/* * Copyright © 2012 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.cpp * * Verify that the implementation ignores multisample fragment * operations when performing clears. * * This test checks that the following state variables (from GL 3.0 * section 4.1.3 "Multisample Fragment Operations") do not apply when * performing clears: * * - GL_SAMPLE_ALPHA_TO_COVERAGE * * - GL_SAMPLE_ALPHA_TO_ONE * * - GL_SAMPLE_COVERAGE * * - GL_SAMPLE_COVERAGE_VALUE * * - GL_SAMPLE_COVERAGE_INVERT * * The test operates by setting the above state variables in a way * that would reduce the sample coverage (for normal GL draw * operations). Then it performs a glClear() and verifies that all * samples of all pixels were cleared. * * The test can be run in 3 modes: color, depth, and stencil. * * In depth and stencil modes, extra work is required to verify that * all samples are properly cleared. Since a typical MSAA resolve * retains only one sample from each pixel for the depth and stencil * buffers, we need to convert depth/stencil values into colors, then * blit to the screen and check that the resulting color is correct. * The extra work of converting depth/stencil values into colors is * done using the ManifestDepth and ManifestStencil programs from * common.h. */ #include "common.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.window_width = 256; config.window_height = 256; config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_ALPHA; PIGLIT_GL_TEST_CONFIG_END namespace { const int pattern_width = 256; const int pattern_height = 256; Fbo multisampled_fbo; ManifestProgram *manifest_program = NULL; GLbitfield buffer_to_test; void print_usage_and_exit(char *prog_name) { printf("Usage: %s \n" " where is one of:\n" " color\n" " depth\n" " stencil\n", prog_name); piglit_report_result(PIGLIT_FAIL); } extern "C" void piglit_init(int argc, char **argv) { if (argc != 3) print_usage_and_exit(argv[0]); /* 1st arg: num_samples */ char *endptr = NULL; int num_samples = strtol(argv[1], &endptr, 0); if (endptr != argv[1] + strlen(argv[1])) print_usage_and_exit(argv[0]); /* 2nd arg: buffer_type */ if (strcmp(argv[2], "color") == 0) { buffer_to_test = GL_COLOR_BUFFER_BIT; } else if (strcmp(argv[2], "depth") == 0) { buffer_to_test = GL_DEPTH_BUFFER_BIT; manifest_program = new ManifestDepth(); } else if (strcmp(argv[2], "stencil") == 0) { buffer_to_test = GL_STENCIL_BUFFER_BIT; manifest_program = new ManifestStencil(); } else { print_usage_and_exit(argv[0]); } piglit_require_gl_version(30); /* Skip the test if num_samples > GL_MAX_SAMPLES */ GLint max_samples; glGetIntegerv(GL_MAX_SAMPLES, &max_samples); if (num_samples > max_samples) piglit_report_result(PIGLIT_SKIP); multisampled_fbo.setup(FboConfig(num_samples, pattern_width, pattern_height)); if (manifest_program) manifest_program->compile(); if (!piglit_check_gl_error(GL_NO_ERROR)) piglit_report_result(PIGLIT_FAIL); } extern "C" enum piglit_result piglit_display() { bool pass = true; /* Clear all buffers of the multisampled fbo to default values * (color={0,0,0,0}, depth=1, stencil=0), with no special * coverage settings set. */ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, multisampled_fbo.handle); multisampled_fbo.set_viewport(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); /* Set all the clear values to non-default settings. We use * an alpha value other than 1.0 so verify that * GL_SAMPLE_ALPHA_TO_COVERAGE and GL_SAMPLE_ALPHA_TO_ONE * don't take effect. */ glClearColor(1.0, 1.0, 1.0, 0.5); glClearDepth(0.5); glClearStencil(1); /* Enable the mulitsample fragment operations that glClear() * is supposed to ignore. */ glEnable(GL_SAMPLE_COVERAGE); glSampleCoverage(0.5, GL_TRUE); glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE); glEnable(GL_SAMPLE_ALPHA_TO_ONE); /* Clear the buffer under test. */ glClear(buffer_to_test); /* Reset the multisample fragment operations and clear values * to their default settings. */ glClearColor(0.0, 0.0, 0.0, 0.0); glClearDepth(1.0); glClearStencil(0); glDisable(GL_SAMPLE_COVERAGE); glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE); glDisable(GL_SAMPLE_ALPHA_TO_ONE); /* If we are testing the depth or stencil buffer, use * manifest_program to convert depth/stencil values to * colors. */ if (manifest_program) manifest_program->run(); /* Blit the color values from the multisampled FBO to the * screen, forcing a resolve. */ glBindFramebuffer(GL_READ_FRAMEBUFFER, multisampled_fbo.handle); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); glBlitFramebuffer(0, 0, pattern_width, pattern_height, 0, 0, pattern_width, pattern_height, GL_COLOR_BUFFER_BIT, GL_NEAREST); /* Figure out what color we expect to be drawn, depending on * which buffer was tested: * * - If we tested the color buffer, we should have gotten the * clear color back verbatim. * * - If we tested the depth buffer, we should have gotten red, * since the ManifestDepth program converts a depth value of * 0.5 to red. * * - If we tested the stencil buffer, we should have gotten * blue, since the ManifestStencil program converts a * stencil value of 1 to blue. */ static const float expected_color[4] = { 1.0, 1.0, 1.0, 0.5 }; static const float expected_depth[4] = { 1.0, 0.0, 0.0, 1.0 }; static const float expected_stencil[4] = { 0.0, 0.0, 1.0, 1.0 }; const float *expected = NULL; switch (buffer_to_test) { case GL_COLOR_BUFFER_BIT: expected = expected_color; break; case GL_DEPTH_BUFFER_BIT: expected = expected_depth; break; case GL_STENCIL_BUFFER_BIT: expected = expected_stencil; break; default: printf("Unexpected value in buffer_to_test\n"); piglit_report_result(PIGLIT_FAIL); break; } /* Test that the appropriate color was drawn. Since the * resolve operation averaged together all the color samples * corresponding to each pixel, this effectively verifies that * all samples of every pixel were correctly cleared. */ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); pass = piglit_probe_rect_rgba(0, 0, piglit_width, piglit_height, expected) && pass; piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } } /* Anonymous namespace */