/* * Copyright 2014 VMware, Inc. * * 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. */ /** * Test GLSL gl_FragDepth output. * We draw overlapping red and green quads. The red quad is at Z=0 * while the green quad's fragment depths vary from left to right. * Should see intersecting quads. * * Brian Paul * 5 August 2014 */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 20; config.window_visual = (PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DEPTH | PIGLIT_GL_VISUAL_DOUBLE); PIGLIT_GL_TEST_CONFIG_END static const char *vs_text = "varying float z; \n" "void main() {\n" " gl_FrontColor = gl_Color; \n" " gl_Position = gl_Vertex;\n" " // convert Z from [-1, 1] to [0, 1] \n" " z = gl_Vertex.x * 0.5 + 0.5; \n" "}\n"; static const char *fs_text = "varying float z; \n" "void main() { \n" " gl_FragDepth = z; \n" " gl_FragColor = gl_Color; \n" "}\n"; static GLuint program; enum piglit_result piglit_display(void) { static const float red[3] = {1.0, 0.0, 0.0}; static const float green[3] = {0.0, 1.0, 0.0}; int x = piglit_width / 2; int y = piglit_height / 2; bool pass = true; glViewport(0, 0, piglit_width, piglit_height); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* Draw a red quad at z = 0 (will be 0.5 in depth range [0,1]) */ glUseProgram(0); glColor3f(1, 0, 0); glBegin(GL_TRIANGLE_FAN); glVertex2f(-0.5, -0.5); glVertex2f( 0.5, -0.5); glVertex2f( 0.5, 0.5); glVertex2f(-0.5, 0.5); glEnd(); /* Draw green quad w/ fragment shader which writes gl_FragDepth*/ glUseProgram(program); glColor3f(0, 1, 0); glBegin(GL_TRIANGLE_FAN); glVertex2f(-0.75, -0.25); glVertex2f( 0.75, -0.25); glVertex2f( 0.75, 0.25); glVertex2f(-0.75, 0.25); glEnd(); pass = piglit_probe_pixel_rgb(x-10, y, green) && pass; pass = piglit_probe_pixel_rgb(x+10, y, red) && pass; piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { piglit_require_GLSL(); program = piglit_build_simple_program(vs_text, fs_text); glClearColor(0.25f, 0.25f, 0.25f, 1.0f); glEnable(GL_DEPTH_TEST); }