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/*
* 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.
*/
#include "common.h"
/**
* \file line-smooth.cpp
*
* Page 128 (in the PDF) of the OpenGL 3.0 spec says:
* "If MULTISAMPLE is enabled, and the value of SAMPLE BUFFERS is one,
* then lines are rasterized using the following algorithm, regardless
* of whether line antialias-ing (LINE_SMOOTH) is enabled or disabled".
* This test operates by drawing a test pattern with GL_LINE_SMOOTH
* disabled. Blit it in to right half of window system framebuffer.
* This is our reference image.
*
* Draw the same test pattern second time with GL_LINE_SMOOTH enabled
* in a multisample buffer. Blit it in to left half of window system
* framebuffer. This is our test image.
*
* To verify that GL_LINE_SMOOTH don't affect MSAA, compare the two
* halves of default framebuffer. They are expected to match.
*
*/
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_compat_version = 10;
config.window_width = 512;
config.window_height = 256;
config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_ALPHA | PIGLIT_GL_VISUAL_DEPTH | PIGLIT_GL_VISUAL_STENCIL;
PIGLIT_GL_TEST_CONFIG_END
const int pattern_width = 256; const int pattern_height = 256;
Fbo test_fbo;
TestPattern *test_pattern = NULL;
GLbitfield buffer_to_test;
void
print_usage_and_exit(char *prog_name)
{
printf("Usage: %s <num_samples>\n",
prog_name);
piglit_report_result(PIGLIT_FAIL);
}
void
piglit_init(int argc, char **argv)
{
int num_samples;
if (argc < 2)
print_usage_and_exit(argv[0]);
{
char *endptr = NULL;
num_samples = strtol(argv[1], &endptr, 0);
if (endptr != argv[1] + strlen(argv[1]))
print_usage_and_exit(argv[0]);
}
piglit_require_gl_version(30);
glClear(GL_COLOR_BUFFER_BIT);
/* 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);
buffer_to_test = GL_COLOR_BUFFER_BIT;
test_pattern = new Lines();
test_pattern->compile();
test_fbo.setup(FboConfig(num_samples, pattern_width, pattern_height));
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA_SATURATE, GL_ONE);
}
enum piglit_result
piglit_display()
{
bool pass = true;
float proj[4][4] = {
{ 1, 0, 0, 0 },
{ 0, 1, 0, 0 },
{ 0, 0, 1, 0 },
{ 0, 0, 0, 1 } };
/* Draw test pattern in multisample test_fbo with GL_LINE_SMOOTH
* disabled.
*/
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, test_fbo.handle);
glClear(buffer_to_test);
test_fbo.set_viewport();
test_pattern->draw(proj);
/* Blit test_fbo to the right half of window system framebuffer.
* This is the reference image.
*/
glBindFramebuffer(GL_READ_FRAMEBUFFER, test_fbo.handle);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, pattern_width, pattern_height,
pattern_width, 0, 2*pattern_width, pattern_height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
/* Draw test pattern in mulisample test_fbo with GL_LINE_SMOOTH
* enabled
*/
glEnable(GL_LINE_SMOOTH);
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
/* Disable depth test to correctly render overlapping smooth
* primitives. Otherwise we have to render the primitives in
* back to front order
*/
glDisable (GL_DEPTH_TEST);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, test_fbo.handle);
test_fbo.set_viewport();
test_pattern->draw(proj);
glDisable(GL_LINE_SMOOTH);
/* Now blit test_fbo to the left half of window system framebuffer.
* This is the test image.
*/
glBindFramebuffer(GL_READ_FRAMEBUFFER, test_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);
/* Check that the left and right halves of the screen match. If they
* don't, then GL_LINE_SMOOTH is not ignored with multisample
* rendering.
*/
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
pass = piglit_probe_rect_halves_equal_rgba(0, 0, piglit_width,
piglit_height) && pass;
pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
piglit_present_results();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
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