/* * Copyright © 2009,2012 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 * Carl Worth */ /** * \file occlusion_query_meta_no_fragments.c * * Verify that various operations, (potentially implemented as * meta-operations within the OpenGL implementation), do not generate * fragments as specified. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_DEPTH | PIGLIT_GL_VISUAL_STENCIL; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END static bool verify_no_fragments(GLuint query, const char *operation) { GLint result; glGetQueryObjectiv(query, GL_QUERY_RESULT, &result); if (result != 0) { printf("Occlusion query for %s resulted in %d samples, (expected 0)\n", operation, result); return false; } return true; } /* Draw several things that should not generate fragments, each within * an occlusion query. Then verify that each query returns 0. */ enum piglit_result piglit_display(void) { /* 2x2 texture data: Red, Green, Blue, and White. */ float data[16] = { 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0 }; GLuint texture, texture_copy, fb; GLuint query; int test_pass = 1; piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE); glGenQueries(1, &query); glGenTextures(1, &texture); glGenTextures(1, &texture_copy); glBindTexture(GL_TEXTURE_2D, texture); glGenFramebuffers(1, &fb); /* No fragments for glClear * * Clear is specified to bypass most of the fragment pipeline: * * When Clear is called, the only per-fragment * operations that are applied (if enabled) are * the pixel ownership test, the scissor test, * and dithering. [OpenGL 3.1 § 4.2.3] */ glBeginQuery(GL_SAMPLES_PASSED, query); { glClearColor(0.0, 1.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } glEndQuery(GL_SAMPLES_PASSED); test_pass &= verify_no_fragments(query, "glClear(simple)"); /* No fragments for scissored glClear */ glScissor(0, 0, piglit_width / 2, piglit_height / 2); glEnable(GL_SCISSOR_TEST); glBeginQuery(GL_SAMPLES_PASSED, query); { glClearColor(0.0, 1.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } glEndQuery(GL_SAMPLES_PASSED); glDisable(GL_SCISSOR_TEST); test_pass &= verify_no_fragments(query, "glClear(scissored)"); /* No fragments for glColorMask + glClear */ glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE); glBeginQuery(GL_SAMPLES_PASSED, query); { glClearColor(0.0, 1.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } glEndQuery(GL_SAMPLES_PASSED); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); test_pass &= verify_no_fragments(query, "glClear(color masked)"); /* No fragments for 1-bit stencil clear */ glStencilMask(1); glBeginQuery(GL_SAMPLES_PASSED, query); { glClearColor(0.0, 1.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); } glEndQuery(GL_SAMPLES_PASSED); glStencilMask(~0); test_pass &= verify_no_fragments(query, "glClear(1-bit stencil)"); /* No fragments for glGenerateMipmap * * This call does not affect the framebuffer, so * should not generate any fragments. */ glBeginQuery(GL_SAMPLES_PASSED, query); { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 2, 2, 0, GL_RGB, GL_FLOAT, data); glGenerateMipmap(GL_TEXTURE_2D); } glEndQuery(GL_SAMPLES_PASSED); test_pass &= verify_no_fragments(query, "glGenerateMipmap"); /* No fragments for glBlitFramebuffer * * The specification could not be more clear: * * Blit operations bypass the fragment * pipeline. [OpenGL 3.1 § 4.3] */ glBeginQuery(GL_SAMPLES_PASSED, query); { glBindFramebuffer(GL_FRAMEBUFFER, fb); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texture, 0); glBindFramebuffer(GL_READ_FRAMEBUFFER, fb); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, piglit_winsys_fbo); glBlitFramebuffer(0, 0, 2, 2, 2, 2, 20, 20, GL_COLOR_BUFFER_BIT, GL_NEAREST); glBindFramebuffer(GL_FRAMEBUFFER, piglit_winsys_fbo); } glEndQuery(GL_SAMPLES_PASSED); test_pass &= verify_no_fragments(query, "glBlitFramebuffer"); /* No fragments for glCopyTexImage * * This call does not affect the framebuffer, so * should not generate any fragments. */ glBeginQuery(GL_SAMPLES_PASSED, query); { glBindTexture(GL_TEXTURE_2D, texture_copy); glBindFramebuffer(GL_READ_FRAMEBUFFER, fb); glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 0, 0, 2, 2, 0); } glEndQuery(GL_SAMPLES_PASSED); test_pass &= verify_no_fragments(query, "glCopyTexImage2D"); /* Paint the copied texture just ensure it worked. */ glEnable(GL_TEXTURE_2D); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); piglit_draw_rect_tex(22, 2, 18, 18, 0, 0, 1, 1); /* No fragments for glCopyTexSubImage */ glBeginQuery(GL_SAMPLES_PASSED, query); { glBindTexture(GL_TEXTURE_2D, texture_copy); glBindFramebuffer(GL_READ_FRAMEBUFFER, fb); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 1, 1, 0, 0, 1, 1); glBindFramebuffer(GL_FRAMEBUFFER, piglit_winsys_fbo); } glEndQuery(GL_SAMPLES_PASSED); test_pass &= verify_no_fragments(query, "glCopyTexImage2D"); /* Paint the copied texture so a user can see that it worked. */ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); piglit_draw_rect_tex(42, 2, 18, 18, 0, 0, 1, 1); glDeleteQueries(1, &query); piglit_present_results(); return test_pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { GLint query_bits; piglit_require_extension("GL_ARB_occlusion_query"); /* 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); } }