/* * Copyright © 2009 Marek Olšák (maraeo@gmail.com) * Copyright © 2010 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. * * Authors: * Marek Olšák * Eric Anholt * */ /** @file glsl-fs-discard-02.c * * Tests that discarding fragments doesn't let early depth writes through. */ #include "piglit-util.h" int piglit_width = 100, piglit_height = 100; int piglit_window_mode = GLUT_RGB | GLUT_ALPHA | GLUT_DOUBLE | GLUT_DEPTH; static char vs_code[] = "varying vec4 color;" "\n" "void main()\n" "{\n" " gl_Position = gl_Vertex;\n" " if (gl_Vertex.z > 0.75)\n" " color = vec4(1.0, 0.0, 0.0, gl_Vertex.z);\n" " else if (gl_Vertex.z > 0.25)\n" " color = vec4(0.0, 1.0, 0.0, gl_Vertex.z);\n" " else\n" " color = vec4(0.0, 0.0, 1.0, gl_Vertex.z);\n" "}\n"; static char fs_code[] = "varying vec4 color;\n" "\n" "void main()\n" "{\n" " if (color.w < 0.25)\n" " discard;" " gl_FragColor = vec4(color.xyz, 0.0);\n" "}\n"; static GLuint setup_shaders() { GLuint vs, fs, prog; vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_code); fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_code); prog = piglit_link_simple_program(vs, fs); piglit_UseProgram(prog); return prog; } static GLboolean test() { GLint prog; GLboolean pass = GL_TRUE; float green[4] = {0, 1, 0, 0}; prog = setup_shaders(); glClear(GL_DEPTH_BUFFER_BIT); glDepthFunc(GL_LEQUAL); glEnable(GL_DEPTH_TEST); piglit_draw_rect_z(1.0, -1, -1, 2, 2); // red piglit_draw_rect_z(0.0, -1, -1, 2, 2); // discard piglit_draw_rect_z(0.5, -1, -1, 2, 2); // green assert(glGetError() == 0); pass = pass && piglit_probe_rect_rgba(0, 0, piglit_width, piglit_height, green); piglit_DeleteProgram(prog); return pass; } enum piglit_result piglit_display(void) { GLboolean pass; pass = test(); glutSwapBuffers(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { piglit_require_vertex_shader(); piglit_require_fragment_shader(); }