/* * Copyright © 2011 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 fbo-alphatest-nocolor.c * * Tests that rendering to a depth texture with no color buffer bound * and alpha testing enabled does the alpha testing correctly. */ #include "piglit-util-gl-common.h" #define BUF_WIDTH 32 PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_DEPTH | PIGLIT_GL_VISUAL_RGBA; PIGLIT_GL_TEST_CONFIG_END GLuint prog; static const char *vs_source = "void main() \n" "{ \n" " gl_Position = gl_Vertex;\n" "} \n"; static const char *fs_source = "uniform vec4 color;\n" "void main() \n" "{ \n" " gl_FragColor = color;\n" "} \n"; static int color_location; static void create_fbo(GLuint *out_tex) { GLuint tex, fb; GLenum status; /* Create the depth-stencil buffer. */ glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, BUF_WIDTH, BUF_WIDTH, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); assert(glGetError() == 0); /* Create the FBO. */ glGenFramebuffersEXT(1, &fb); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb); glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, tex, 0); status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { piglit_report_result(PIGLIT_SKIP); } glViewport(0, 0, BUF_WIDTH, BUF_WIDTH); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_ALWAYS); glClearDepth(0.0); glClear(GL_DEPTH_BUFFER_BIT); assert(glGetError() == 0); glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, 0.5f); glUseProgram(prog); /* Does not draw (depth texture = 1.0) */ glUniform4f(color_location, 0.0, 1.0, 0.0, 0.0); piglit_draw_rect_z(1.0, -1.0, -1.0, 1.0, 2.0); /* Draws (depth texture = 0.0). */ glUniform4f(color_location, 0.0, 1.0, 0.0, 1.0); piglit_draw_rect_z(1.0, 0.0, -1.0, 1.0, 2.0); glDeleteFramebuffersEXT(1, &fb); glDisable(GL_ALPHA_TEST); glDisable(GL_DEPTH_TEST); glUseProgram(0); *out_tex = tex; } enum piglit_result piglit_display(void) { GLboolean pass = GL_TRUE; float black[] = {0, 0, 0, 0}; float white[] = {1, 1, 1, 1}; GLuint tex; glClearColor(0.0, 1.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); create_fbo(&tex); glBindTexture(GL_TEXTURE_2D, tex); glViewport(0, 0, piglit_width, piglit_height); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); glEnable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY); piglit_draw_rect_tex(-1, -1, 2, 2, 0, 0, 1, 1); glDisable(GL_TEXTURE_2D); pass = pass && piglit_probe_rect_rgba(0, 0, piglit_width / 2, piglit_height, black); pass = pass && piglit_probe_rect_rgba(piglit_width / 2, 0, piglit_width / 2, piglit_height, white); glDeleteTextures(1, &tex); piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { GLuint fs, vs; piglit_require_gl_version(20); piglit_require_extension("GL_EXT_framebuffer_object"); vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_source); fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_source); prog = piglit_link_simple_program(vs, fs); if (!prog) { piglit_report_result(PIGLIT_SKIP); } color_location = glGetUniformLocation(prog, "color"); if (color_location == -1) { fprintf(stderr, "Failed to get uniform location"); piglit_report_result(PIGLIT_FAIL); } }