/* * 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 gl-layer-render-clipped.c * This tests correct passing of layer to post-clip stages (when clipping * is needed). This parameter must not be interpolated in clip (there's no * corresponding fs input from where the interpolation info could be taken). * And clipping needs to make sure the right value is copied to the right * vertex. We'll test both first and last provoking vertex convention (albeit * we use the same layer for all vertices as we don't use * GL_LAYER_PROVOKING_VERTEX query). (Could also test vp index) */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 32; config.supports_gl_core_version = 32; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE; 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" "out vec4 vert;\n" "void main() {\n" " gl_Position = piglit_vertex;\n" " vert = piglit_vertex;\n" "}\n" }; /* * Use the same layer for all tris. A meaner test could use only the correct * layer for the "right" vertex, depending on GL_LAYER_PROVOKING_VERTEX query. */ const char *gs_source = { "#version 150\n" "layout(triangles) in;\n" "layout(triangle_strip, max_vertices = 3) out;\n" "in vec4 vert[3];\n" "uniform int layer;\n" "\n" "void main()\n" "{\n" " for(int i = 0; i < 3; i++) {\n" " gl_Position = vert[i];\n" " gl_Layer = layer;\n" " EmitVertex();\n" " }\n" "}\n" }; const char *fs_source = { "#version 150\n" "uniform vec3 color;\n" "void main() {\n" " gl_FragColor = vec4(color.xyz, 1.);\n" "}\n" }; static GLuint layer_uniform; static GLuint color_uniform; GLuint create_bind_texture() { GLuint texture; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D_ARRAY, texture); 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); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_R, GL_REPEAT); glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGB, 6, 6, 6, 0, GL_RGB, GL_FLOAT, NULL); return texture; } bool check_framebuffer_status(GLenum target, GLenum expected) { GLenum observed = glCheckFramebufferStatus(target); if(expected != observed) { printf("Unexpected framebuffer status!\n" " Observed: %s\n Expected: %s\n", piglit_get_gl_enum_name(observed), piglit_get_gl_enum_name(expected)); return false; } return true; } bool probe_texture_layered_rgb(GLuint texture, int x, int y, int z, int w, int h, int d, const float *expected) { int k; GLuint fbo; glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); for(k = 0; k < d; k++ ) { glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, k+z); if(!piglit_probe_rect_rgb(0, 0, w, h, &expected[k*3])) { printf("Layer: %i\n", k); return false; } } return true; } void piglit_init(int argc, char **argv) { int j; bool pass = true; GLuint fbo, texture, program; static const float colors[6*3] = { 0, 0, 1, 0, 1, 0, 0, 1, 1, 1, 0, 0, 1, 0, 1, 1, 1, 0 }; program = piglit_build_simple_program_multiple_shaders( GL_VERTEX_SHADER, vs_source, GL_GEOMETRY_SHADER, gs_source, GL_FRAGMENT_SHADER, fs_source, 0); glUseProgram(program); /* Retrieve index from vs */ color_uniform = glGetUniformLocation(program, "color"); layer_uniform = glGetUniformLocation(program, "layer"); /* Gen textures */ glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); texture = create_bind_texture(); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0); if(!check_framebuffer_status(GL_FRAMEBUFFER, GL_FRAMEBUFFER_COMPLETE) || !piglit_check_gl_error(GL_NO_ERROR)) { printf("Error with setup\n"); piglit_report_result(PIGLIT_FAIL); } /* draw quad on each layer with set color*/ glProvokingVertex(GL_LAST_VERTEX_CONVENTION); for(j = 0; j < 6; j++) { if (j == 3) { glProvokingVertex(GL_FIRST_VERTEX_CONVENTION); } glUniform1i(layer_uniform, j); glUniform3fv(color_uniform, 1, &colors[j*3]); /* rect larger than vp */ piglit_draw_rect(-2, -2, 4, 4); } pass = probe_texture_layered_rgb(texture, 0, 0, 0, 6, 6, 6, colors) && pass; pass = piglit_check_gl_error(GL_NO_ERROR) && pass; /* Clean up */ glDeleteTextures(1, &texture); glDeleteFramebuffers(1, &fbo); 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; }