/* * Copyright © 2011 Henri Verbeet * * 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-depthtex.c * * Tests that texturing from a depth texture works after it was updated * through an FBO. Specifically test the case where the sampler view for the * depth texture would be created before the draw to that texture. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_width = 640; config.window_height = 480; config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGB; PIGLIT_GL_TEST_CONFIG_END static void check_fbo_status() { GLint status = glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { printf("FBO incomplete (status = 0x%04x)\n", status); piglit_report_result(PIGLIT_SKIP); } } enum piglit_result piglit_display(void) { static const char *frag_src = "!!ARBfp1.0\n" "TEX result.color, fragment.texcoord[0], texture[0], 2D;\n" "END"; static const struct { int x; int y; float color[3]; } expected[] = { { 64, 240, {0.1f, 0.1f, 0.1f}}, { 192, 240, {0.3f, 0.3f, 0.3f}}, { 320, 240, {0.5f, 0.5f, 0.5f}}, { 448, 240, {0.7f, 0.7f, 0.7f}}, { 576, 240, {0.9f, 0.9f, 0.9f}}, }; GLuint fbo, frag, db_tex, cb_tex; GLboolean pass = GL_TRUE; char *tex_data; unsigned int i; frag = piglit_compile_program(GL_FRAGMENT_PROGRAM_ARB, frag_src); glGenFramebuffersEXT(1, &fbo); glGenTextures(1, &cb_tex); glGenTextures(1, &db_tex); tex_data = calloc(piglit_width * piglit_height, 4); glBindTexture(GL_TEXTURE_2D, db_tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, piglit_width, piglit_height, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, tex_data); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glBindTexture(GL_TEXTURE_2D, cb_tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, piglit_width, piglit_height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, tex_data); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); free(tex_data); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, db_tex, 0); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, cb_tex, 0); check_fbo_status(); glViewport(0, 0, piglit_width, piglit_height); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_ALWAYS); glDepthMask(GL_TRUE); /* Draw with the texture to make sure a sampler view is created for * it before it's used as depth buffer by the FBO. */ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, piglit_winsys_fbo); glBindTexture(GL_TEXTURE_2D, db_tex); glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, frag); glEnable(GL_FRAGMENT_PROGRAM_ARB); glEnable(GL_TEXTURE_2D); piglit_draw_rect_tex(-1.0f, -1.0f, 2.0f, 2.0f, 0.0f, 0.0f, 1.0f, 1.0f); /* Fill the depth buffer with a gradient. */ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo); check_fbo_status(); glDisable(GL_FRAGMENT_PROGRAM_ARB); glDisable(GL_TEXTURE_2D); glClearColor(1.0f, 1.0f, 1.0f, 1.0f); glClearDepth(0.5f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glColor3f(0.0f, 1.0f, 1.0f); glBegin(GL_TRIANGLE_STRIP); glVertex3f(-1.0f, -1.0f, -1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glVertex3f( 1.0f, -1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); glEnd(); /* Draw the depth texture as greyscale to the backbuffer. */ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, piglit_winsys_fbo); glEnable(GL_FRAGMENT_PROGRAM_ARB); glEnable(GL_TEXTURE_2D); piglit_draw_rect_tex(-1.0f, -1.0f, 2.0f, 2.0f, 0.0f, 0.0f, 1.0f, 1.0f); for (i = 0; i < sizeof(expected) / sizeof(*expected); ++i) { pass &= piglit_probe_pixel_rgb(expected[i].x, expected[i].y, expected[i].color); } piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { piglit_require_extension("GL_EXT_framebuffer_object"); piglit_require_extension("GL_ARB_fragment_program"); }