/* * Copyright © 2009-2010 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: * Ian Romanick * Eric Anholt */ /** * \file occlusion-query-discard.c * * Simple test for GL_ARB_occlusion_query with a discard statement in GLSL. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE; PIGLIT_GL_TEST_CONFIG_END static char vs_code[] = "varying float do_discard;\n" "\n" "void main()\n" "{\n" " gl_Position = gl_Vertex;\n" " do_discard = gl_MultiTexCoord0.x;\n" "}\n"; static char fs_code[] = "uniform vec4 color;\n" "varying float do_discard;\n" "\n" "void main()\n" "{\n" " if (do_discard != 0.0)\n" " discard;\n" " gl_FragColor = color;\n" "}\n"; GLuint prog; static GLuint setup_shaders() { GLuint vs, fs; vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_code); fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_code); prog = piglit_link_simple_program(vs, fs); glUseProgram(prog); return prog; } enum piglit_result piglit_display(void) { GLboolean pass = GL_TRUE; GLuint q; int location, passed; float red[4] = {1, 0, 0, 0}; float green[4] = {0, 1, 0, 0}; setup_shaders(); glGenQueries(1, &q); location = glGetUniformLocation(prog, "color"); /* Drawn. */ glUniform4fv(location, 1, green); glBeginQuery(GL_SAMPLES_PASSED, q); piglit_draw_rect_tex(-1, -1, 2, 2, 0, 0, 0, 0); glEndQuery(GL_SAMPLES_PASSED); glGetQueryObjectiv(q, GL_QUERY_RESULT, &passed); if (passed != piglit_width * piglit_height) { printf("Undiscarded draw covered %d pixels instead of %d\n", passed, piglit_width * piglit_height); pass = GL_FALSE; } /* Discarded. */ glUniform4fv(location, 1, red); glBeginQuery(GL_SAMPLES_PASSED, q); piglit_draw_rect_tex(-1, -1, 2, 2, 1, 0, 0, 0); glEndQuery(GL_SAMPLES_PASSED); glGetQueryObjectiv(q, GL_QUERY_RESULT, &passed); if (passed != 0) { printf("discarded draw covered %d pixels instead of 0\n", passed); pass = GL_FALSE; } pass = pass && piglit_probe_rect_rgba(0, 0, piglit_width, piglit_height, green); piglit_present_results(); glDeleteQueries(1, &q); glUseProgram(0); glDeleteProgram(prog); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { GLint query_bits; piglit_require_gl_version(20); /* It is legal for a driver to support the query API but not have * any query bits. I wonder how many applications actually check for * this case... */ glGetQueryiv(GL_SAMPLES_PASSED, GL_QUERY_COUNTER_BITS, &query_bits); if (query_bits == 0) { piglit_report_result(PIGLIT_SKIP); } }