/* * Copyright © 2018 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. * */ /** @file depth-clamp-range.c * * Tests that AMD_depth_clamp_separate enablement didn't break DepthRange * functionality, and properly uses the min/max selection. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_core_version = 32; config.supports_gl_compat_version = 32; config.khr_no_error_support = PIGLIT_NO_ERRORS; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_DEPTH; PIGLIT_GL_TEST_CONFIG_END static GLuint program; static GLint projection_loc; static GLuint make_program(void) { static const char *vs_text = "#version 330 \n" "in vec4 vertex; \n" "uniform mat4 projection; \n" "void main() \n" "{ \n" " gl_Position = projection * vertex; \n" "} \n"; static const char *fs_text = "#version 330 \n" "void main() \n" "{ \n" " gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); \n" "} \n"; GLuint program = piglit_build_simple_program(vs_text, fs_text); return program; } void piglit_init(int argc, char **argv) { piglit_require_extension("GL_AMD_depth_clamp_separate"); program = make_program(); } enum piglit_result piglit_display(void) { GLboolean pass = GL_TRUE; float white[3] = {1.0, 1.0, 1.0}; float clear[3] = {0.0, 0.0, 0.0}; glClearDepth(0.5); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glUseProgram(program); projection_loc = glGetUniformLocation(program, "projection"); piglit_ortho_uniform(projection_loc, piglit_width, piglit_height); /* Keep in mind that the ortho projection flips near and far's signs, * so 1.0 to quad()'s z maps to glDepthRange's near, and -1.0 maps to * glDepthRange's far. */ /* Basic glDepthRange testing. */ glDisable(GL_DEPTH_CLAMP_NEAR_AMD); glDisable(GL_DEPTH_CLAMP_FAR_AMD); glDepthRange(0, 1); piglit_draw_rect_z(0.5, 10, 10, 10, 10); /* .25 - drawn. */ glDepthRange(1, 0); piglit_draw_rect_z(0.5, 10, 30, 10, 10); /* 0.75 - not drawn. */ /* Now, test that near depth clamping works.*/ glEnable(GL_DEPTH_CLAMP_NEAR_AMD); glDepthRange(0.25, 1.0); piglit_draw_rect_z(4, 30, 10, 10, 10); /* .25 - drawn. */ glDisable(GL_DEPTH_CLAMP_NEAR_AMD); glEnable(GL_DEPTH_CLAMP_FAR_AMD); glDepthRange(0.75, 1.0); piglit_draw_rect_z(4, 30, 30, 10, 10); /* 0.75 - not drawn. */ /* Test that far clamping works.*/ glDepthRange(0.0, 0.25); piglit_draw_rect_z(-4, 50, 10, 10, 10); /* .25 - drawn. */ glDepthRange(0.0, 0.75); piglit_draw_rect_z(-4, 50, 30, 10, 10); /* 0.75 - not drawn. */ /* Now, flip near and far around and make sure that it's doing the * min/max of near and far in the clamping. */ /* Test that near (max) clamping works. */ glEnable(GL_DEPTH_CLAMP_NEAR_AMD); glDepthRange(0.25, 0.0); piglit_draw_rect_z(4, 70, 10, 10, 10); /* .25 - drawn. */ glDisable(GL_DEPTH_CLAMP_NEAR_AMD); glEnable(GL_DEPTH_CLAMP_FAR_AMD); glDepthRange(0.75, 0.0); piglit_draw_rect_z(4, 70, 30, 10, 10); /* 0.75 - not drawn. */ /* Now, test far (min) clamping works. */ glDepthRange(1.0, 0.0); piglit_draw_rect_z(-4, 90, 10, 10, 10); /* 0.0 - drawn. */ glDisable(GL_DEPTH_CLAMP_FAR_AMD); glDepthRange(1.0, 0.75); piglit_draw_rect_z(-4, 90, 30, 10, 10); /* 0.75 - drawn. */ pass = piglit_probe_pixel_rgb(15, 15, white) && pass; pass = piglit_probe_pixel_rgb(15, 35, clear) && pass; pass = piglit_probe_pixel_rgb(35, 15, white) && pass; pass = piglit_probe_pixel_rgb(35, 35, clear) && pass; pass = piglit_probe_pixel_rgb(55, 15, white) && pass; pass = piglit_probe_pixel_rgb(55, 35, clear) && pass; pass = piglit_probe_pixel_rgb(75, 15, white) && pass; pass = piglit_probe_pixel_rgb(75, 35, clear) && pass; pass = piglit_probe_pixel_rgb(95, 15, white) && pass; pass = piglit_probe_pixel_rgb(95, 35, clear) && pass; piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; }