/* * Copyright 2017 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. */ /** * Test GL_EXT_frag_depth support in GLSL ES 1.0 * We draw overlapping red and green quads. The red quad is at Z=0 * while the green quad's fragment depths vary from left to right. * Should see intersecting quads. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_es_version = 20; config.window_visual = (PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DEPTH | PIGLIT_GL_VISUAL_DOUBLE); PIGLIT_GL_TEST_CONFIG_END static const char *vs_source = "#version 100 \n" "attribute vec4 piglit_vertex;\n" "varying float z; \n" "void main() { \n" " gl_Position = piglit_vertex; \n" " // Convert z from [-1, 1] to [0, 1] \n" " z = piglit_vertex.x * 0.5 + 0.5; \n" "}\n"; static const char *fs_source = "#version 100 \n" "#extension GL_EXT_frag_depth : enable \n" "precision mediump float; \n" "varying float z; \n" "uniform vec4 color;\n" "void main() { \n" " if (color.g == 1.0) \n" " gl_FragDepthEXT = z; \n" " else \n" " gl_FragDepthEXT = 0.5; \n" " gl_FragColor = color; \n" "}\n"; static GLuint program; enum piglit_result piglit_display(void) { static const float red[4] = {1.0, 0.0, 0.0, 1.0}; static const float green[4] = {0.0, 1.0, 0.0, 1.0}; int x = piglit_width / 2; int y = piglit_height / 2; bool pass = true; int color_loc; glViewport(0, 0, piglit_width, piglit_height); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(program); color_loc = glGetUniformLocation(program, "color"); glUniform4fv(color_loc, 1, red); /* Draw a red rect at z = 0 (will be 0.5 in depth range [0,1]) */ piglit_draw_rect(-0.5, -0.5, 1.0, 1.0); /* Draw green rect with variable z = piglit_vertex.x * 0.5 + 0.5 */ glUniform4fv(color_loc, 1, green); piglit_draw_rect(-0.75, -0.25, 1.5, 0.5); pass = piglit_probe_pixel_rgba(x-10, y, green) && pass; pass = piglit_probe_pixel_rgba(x+10, y, red) && pass; piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { piglit_require_extension("GL_EXT_frag_depth"); program = piglit_build_simple_program(vs_source, fs_source); glClearColor(0.25f, 0.25f, 0.25f, 1.0f); glEnable(GL_DEPTH_TEST); }