/* * Copyright (c) 2015 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. */ /* * A rudimentary test to check whether the correct values are being written * to gl_SampleMaskIn when ARB_post_depth_coverage is enabled. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 43; config.supports_gl_core_version = 43; config.window_width = 160; config.window_height = 160; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DEPTH | PIGLIT_GL_VISUAL_DOUBLE; PIGLIT_GL_TEST_CONFIG_END static GLuint prog1, prog2, vao, ssbo; static GLint *sample_mask; static const char *vs_text = "#version 430\n" "in vec4 pos_in;\n" "void main()\n" "{\n" " gl_Position = pos_in;\n" "}\n"; static const char *fs_text1 = "#version 430\n" "out vec4 color;\n" "void main()\n" "{\n" " gl_FragDepth = 0.5f;\n" " color = vec4(0.0, 1.0, 0.0, 1.0);\n" "}\n"; static const char *fs_text2 = "#version 430\n" "#extension GL_ARB_post_depth_coverage: enable\n" "out vec4 color;\n" "layout(early_fragment_tests) in;\n" "layout(post_depth_coverage) in;\n" "layout(location = 2) uniform int width;" "layout(std430, binding = 3) buffer MaskOutput {" " int data[];" "} mask_output;" "void main()\n" "{\n" " int index = int(gl_FragCoord.y) * width + int(gl_FragCoord.x);\n" " mask_output.data[index] = int(gl_SampleMaskIn[0]);\n" " color = vec4(1.0, 0.0, 0.0, 1.0);\n" "}\n"; static GLuint make_shader_program1(void) { GLuint prog; prog = piglit_build_simple_program(vs_text, fs_text1); glUseProgram(prog); glBindAttribLocation(prog, 0, "pos_in"); glLinkProgram(prog); if (!piglit_check_gl_error(GL_NO_ERROR)) { piglit_report_result(PIGLIT_FAIL); } return prog; } static GLuint make_shader_program2(void) { GLuint prog; prog = piglit_build_simple_program(vs_text, fs_text2); glUseProgram(prog); glBindAttribLocation(prog, 0, "pos_in"); glLinkProgram(prog); if (!piglit_check_gl_error(GL_NO_ERROR)) { piglit_report_result(PIGLIT_FAIL); } return prog; } static GLuint make_ssbo(void) { GLuint ssbo; glGenBuffers(1, &ssbo); glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo); if (!piglit_check_gl_error(GL_NO_ERROR)) { piglit_report_result(PIGLIT_FAIL); } return ssbo; } static GLuint make_vao(void) { static const float pos_tc[12][2] = { { -1.0, -1.0 }, { 0.0, -1.0 }, { 0.0, 1.0 }, { 0.0, 1.0 }, { -1.0, 1.0 }, { -1.0, -1.0 }, { -1.0, -1.0 }, { 1.0, -1.0 }, { 1.0, 1.0 }, { 1.0, 1.0 }, { -1.0, 1.0 }, { -1.0, -1.0 } }; const int stride = sizeof(pos_tc[0]); GLuint vbo, vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(pos_tc), pos_tc, GL_STATIC_DRAW); piglit_check_gl_error(GL_NO_ERROR); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, stride, (void *) 0); glEnableVertexAttribArray(0); if (!piglit_check_gl_error(GL_NO_ERROR)) { piglit_report_result(PIGLIT_FAIL); } return vbo; } void piglit_init(int argc, char **argv) { piglit_require_extension("GL_ARB_post_depth_coverage"); prog1 = make_shader_program1(); prog2 = make_shader_program2(); vao = make_vao(); ssbo = make_ssbo(); } enum piglit_result piglit_display(void) { float green[4] = {0.0, 1.0, 0.0, 1.0}; float red[4] = {1.0, 0.0, 0.0, 1.0}; bool pass = true; int i, j; glEnable(GL_DEPTH_TEST); glViewport(0, 0, piglit_width, piglit_height); sample_mask = (GLint*) malloc (sizeof(GLint) * (piglit_width * piglit_height)); for (i = 0; i < piglit_width * piglit_height; i++) { sample_mask[i] = 0; } glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GLint) * (piglit_width * piglit_height), &sample_mask[0], GL_DYNAMIC_COPY); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, ssbo); glClearColor(0.0, 0.0, 0.0, 1.0); glEnable(GL_DEPTH_TEST); glEnable(GL_STENCIL_TEST); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glUseProgram(prog1); glStencilFunc(GL_ALWAYS, 1, 0xFF); glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); glDrawArrays(GL_TRIANGLES, 0, 6); glUseProgram(prog2); glStencilFunc(GL_NOTEQUAL, 1, 0xFF); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glUniform1i(2, piglit_width); glDrawArrays(GL_TRIANGLES, 6, 6); glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, sizeof(GLint) * piglit_width * piglit_height, &sample_mask[0]); for (i = 0; i < piglit_width; i++) { for (j = 0; j < piglit_height; j++) { if (i >= piglit_width / 2) { if (sample_mask[piglit_width * j + i] != 1) { pass = false; break; } } else { if (sample_mask[piglit_width * j + i] != 0) { pass = false; break; } } } } pass = piglit_probe_rect_rgba(0, 0, piglit_width / 2, piglit_height, green) && pass; pass = piglit_probe_rect_rgba(piglit_width / 2, 0, piglit_width / 2, piglit_height, red) && pass; piglit_present_results(); pass = piglit_check_gl_error(GL_NO_ERROR) && pass; free(sample_mask); return pass ? PIGLIT_PASS : PIGLIT_FAIL; }