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/*
* Copyright © 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
*
* ARB_geometry_shader4 doesn't permit layered framebuffers to have
* mismatched layer counts. From ARB_geometry_shader4, under the
* heading "add to the list of conditions necessary for completeness":
*
* * If any framebuffer attachment is layered, all attachments
* must have the same layer count. For three-dimensional
* textures, the layer count is the depth of the attached
* volume. For cube map textures, the layer count is always
* six. For one- and two-dimensional array textures, the layer
* count is simply the number of layers in the array texture.
* { FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB }
*
* However, this restriction was lifted when geometry shaders were
* adopted into OpenGL 3.2. Instead, OpenGL 3.2 states, in section
* 4.4.7 (Layered Framebuffers):
*
* When fragments are written to a layered framebuffer, the
* fragment’s layer number selects an image from the array of
* images at each attachment point to use for the stencil test
* (see section 4.1.5), depth buffer test (see section 4.1.6), and
* for blending and color buffer writes (see section 4.1.8). If
* the fragment’s layer number is negative, or greater than the
* minimum number of layers of any attachment, the effects of the
* fragment on the framebuffer contents are undefined.
*
* This test verifies that a framebuffer is considered complete even
* if two different attachments have different layer counts.
*/
#include "piglit-util-gl.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_compat_version = 32;
config.supports_gl_core_version = 32;
PIGLIT_GL_TEST_CONFIG_END
#define TEX_SIZE 32
void
piglit_init(int argc, char **argv)
{
GLuint textures[2];
GLuint fbo;
GLenum fbstatus;
glGenTextures(2, textures);
glBindTexture(GL_TEXTURE_2D_ARRAY, textures[0]);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0 /* level */, GL_RGBA, TEX_SIZE,
TEX_SIZE, 2, 0 /* border */, GL_RGBA, GL_FLOAT, NULL);
glBindTexture(GL_TEXTURE_2D_ARRAY, textures[1]);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0 /* level */, GL_RGBA, TEX_SIZE,
TEX_SIZE, 4, 0 /* border */, GL_RGBA, GL_FLOAT, NULL);
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textures[0],
0 /* level */);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, textures[1],
0 /* level */);
fbstatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (fbstatus != GL_FRAMEBUFFER_COMPLETE) {
printf("Framebuffer incomplete: %s\n",
piglit_get_gl_enum_name(fbstatus));
piglit_report_result(PIGLIT_FAIL);
}
piglit_report_result(PIGLIT_PASS);
}
enum piglit_result
piglit_display(void)
{
/* Should never be reached */
return PIGLIT_FAIL;
}
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