/* * 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 * * ARB_geometry_shader4 doesn't permit layered framebuffers to have * mismatched layer counts. From ARB_geometry_shader4, under the * heading "add to the list of conditions necessary for completeness": * * * If any framebuffer attachment is layered, all attachments * must have the same layer count. For three-dimensional * textures, the layer count is the depth of the attached * volume. For cube map textures, the layer count is always * six. For one- and two-dimensional array textures, the layer * count is simply the number of layers in the array texture. * { FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB } * * However, this restriction was lifted when geometry shaders were * adopted into OpenGL 3.2. Instead, OpenGL 3.2 states, in section * 4.4.7 (Layered Framebuffers): * * When fragments are written to a layered framebuffer, the * fragment’s layer number selects an image from the array of * images at each attachment point to use for the stencil test * (see section 4.1.5), depth buffer test (see section 4.1.6), and * for blending and color buffer writes (see section 4.1.8). If * the fragment’s layer number is negative, or greater than the * minimum number of layers of any attachment, the effects of the * fragment on the framebuffer contents are undefined. * * This test verifies that a framebuffer is considered complete even * if two different attachments have different layer counts. */ #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 #define TEX_SIZE 32 void piglit_init(int argc, char **argv) { GLuint textures[2]; GLuint fbo; GLenum fbstatus; glGenTextures(2, textures); glBindTexture(GL_TEXTURE_2D_ARRAY, textures[0]); 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 /* level */, GL_RGBA, TEX_SIZE, TEX_SIZE, 2, 0 /* border */, GL_RGBA, GL_FLOAT, NULL); glBindTexture(GL_TEXTURE_2D_ARRAY, textures[1]); 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 /* level */, GL_RGBA, TEX_SIZE, TEX_SIZE, 4, 0 /* border */, GL_RGBA, GL_FLOAT, NULL); glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textures[0], 0 /* level */); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, textures[1], 0 /* level */); fbstatus = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (fbstatus != GL_FRAMEBUFFER_COMPLETE) { printf("Framebuffer incomplete: %s\n", piglit_get_gl_enum_name(fbstatus)); piglit_report_result(PIGLIT_FAIL); } piglit_report_result(PIGLIT_PASS); } enum piglit_result piglit_display(void) { /* Should never be reached */ return PIGLIT_FAIL; }