/* * 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. */ /** @file arb_es2_compatibility-depthrangef.c * * Tests that ARB_ES2_compatibility adds glDepthRangef (as opposed to * glDepthRange) and that it works. Based on general/depth-clamp-range.c. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_width = 150; config.window_height = 150; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_DEPTH; PIGLIT_GL_TEST_CONFIG_END void piglit_init(int argc, char **argv) { piglit_require_extension("GL_ARB_ES2_compatibility"); } enum piglit_result piglit_display(void) { GLboolean pass = GL_TRUE; float red[4] = {1.0, 0.0, 0.0, 0.0}; float green[4] = {0.0, 1.0, 0.0, 0.0}; float blue[4] = {0.0, 0.0, 1.0, 0.0}; piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE); glClearColor(0.0, 0.0, 1.0, 0.0); glClearDepthf(0.5); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); /* 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. */ glColor4fv(green); glDepthRangef(0, 1); piglit_draw_rect_z(0.5, 0, 0, piglit_width / 2, piglit_height); glColor4fv(red); glDepthRangef(1, 0); piglit_draw_rect_z(0.5, piglit_width / 2, 0, piglit_width, piglit_height); pass = piglit_probe_pixel_rgb(piglit_width * 1 / 4, piglit_height / 2, green) && pass; pass = piglit_probe_pixel_rgb(piglit_width * 3 / 4, piglit_height / 2, blue) && pass; piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; }