/* * Copyright (c) 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. */ /* * The section 3.8.7 (page 160) of the GL 3.2 core specification says: * * "Depth textures and the depth components of depth/stencil textures can * be treated as RED textures during texture filtering and application * (see section 3.8.15). The initial state for depth and depth/stencil * textures treats them as RED textures." * * Brian Paul * 5 Dec 2013 */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_core_version = 32; config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END #define TEX_SIZE 64 static GLuint tex, prog, vao; static GLuint make_depth_texture(void) { GLfloat texels[TEX_SIZE][TEX_SIZE]; GLuint tex, i, j; GLenum format = GL_DEPTH_COMPONENT; /* Z = 0 at bottom, Z = 1 at top */ for (i = 0; i < TEX_SIZE; i++) { for (j = 0; j < TEX_SIZE; j++) { float z = i / (float) (TEX_SIZE - 1); texels[i][j] = z; } } glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D, tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, format, TEX_SIZE, TEX_SIZE, 0, format, GL_FLOAT, texels); if (!piglit_check_gl_error(GL_NO_ERROR)) { piglit_report_result(PIGLIT_FAIL); } if (!piglit_khr_no_error) { /* this call should generate an error in the core profile */ glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY); if (!piglit_check_gl_error(GL_INVALID_ENUM)) { piglit_report_result(PIGLIT_FAIL); } } return tex; } static GLuint make_shader_program(void) { static const char *vs_text = "#version 150\n" "in vec4 pos_in;\n" "in vec2 texcoord_in;\n" "smooth out vec2 texcoord;\n" "void main()\n" "{\n" " gl_Position = pos_in;\n" " texcoord = texcoord_in;\n" "}\n"; static const char *fs_text = "#version 150\n" "uniform sampler2D tex;\n" "smooth in vec2 texcoord;\n" "out vec4 color;\n" "void main()\n" "{\n" " color = texture(tex, texcoord);\n" " // enabling the next line fixes NVIDIA failure\n" " // color = vec4(vec3(color.x), 1.0);\n" "}\n"; GLuint prog; GLint u; prog = piglit_build_simple_program(vs_text, fs_text); glUseProgram(prog); u = glGetUniformLocation(prog, "tex"); glUniform1i(u, 0); /* bind tex unit 0, just to be safe */ glBindAttribLocation(prog, 0, "pos_in"); glBindAttribLocation(prog, 1, "texcoord_in"); glLinkProgram(prog); if (!piglit_check_gl_error(GL_NO_ERROR)) { piglit_report_result(PIGLIT_FAIL); } return prog; } static GLuint make_vao(void) { static const float pos_tc[4][4] = { { -1.0, -1.0, 0.0, 0.0 }, { 1.0, -1.0, 1.0, 0.0 }, { 1.0, 1.0, 1.0, 1.0 }, { -1.0, 1.0, 0.0, 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); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (void *) 8); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); if (!piglit_check_gl_error(GL_NO_ERROR)) { piglit_report_result(PIGLIT_FAIL); } return vbo; } void piglit_init(int argc, char **argv) { tex = make_depth_texture(); prog = make_shader_program(); vao = make_vao(); } enum piglit_result piglit_display(void) { static const float black[4] = { 0.0, 0.0, 0.0, 1.0 }; static const float red50[4] = { 0.5, 0.0, 0.0, 1.0 }; static const float red100[4] = { 1.0, 0.0, 0.0, 1.0 }; bool pass = true; glViewport(0, 0, piglit_width, piglit_height); /* This should draw a red gradient ranging from black * at the bottom of the window to full red at the top. */ glClearColor(0.2, 0.2, 0.8, 1.0); glClear(GL_COLOR_BUFFER_BIT); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); if (!piglit_probe_pixel_rgba(0, 0, black)) pass = false; if (!piglit_probe_pixel_rgba(0, piglit_height/2, red50)) pass = false; if (!piglit_probe_pixel_rgba(0, piglit_height-1, red100)) pass = false; piglit_present_results(); pass = piglit_check_gl_error(GL_NO_ERROR) && pass; return pass ? PIGLIT_PASS : PIGLIT_FAIL; }