_extension("GL_ARB_depth_texture"); for (p = 1; p < argc; p++) { const GLenum arg = piglit_get_gl_enum_from_name(argv[p]); for (i = 0; i < sizeof(formats)/sizeof(*formats); i++) { if (arg == formats[i].iformat) { piglit_require_extension(formats[i].extension); f = formats[i]; return; } } } if (!f.iformat) { printf("Not enough parameters.\n"); piglit_report_result(PIGLIT_SKIP); } }