/* * Copyright (c) 2011 Christoph Bumiller * * 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 * on the rights to use, copy, modify, merge, publish, distribute, sub * license, 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 * NON-INFRINGEMENT. IN NO EVENT SHALL VMWARE AND/OR THEIR SUPPLIERS * 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 * Test for bugs with early depth testing and early depth update. */ #include "piglit-util.h" int piglit_width = 128; int piglit_height = 128; int piglit_window_mode = GLUT_RGB | GLUT_ALPHA | GLUT_DOUBLE | GLUT_DEPTH; GLint u_zval; static const char *fpFragDepthText = "uniform float zval; \n" "void main() \n" "{ \n" " gl_FragColor = vec4(gl_Color.rgb, 1.0); \n" " gl_FragDepth = zval; \n" "} \n"; static const char *fpDiscardText = "void main() \n" "{ \n" " if (gl_Color.r > 0.25) \n" " discard; \n" " gl_FragColor = vec4(gl_Color.rgb, 1.0); \n" "} \n"; static const char *fpAlphaText = "void main() \n" "{ \n" " gl_FragColor = vec4(gl_Color.rgb, 0.0); \n" "} \n"; static GLuint shader[3]; static GLuint program[3]; static void quad(const GLfloat z, uint32_t colour) { glColor3ub(colour & 0xff, (colour >> 8) & 0xff, (colour >> 16) & 0xff); glBegin(GL_QUADS); glVertex3f(-1.0f, -1.0f, z); glVertex3f(-1.0f, 1.0f, z); glVertex3f( 1.0f, 1.0f, z); glVertex3f( 1.0f, -1.0f, z); glEnd(); } static GLboolean test_early_depth(void) { glClearColor(0.0, 0.0, 0.0, 0.0); glClearDepth(1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); glDepthFunc(GL_LESS); /* 1. (blue) depth should be adjusted to 0.8 by the FP */ glUseProgram(program[0]); glUniform1f(u_zval, 0.8f); quad(0.3, 0xff0000); /* 2. (red) should be discarded, no depth value written */ glUseProgram(program[1]); quad(0.2, 0x0000ff); /* 3. (white) should be discarded by the alpha test, no depth written */ glUseProgram(program[2]); glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, 0.5f); quad(0.1, 0xffffff); glDisable(GL_ALPHA_TEST); /* 4. (green) should be drawn because depth is 0.8 and FragDepth is 0.5 */ glUseProgram(program[0]); glUniform1f(u_zval, 0.5); quad(0.9, 0x00ff00); /* 5. (yellow) should be discarded because program sets depth to 0.9 */ glUniform1f(u_zval, 0.9); quad(0.2, 0x00ffff); { const GLfloat color[4] = { 0.0f, 1.0f, 0.0f, 1.0f }; GLint pos[4]; /* use glRasterPos to determine where to read a sample pixel */ glRasterPos2f(0.0f, 0.0f); glGetIntegerv(GL_CURRENT_RASTER_POSITION, pos); if (!piglit_probe_pixel_rgba(pos[0], pos[1], color)) { glutSwapBuffers(); return GL_FALSE; } } glutSwapBuffers(); return GL_TRUE; } enum piglit_result piglit_display(void) { if (!test_early_depth()) return PIGLIT_FAILURE; return PIGLIT_SUCCESS; } void piglit_init(int argc, char **argv) { int i; if (!GLEW_VERSION_2_0) { printf("Requires OpenGL 2.0 / GLSL\n"); piglit_report_result(PIGLIT_SKIP); } shader[0] = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fpFragDepthText); assert(shader[0]); shader[1] = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fpDiscardText); assert(shader[1]); shader[2] = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fpAlphaText); assert(shader[2]); for (i = 0; i < 3; ++i) program[i] = piglit_link_simple_program(shader[i], 0); u_zval = glGetUniformLocation(program[0], "zval"); }