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authorJordan Justen <jordan.l.justen@intel.com>2013-05-31 18:59:57 -0700
committerJordan Justen <jordan.l.justen@intel.com>2013-07-18 23:10:35 -0700
commitf7661d71279893dfe4647d1d9015fe12f4faa55c (patch)
treec303d0d848e93fc3becce62323e690ee7f1c53df
parent3ffcb9dbf2518a68893db374d1bfe837c37ca43d (diff)
depthstencil-different-lod: test attaching depth lod=1, stencil lod=0depthstencil-different-lod
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
-rw-r--r--tests/texturing/CMakeLists.gl.txt1
-rw-r--r--tests/texturing/depthstencil-different-lod.c190
2 files changed, 191 insertions, 0 deletions
diff --git a/tests/texturing/CMakeLists.gl.txt b/tests/texturing/CMakeLists.gl.txt
index 0534c88a2..966911059 100644
--- a/tests/texturing/CMakeLists.gl.txt
+++ b/tests/texturing/CMakeLists.gl.txt
@@ -22,6 +22,7 @@ piglit_add_executable (crossbar crossbar.c)
piglit_add_executable (cubemap cubemap.c)
piglit_add_executable (cubemap-shader cubemap-shader.c)
piglit_add_executable (depth-level-clamp depth-level-clamp.c)
+piglit_add_executable (depthstencil-different-lod depthstencil-different-lod.c)
piglit_add_executable (depthstencil-render-miplevels depthstencil-render-miplevels.cpp)
piglit_add_executable (gen-compressed-teximage gen-compressed-teximage.c)
piglit_add_executable (gen-nonzero-unit gen-nonzero-unit.c)
diff --git a/tests/texturing/depthstencil-different-lod.c b/tests/texturing/depthstencil-different-lod.c
new file mode 100644
index 000000000..1ec71a080
--- /dev/null
+++ b/tests/texturing/depthstencil-different-lod.c
@@ -0,0 +1,190 @@
+/*
+ * Copyright © 2012 - 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 multiple-depths.cpp
+ *
+ * Test that rendering to multiple textures with different depths
+ * works properly.
+ *
+ * This test operates by
+ */
+
+#include "piglit-util-gl-common.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+ config.supports_gl_compat_version = 10;
+
+ config.window_width = 256;
+ config.window_height = 256;
+ config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGB;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+void
+piglit_init(int argc, char **argv)
+{
+}
+
+static void
+clear_fbo_depthstencil(void)
+{
+ glFramebufferTexture2D(GL_FRAMEBUFFER,
+ GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
+ 0, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER,
+ GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
+ 0, 0);
+}
+
+static const char *scenario;
+
+static void
+show_fbo_status_and_clear_fbo(void)
+{
+ GLenum status;
+
+ status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ printf("%-30s -> FBO status: %s\n", scenario, piglit_get_gl_enum_name(status));
+ clear_fbo_depthstencil();
+}
+
+enum piglit_result
+piglit_display()
+{
+ bool pass = true;
+ GLuint fbo;
+ GLuint tex1;
+ GLuint tex2;
+ GLuint rb1;
+ GLuint rb2;
+
+ glEnable(GL_TEXTURE_2D);
+
+ glGenTextures(1, &tex1);
+ glGenTextures(1, &tex2);
+ assert(tex1 && tex2);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, tex1);
+
+ printf("Texture / Renderbuffer information:\n");
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, 4, 4, 0,
+ GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, 2, 2, 0,
+ GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 2, GL_DEPTH24_STENCIL8, 1, 1, 0,
+ GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
+ printf("tex1: GL_DEPTH24_STENCIL8 4x4\n");
+
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, tex2);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, 1, 1, 0,
+ GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
+ printf("tex2: GL_DEPTH24_STENCIL8 1x1\n");
+
+ glGenFramebuffers(1, &fbo);
+ assert(fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+ glGenRenderbuffers(1, &rb1);
+ glGenRenderbuffers(1, &rb2);
+ assert(rb1 && rb2);
+
+ glBindRenderbuffer(GL_RENDERBUFFER, rb1);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, 2, 2);
+ printf("rb1: GL_DEPTH_COMPONENT16 2x2\n");
+
+ glBindRenderbuffer(GL_RENDERBUFFER, rb2);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, 2, 2);
+ printf("rb2: GL_STENCIL_INDEX8 2x2\n");
+
+ printf("\nScenarios of interest:\n");
+
+ scenario = "d=tex1-lod2, s=tex1-lod0";
+ glFramebufferTexture2D(GL_FRAMEBUFFER,
+ GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
+ tex1, 2);
+ glFramebufferTexture2D(GL_FRAMEBUFFER,
+ GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
+ tex1, 0);
+ show_fbo_status_and_clear_fbo();
+
+ scenario = "d=tex1-lod1, s=tex2-lod0";
+ glFramebufferTexture2D(GL_FRAMEBUFFER,
+ GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
+ tex1, 1);
+ glFramebufferTexture2D(GL_FRAMEBUFFER,
+ GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
+ tex2, 0);
+ show_fbo_status_and_clear_fbo();
+
+ scenario = "d=tex1-lod1, s=rb2";
+ glFramebufferTexture2D(GL_FRAMEBUFFER,
+ GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
+ tex1, 1);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER,
+ GL_STENCIL_ATTACHMENT,
+ GL_RENDERBUFFER,
+ rb2);
+ show_fbo_status_and_clear_fbo();
+
+ scenario = "d=rb1, s=tex1-lod1";
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER,
+ GL_DEPTH_ATTACHMENT,
+ GL_RENDERBUFFER,
+ rb1);
+ glFramebufferTexture2D(GL_FRAMEBUFFER,
+ GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
+ tex1, 1);
+ show_fbo_status_and_clear_fbo();
+
+ scenario = "d=rb1, s=rb2";
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER,
+ GL_DEPTH_ATTACHMENT,
+ GL_RENDERBUFFER,
+ rb1);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER,
+ GL_STENCIL_ATTACHMENT,
+ GL_RENDERBUFFER,
+ rb2);
+ show_fbo_status_and_clear_fbo();
+
+ printf("\nExpected to pass:\n");
+
+ scenario = "d=s=tex1-lod0";
+ glFramebufferTexture2D(GL_FRAMEBUFFER,
+ GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
+ tex1, 0);
+ show_fbo_status_and_clear_fbo();
+
+ glDeleteTextures(1, &tex1);
+ glDeleteTextures(1, &tex2);
+ glDeleteRenderbuffers(1, &rb1);
+ glDeleteRenderbuffers(1, &rb2);
+ glDeleteFramebuffers(1, &fbo);
+
+ exit(pass ? 0 : -1);
+}