/* * Copyright (c) 2014 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 clear.c * * A test of using glClear with a framebuffer bound to a multisample * texture. An 8x8 multisample texture is created with 4 samples. The * whole texture is cleared to red and then the right half of it is * cleared to green using a scissor. The texture is then drawn at * 16x16 so that every sample of every texel can be drawn using a * special shader. The values are then compared to check that all of * the samples are cleared. */ #define TEX_WIDTH 8 #define TEX_HEIGHT 8 #define TEX_SAMPLES 4 #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 21; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END static const float red[4] = {1.0, 0.0, 0.0, 1.0}; static const float green[4] = {0.0, 1.0, 0.0, 1.0}; static GLuint create_texture(void) { GLuint tex; glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex); glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, TEX_SAMPLES, GL_RGBA, TEX_WIDTH, TEX_HEIGHT, GL_FALSE /* fixedsamplelocations */); if (!piglit_check_gl_error(GL_NO_ERROR)) piglit_report_result(PIGLIT_FAIL); return tex; } static void clear_texture(GLuint tex) { GLuint fb; glGenFramebuffers(1, &fb); glBindFramebuffer(GL_FRAMEBUFFER, fb); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, tex, 0 /* layer */); assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE); /* Clear the entire texture to red */ glClearColor(1.0, 0.0, 0.0, 1.0); glClear(GL_COLOR_BUFFER_BIT); /* Clear the right half to green */ glClearColor(0.0, 1.0, 0.0, 1.0); glEnable(GL_SCISSOR_TEST); glScissor(TEX_WIDTH / 2, 0, TEX_WIDTH / 2, TEX_HEIGHT); glClear(GL_COLOR_BUFFER_BIT); glDisable(GL_SCISSOR_TEST); glBindFramebuffer(GL_FRAMEBUFFER, 0); glDeleteFramebuffers(1, &fb); if (!piglit_check_gl_error(GL_NO_ERROR)) piglit_report_result(PIGLIT_FAIL); } static void init_program(void) { GLuint prog; GLuint uniform; static const char vs_source[] = "#version 130\n" "in vec2 piglit_vertex;\n" "uniform vec2 fb_size;\n" "out vec2 sample_coord;\n" "\n" "void main()\n" "{\n" " gl_Position = vec4(piglit_vertex * 2.0 /\n" " fb_size - 1.0,\n" " 0.0, 1.0);\n" " sample_coord = piglit_vertex;\n" "}\n"; static const char fs_source[] = "#version 130\n" "#extension GL_ARB_texture_multisample : enable\n" "uniform sampler2DMS tex;\n" "in vec2 sample_coord;\n" "\n" "void main()\n" "{\n" " ivec2 isample_coord = ivec2(sample_coord);\n" " ivec2 tex_coord = isample_coord / 2;\n" " int sample = ((isample_coord.x & 1) * 2 +\n" " (isample_coord.y & 1));\n" " gl_FragColor = texelFetch(tex, tex_coord, sample);\n" "}\n"; prog = piglit_build_simple_program(vs_source, fs_source); glUseProgram(prog); uniform = glGetUniformLocation(prog, "tex"); glUniform1i(uniform, 0); uniform = glGetUniformLocation(prog, "fb_size"); glUniform2f(uniform, piglit_width, piglit_height); } void piglit_init(int argc, char **argv) { GLint maxColorTextureSamples; piglit_require_extension("GL_ARB_texture_multisample"); piglit_require_extension("GL_ARB_framebuffer_object"); piglit_require_GLSL_version(130); /* We need to support multisample textures with at least 4 * samples */ glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &maxColorTextureSamples); if (maxColorTextureSamples < TEX_SAMPLES) { printf("At least %i texture samples are required\n", TEX_SAMPLES); piglit_report_result(PIGLIT_SKIP); } init_program(); } static void draw_tex(GLuint tex) { static const struct { float x, y; } attribs[] = { { 0.0f, 0.0f }, { TEX_WIDTH * 2.0f, 0.0f }, { 0.0f, TEX_HEIGHT * 2.0f }, { TEX_WIDTH * 2, TEX_HEIGHT * 2.0f }, }; glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex); glEnableVertexAttribArray(PIGLIT_ATTRIB_POS); glVertexAttribPointer(PIGLIT_ATTRIB_POS, 2, /* size */ GL_FLOAT, GL_FALSE, /* normalized */ sizeof attribs[0], &attribs[0].x); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableVertexAttribArray(PIGLIT_ATTRIB_POS); } enum piglit_result piglit_display(void) { bool pass = true; GLuint tex; tex = create_texture(); clear_texture(tex); draw_tex(tex); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0); glDeleteTextures(1, &tex); /* Left half is red */ pass &= piglit_probe_rect_rgb(0, 0, TEX_WIDTH, TEX_HEIGHT * 2, red); /* Right half is green */ pass &= piglit_probe_rect_rgb(TEX_WIDTH, 0, TEX_WIDTH, TEX_HEIGHT * 2, green); piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; }