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/*
* Copyright © 2009 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:
* Eric Anholt <eric@anholt.net>
*/
/** @file depth-clamp-range.c
*
* Tests that ARB_depth_clamp enablement didn't break DepthRange functionality,
* and properly uses the min/max selection.
*/
#include "piglit-util-gl.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_compat_version = 10;
config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_DEPTH;
PIGLIT_GL_TEST_CONFIG_END
void
piglit_init(int argc, char **argv)
{
piglit_require_extension("GL_ARB_depth_clamp");
piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
}
void
quad(float base_x, float base_y, float z)
{
glBegin(GL_QUADS);
glVertex3f(base_x, base_y, z);
glVertex3f(base_x + 10, base_y, z);
glVertex3f(base_x + 10, base_y + 10, z);
glVertex3f(base_x, base_y + 10, z);
glEnd();
}
enum piglit_result
piglit_display(void)
{
GLboolean pass = GL_TRUE;
float white[3] = {1.0, 1.0, 1.0};
float clear[3] = {0.0, 0.0, 0.0};
glClearDepth(0.5);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glColor3fv(white);
/* Keep in mind that the ortho projection flips near and far's signs,
* so 1.0 to quad()'s z maps to glDepthRange's near, and -1.0 maps to
* glDepthRange's far.
*/
/* Basic glDepthRange testing. */
glDisable(GL_DEPTH_CLAMP);
glDepthRange(0, 1);
quad(10, 10, 0.5); /* .25 - drawn. */
glDepthRange(1, 0);
quad(10, 30, 0.5); /* 0.75 - not drawn. */
/* Now, test that near depth clamping works.*/
glEnable(GL_DEPTH_CLAMP);
glDepthRange(0.25, 1.0);
quad(30, 10, 2); /* 0.25 - drawn. */
glDepthRange(0.75, 1.0);
quad(30, 30, 2); /* 0.75 - not drawn. */
/* Test that far clamping works.*/
glDepthRange(0.0, 0.25);
quad(50, 10, -2); /* 0.25 - drawn. */
glDepthRange(0.0, 0.75);
quad(50, 30, -2); /* 0.75 - not drawn. */
/* Now, flip near and far around and make sure that it's doing the
* min/max of near and far in the clamping.
*/
/* Test that near (max) clamping works. */
glDepthRange(0.25, 0.0);
quad(70, 10, 2); /* 0.25 - drawn. */
glDepthRange(0.75, 0.0);
quad(70, 30, 2); /* 0.75 - not drawn. */
/* Now, test far (min) clamping works. */
glDepthRange(1.0, 0.0);
quad(90, 10, -2); /* 0.0 - drawn */
glDepthRange(1.0, 0.75);
quad(90, 30, -2); /* 0.75 - not drawn*/
pass = piglit_probe_pixel_rgb(15, 15, white) && pass;
pass = piglit_probe_pixel_rgb(15, 35, clear) && pass;
pass = piglit_probe_pixel_rgb(35, 15, white) && pass;
pass = piglit_probe_pixel_rgb(35, 35, clear) && pass;
pass = piglit_probe_pixel_rgb(55, 15, white) && pass;
pass = piglit_probe_pixel_rgb(55, 35, clear) && pass;
pass = piglit_probe_pixel_rgb(75, 15, white) && pass;
pass = piglit_probe_pixel_rgb(75, 35, clear) && pass;
pass = piglit_probe_pixel_rgb(95, 15, white) && pass;
pass = piglit_probe_pixel_rgb(95, 35, clear) && pass;
piglit_present_results();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
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