/* * Copyright © 2013 VMware, Inc. * * 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. */ /** * Check for a glScissorIndexed() bug found in MacOS AMD driver. * Passes with NVIDIA's Linux driver. * * Brian Paul and others at VMware * 15 Nov 2013 */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_core_version = 32; config.supports_gl_compat_version = 32; config.supports_gl_es_version = 31; config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END #define WIDTH 32 #define HEIGHT 32 #ifdef PIGLIT_USE_OPENGL #define GLSL_VERSION "150" #else #define GLSL_VERSION "310 es" #endif static bool test(void) { static const char *vsSrc = "#version " GLSL_VERSION "\n" "in vec4 Attr0;" "void main(void) {" " gl_Position = Attr0;" "}"; static const char *fsSrc = "#version " GLSL_VERSION "\n" "#ifdef GL_ES\n" "precision highp float;\n" "#endif\n" "out vec4 fragColor0;" "void main(void) {" " fragColor0 = vec4(1, 0, 0, 1);" "}"; static const float vertArray[] = { 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, }; const GLfloat white[4] = {1.0f, 1.0f, 1.0f, 1.0f}; const GLfloat red[4] = {1.0f, 0.0f, 0.0f, 1.0f}; const GLfloat magenta[4] = {1.0f, 0.0f, 1.0f, 1.0f}; GLbyte texData[WIDTH * HEIGHT * 4]; GLuint tex, fbo, prog, vertexArray, vertexBuf; memset(texData, 0xff, sizeof(texData)); /* Create a white 2D texture. */ glGenTextures(1, &tex); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, tex); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, WIDTH, HEIGHT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, WIDTH, HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, texData); /* Create FBO with texture color attachment */ glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { printf("incomplete framebuffer at line %d\n", __LINE__); return false; } /* Create shader program */ prog = piglit_build_simple_program(vsSrc, fsSrc); glBindFragDataLocation(prog, 0, "fragColor0"); glLinkProgram(prog); glUseProgram(prog); if (!piglit_check_gl_error(GL_NO_ERROR)) return false; /* Setup vertex attributes. */ glGenVertexArrays(1, &vertexArray); glBindVertexArray(vertexArray); glGenBuffers(1, &vertexBuf); glBindBuffer(GL_ARRAY_BUFFER, vertexBuf); glBufferData(GL_ARRAY_BUFFER, sizeof(vertArray), vertArray, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, NULL); glClearColor(1, 0, 1, 1); /* magenta */ glEnable(GL_SCISSOR_TEST); glViewportIndexedf(0, 0, 0, WIDTH, HEIGHT); glScissorIndexed(0, 16, 16, 16, 16); /* This scissor rect should be ignored/unused but with the buggy * driver, it does effect subsequent clearing and drawing. */ glScissorIndexed(1, 0, 0, 0, 0); /* Should clear upper-right 16x16 to magenta while leaving * the rest white. */ glClear(GL_COLOR_BUFFER_BIT); if (!piglit_probe_pixel_rgba(0, 0, white)) return false; if (!piglit_probe_pixel_rgba(WIDTH - 1, HEIGHT - 1, magenta)) return false; /* Draw red quad (fragment shader always emits red). * With scissor, upper-right 16x16 should be red, leaving the rest * white. */ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); if (!piglit_probe_pixel_rgba(0, 0, white)) return false; if (!piglit_probe_pixel_rgba(WIDTH - 1, HEIGHT - 1, red)) return false; return true; } enum piglit_result piglit_display(void) { /* should never get here */ return PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { bool pass; #ifdef PIGLIT_USE_OPENGL piglit_require_extension("GL_ARB_texture_storage"); piglit_require_extension("GL_ARB_viewport_array"); #else piglit_require_extension("GL_OES_viewport_array"); #endif pass = test(); piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL); }