/* * Copyright © 2023 Zeb Figura * * 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 depth-copy.c * * A regression test for a broken code path in radeonsi related to * fast depth clears. */ #include "piglit-util-gl.h" #include PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 11; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_DEPTH; PIGLIT_GL_TEST_CONFIG_END void piglit_init(int argc, char **argv) { piglit_require_extension("GL_ARB_copy_image"); piglit_require_extension("GL_ARB_framebuffer_object"); glDepthFunc(GL_ALWAYS); glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); } enum piglit_result piglit_display(void) { GLuint fb, depth[2]; bool pass = true; GLfloat *pixels; unsigned int i; glGenTextures(2, depth); glBindTexture(GL_TEXTURE_2D, depth[0]); glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH_COMPONENT24, piglit_width, piglit_height); glBindTexture(GL_TEXTURE_2D, depth[1]); glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH_COMPONENT24, piglit_width, piglit_height); /* Clear the first texture to 0. */ glGenFramebuffers(1, &fb); glBindFramebuffer(GL_FRAMEBUFFER, fb); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth[0], 0); assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE); glClearDepth(0.0); glClear(GL_DEPTH_BUFFER_BIT); /* Copy to the second texture. */ glCopyImageSubData(depth[0], GL_TEXTURE_2D, 0, 0, 0, 0, depth[1], GL_TEXTURE_2D, 0, 0, 0, 0, piglit_width, piglit_height, 1); /* Clear the first texture to 1. */ glClearDepth(1.0); glClear(GL_DEPTH_BUFFER_BIT); /* Draw to the first texture. */ glBegin(GL_TRIANGLE_STRIP); glVertex3f(-0.6f, -0.7f, 0.5f); glVertex3f( 0.8f, 0.5f, 0.5f); glVertex3f( 0.7f, -0.7f, 0.5f); glEnd(); pixels = malloc(piglit_width * piglit_height * sizeof(*pixels)); glReadPixels(0, 0, piglit_width, piglit_height, GL_DEPTH_COMPONENT, GL_FLOAT, pixels); for (i = 0; i < piglit_width * piglit_height; ++i) { GLfloat probe = pixels[i]; /* Every pixel should either be 0.75f (tri depth) or 1.0f (clear depth). */ if (fabsf(probe - 0.75f) >= 0.01 && fabsf(probe - 1.0f) >= 0.01) { printf("Got depth %.8e at (%u, %u).\n", probe, i % piglit_width, i / piglit_width); pass = false; break; } } free(pixels); piglit_present_results(); glDeleteFramebuffers(1, &fb); glDeleteTextures(2, depth); return pass ? PIGLIT_PASS : PIGLIT_FAIL; }