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/*
* 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);
}
}
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