/* * 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.c * * Section 4.4.7(Framebuffer Objects) From GL spec 3.2 core: * * When rendering to a layered framebuffer, each fragment generated by * the GL is assigned a layer number. The layer number for a fragment * is zero if * * - geometry shaders are disabled, or * * - The current geometry shader does not statically assign a * value to the built-in output variable gl_Layer. * * * Test * Draw a rect onto a layered texture with two different programs. One * program will contain a geometry shader that doesn't assign a value to * gl_Layer, while the other program will not contain a geometry shader. * * End Result * The first layer of both textures used, will have their values be green or * (0, 1, 0), and the remaining layers will be not set. */ #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" "out vec4 vert;\n" "void main() {\n" " gl_Position = piglit_vertex;\n" " vert = piglit_vertex;\n" "}\n" }; const char *gs_source = { "#version 150\n" "layout(triangles) in;\n" "layout(triangle_strip, max_vertices = 3) out;\n" "in vec4 vert[3];\n" "\n" "void main()\n" "{\n" " for(int i = 0; i < 3; i++) {\n" " gl_Position = vert[i];\n" " EmitVertex();\n" " }\n" "}\n" }; const char *fs_source = { "#version 150\n" "void main() {\n" " gl_FragColor = vec4(0, 1, 0, 1);\n" "}\n" }; 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, float *expected) { int k; GLuint fbo; GLint prev_read_fbo; GLint prev_draw_fbo; glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &prev_draw_fbo); glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &prev_read_fbo); for(k = 0; k < d; k++ ) { glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, z + k); if(!piglit_probe_rect_rgb(0, 0, w, h, &expected[k*3])) { 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; } bool test_gl_layer(GLint prog, int layers, float *expected) { bool pass = true; GLuint fbo, texture; glGenFramebuffers(1, &fbo); glGenTextures(1, &texture); glBindFramebuffer(GL_FRAMEBUFFER, fbo); 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); glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGB, 10, 10, 2, 0, GL_RGB, GL_FLOAT, NULL); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0); if(!check_framebuffer_status(GL_FRAMEBUFFER, GL_FRAMEBUFFER_COMPLETE) || !piglit_check_gl_error(GL_NO_ERROR)) { piglit_report_result(PIGLIT_FAIL); } glClear(GL_COLOR_BUFFER_BIT); glUseProgram(prog); piglit_draw_rect(-1, -1, 2, 2); pass = probe_texture_layered_rgb(texture, 0, 0, 0, 10, 10, 2, expected) && pass; glDeleteTextures(1, &texture); glDeleteFramebuffers(1, &fbo); pass = piglit_check_gl_error(GL_NO_ERROR) && pass; return pass; } void piglit_init(int argc, char **argv) { int i; GLint program[2]; bool pass = true; float expected[] = { 0.0, 1.0, 0.0, 0.0, 0.0, 0.0 }; program[0] = piglit_build_simple_program_multiple_shaders( GL_VERTEX_SHADER, vs_source, GL_GEOMETRY_SHADER, gs_source, GL_FRAGMENT_SHADER, fs_source, 0); program[1] = piglit_build_simple_program(vs_source, fs_source); for( i = 0; i < 2; i++) { pass = test_gl_layer(program[i], 2, expected) && pass; } 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; }