/* * 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 clear-depth.c * * Section 4.4.7(Framebuffer Objects) From GL spec 3.2 core: * When the Clear or ClearBuffer* commands are used to clear a layered * framebuffer attachment, all layers of the attachment are cleared. * * Test Layout * Tex1 Tex2 * *--------*--------* * | layer4 | layer4 | * *--------*--------* Each Layer for both tex1 and tex2 will be * | layer3 | layer3 | different depths. * *--------*--------* * | layer2 | layer2 | Tex1 will be cleared using glClear() * *--------*--------* * | layer1 | layer1 | Tex2 will be cleared using glClearBuffer() * *--------*--------* * * Result: * Layer 1-4 of both tex1 and tex2 should be the clearDepth */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 32; config.supports_gl_core_version = 32; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END const char *vs_source = { "#version 150\n" "in vec4 piglit_vertex;\n" "void main()\n" "{\n" " gl_Position = piglit_vertex;\n" "}\n" }; bool probe_texture_layered_depth(GLuint texture, int x, int y, int z, int w, int h, int d, float *expected) { GLint prev_read_fbo; GLint prev_draw_fbo; GLuint fbo; int k; glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &prev_draw_fbo); glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &prev_read_fbo); glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); for(k = 0; k < d; k++ ) { glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, texture, 0, k+z); if (!piglit_probe_rect_depth(x, y, w, h, expected[k])) { printf("Layer: %i\n", z + k); return false; } } glBindFramebuffer(GL_DRAW_FRAMEBUFFER, prev_draw_fbo); glBindFramebuffer(GL_READ_FRAMEBUFFER, prev_read_fbo); glDeleteFramebuffers(1, &fbo); return true; } void piglit_init(int argc, char **argv) { int i, j; GLenum fbstatus; bool pass = true; GLuint fbo[2], texture[2]; GLint program; float depths[4] = { 0.25, 0.5, 0.75, 1.0 }; GLfloat clearDepth = 0.0; float expected[4] = { 0.0, 0.0, 0.0, 0.0 }; program = piglit_build_simple_program(vs_source, NULL); glUseProgram(program); glGenFramebuffers(2, fbo); glGenTextures(2, texture); for(i = 0; i < 2; i++) { glBindFramebuffer(GL_FRAMEBUFFER, fbo[i]); glBindTexture(GL_TEXTURE_2D_ARRAY, texture[i]); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_DEPTH_COMPONENT32, 10, 10, 4, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_ALWAYS); for(j = 0; j < 4; j++) { glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, texture[i], 0, j); fbstatus = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (fbstatus != GL_FRAMEBUFFER_COMPLETE){ printf("%s\n", piglit_get_gl_enum_name(fbstatus)); piglit_report_result(PIGLIT_FAIL); } piglit_draw_rect_z(depths[j], -1, -1, 2, 2); if (!piglit_check_gl_error(GL_NO_ERROR)) { piglit_report_result(PIGLIT_FAIL); } } glDisable(GL_DEPTH_TEST); /* Once values are set, reattach the texture * as a layered texture to the fbo. */ glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, texture[i], 0); fbstatus = glCheckFramebufferStatus(GL_FRAMEBUFFER); if(fbstatus != GL_FRAMEBUFFER_COMPLETE){ printf("%s\n", piglit_get_gl_enum_name(fbstatus)); piglit_report_result(PIGLIT_FAIL); } if(!piglit_check_gl_error(GL_NO_ERROR)) { piglit_report_result(PIGLIT_FAIL); } } /* Clear fbo[0] with glClear() */ glBindFramebuffer(GL_FRAMEBUFFER, fbo[0]); glClearDepth(clearDepth); glClear(GL_DEPTH_BUFFER_BIT); if(!probe_texture_layered_depth(texture[0], 0, 0, 0, 10, 10, 4, expected)) { printf("Incorrect depth values recieved with glClear()\n"); pass = false; } /* Clear fbo[1] with glClearBuffer() */ glBindFramebuffer(GL_FRAMEBUFFER, fbo[1]); glClearBufferfv(GL_DEPTH, 0, &clearDepth); if(!probe_texture_layered_depth(texture[1], 0, 0, 0, 10, 10, 4, expected)) { printf("Incorrect depth values recieved with glClearBuffer()\n"); pass = false; } pass = piglit_check_gl_error(GL_NO_ERROR) && pass; piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL); } enum piglit_result piglit_display(void) { /* UNREACHABLE */ return PIGLIT_FAIL; }