/* * Copyright © 2013 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. */ /** \file * * Test that a layered color clear clears all layers of all * framebuffer attachments, even if not all framebuffer attachments * have the same layer count. * * The test operates as follows: * * - Two textures are created, each with a different layer count. * * - Every layer of both textures is individually cleared to red. * * - Every layer of both textures is checked to verify that it has * been properly cleared to red. * * - Both textures are bound to a single framebuffer in layered * fashion, and then the entire framebuffer is cleared to green all * at once. * * - Every layer of both textures is checked to verify that it has * been cleared to green. */ #include "piglit-util-gl.h" #include "piglit-util.h" #define TEX_SIZE 128 PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 32; config.supports_gl_core_version = 32; config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END static void check_completeness(const char *when, GLenum target) { GLenum fbstatus = glCheckFramebufferStatus(target); if (fbstatus != GL_FRAMEBUFFER_COMPLETE) { printf("Framebuffer incomplete when %s: %s\n", when, piglit_get_gl_enum_name(fbstatus)); piglit_report_result(PIGLIT_FAIL); } } static bool check_layers(GLuint fbo, const GLuint *tex, int which_tex, bool expect_red, int num_layers) { const GLfloat red[] = { 1, 0, 0, 1 }; const GLfloat green[] = { 0, 1, 0, 1 }; bool pass = true; int layer; const GLfloat *expected_color; if (expect_red) expected_color = red; else expected_color = green; for (layer = 0; layer < num_layers; layer++) { glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo); glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex[which_tex], 0, layer); check_completeness("reading layers", GL_READ_FRAMEBUFFER); printf("Probing texture %d, layer %d\n", which_tex, layer); pass = piglit_probe_rect_rgba(0, 0, TEX_SIZE, TEX_SIZE, expected_color) && pass; } return pass; } void piglit_init(int argc, char **argv) { int layer, i; bool pass = true; GLuint tex[2], fbo; int num_layers[2] = { 4, 8 }; GLenum draw_buffers[2] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glGenTextures(2, tex); for (i = 0; i < 2; i++) { glBindTexture(GL_TEXTURE_2D_ARRAY, tex[i]); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, TEX_SIZE, TEX_SIZE, num_layers[i], 0 /* border */, GL_RGBA, GL_FLOAT, NULL); } glGenFramebuffers(1, &fbo); /* Bind each layer of the texture individually and clear it to red. */ printf("Clearing each layer individually\n"); glViewport(0, 0, TEX_SIZE, TEX_SIZE); glClearColor(1, 0, 0, 1); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); for (i = 0; i < 2; i++) { for (layer = 0; layer < num_layers[i]; layer++) { glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex[i], 0, layer); check_completeness("clearing individual layers", GL_DRAW_FRAMEBUFFER); glClear(GL_COLOR_BUFFER_BIT); } } /* Check that each layer of both textures is cleared to * red. */ for (i = 0; i < 2; i++) { pass = check_layers(fbo, tex, i, true, num_layers[i]) && pass; } /* Bind both textures to a single framebuffer in layered * fashion, and clear the entire framebuffer to green. */ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); printf("Clearing all layers of both textures at once\n"); glClearColor(0, 1, 0, 1); glFramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex[0], 0); glFramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, tex[1], 0); check_completeness("clearing whole texture", GL_DRAW_FRAMEBUFFER); glDrawBuffers(2, draw_buffers); glClear(GL_COLOR_BUFFER_BIT); glFramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, 0, 0); glDrawBuffers(1, draw_buffers); /* Check that each layer of both textures is cleared to the * proper color. */ for (i = 0; i < 2; i++) { pass = check_layers(fbo, tex, i, false, num_layers[i]) && pass; } pass = piglit_check_gl_error(GL_NO_ERROR) && pass; piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL); } enum piglit_result piglit_display(void) { /* Should never be reached */ return PIGLIT_FAIL; }