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/*
* Copyright © 2013 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 fbo-incomplete.c
* Collection of negative framebuffer completeness tests.
*/
#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_TEST_CONFIG_END
static const float green[] = { 0.f, 1.f, 0.f, 1.f };
class incomplete_fbo_test {
public:
incomplete_fbo_test(const char *_name, GLenum _target)
: name(_name), target(_target), tex(0), rb(0), fbo(0),
_pass(true)
{
if (target == GL_RENDERBUFFER) {
glGenRenderbuffers(1, &rb);
glBindRenderbuffer(target, rb);
} else {
glGenTextures(1, &tex);
glBindTexture(target, tex);
glTexParameteri(target,
GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
}
~incomplete_fbo_test()
{
if (target == GL_RENDERBUFFER)
glBindRenderbuffer(target, 0);
else
glBindTexture(target, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, piglit_winsys_fbo);
glBindFramebuffer(GL_READ_FRAMEBUFFER, piglit_winsys_fbo);
glDeleteTextures(1, &tex);
glDeleteRenderbuffers(1, &rb);
glDeleteFramebuffers(1, &fbo);
piglit_report_subtest_result(_pass ? PIGLIT_PASS : PIGLIT_FAIL,
"%s", name);
}
bool check_fbo_status(GLenum expect)
{
GLenum status = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
if (status != expect) {
fprintf(stderr,
"status was %s (0x%04x), "
"expected %s (0x%04x).\n",
piglit_get_gl_enum_name(status),
status,
piglit_get_gl_enum_name(expect),
expect);
return false;
}
return true;
}
bool pass()
{
_pass = true;
return true;
}
bool fail()
{
_pass = false;
return false;
}
const char *name;
GLenum target;
GLuint tex;
GLuint rb;
GLuint fbo;
private:
bool _pass;
};
/**
* Verify that attaching a 0x0 texture results in incompleteness.
*/
bool
incomplete_0_by_0_texture(void)
{
incomplete_fbo_test t("0x0 texture", GL_TEXTURE_2D);
/* Attach a 0x0 texture to the framebuffer. That should make it
* incomplete.
*/
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 0, GL_RGBA,
GL_UNSIGNED_BYTE, NULL);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, t.tex, 0);
if (!piglit_check_gl_error(GL_NO_ERROR))
return t.fail();
if (!t.check_fbo_status(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT))
return t.fail();
/* Allocate some storage for the texture and verify that the FBO is
* now complete.
*/
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_RGBA,
GL_UNSIGNED_BYTE, NULL);
if (!t.check_fbo_status(GL_FRAMEBUFFER_COMPLETE))
return t.fail();
/* Verify that simple rendering can occur to the FBO.
*/
glClearColor(0.f, 1.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_READ_FRAMEBUFFER, t.fbo);
if (!piglit_probe_rect_rgba(0, 0, 4, 4, green))
return t.fail();
return t.pass();
}
/**
* Verify that attaching a 0x0 renderbuffer results in incompleteness.
*/
bool
incomplete_0_by_0_renderbuffer(void)
{
incomplete_fbo_test t("0x0 renderbuffer", GL_RENDERBUFFER);
/* Attach a 0x0 renderbuffer to the framebuffer. That should make it
* incomplete.
*/
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 0, 0);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, t.rb);
if (!piglit_check_gl_error(GL_NO_ERROR))
return t.fail();
if (!t.check_fbo_status(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT))
return t.fail();
/* Allocate some storage for the renderbuffer and verify that
* the FBO is now complete.
*/
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 4, 4);
if (!t.check_fbo_status(GL_FRAMEBUFFER_COMPLETE))
return t.fail();
/* Verify that simple rendering can occur to the FBO.
*/
glClearColor(0.f, 1.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_READ_FRAMEBUFFER, t.fbo);
if (!piglit_probe_rect_rgba(0, 0, 4, 4, green))
return t.fail();
return t.pass();
}
/**
* Verify that attaching an invalid slice of a 3D texture results in
* incompleteness.
*/
bool
invalid_3d_slice(void)
{
incomplete_fbo_test t("invalid slice of 3D texture", GL_TEXTURE_3D);
/* Create a texture with only 8 slices (0 through 7), but try to
* attach slice 8 and slice 9 to the FBO.
*/
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 8, 8, 8, 0, GL_RGBA,
GL_UNSIGNED_BYTE, NULL);
glFramebufferTexture3D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_3D, t.tex, 0, 8);
if (!piglit_check_gl_error(GL_NO_ERROR))
return t.fail();
if (!t.check_fbo_status(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT))
return t.fail();
glFramebufferTexture3D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_3D, t.tex, 0, 9);
if (!piglit_check_gl_error(GL_NO_ERROR))
return t.fail();
if (!t.check_fbo_status(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT))
return t.fail();
/* Now try slice 7. This should work.
*/
glFramebufferTexture3D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_3D, t.tex, 0, 7);
if (!piglit_check_gl_error(GL_NO_ERROR))
return t.fail();
if (!t.check_fbo_status(GL_FRAMEBUFFER_COMPLETE))
return t.fail();
return t.pass();
}
/**
* Common code the verify attaching an invalid layer of an array texture
* results in incompleteness.
*/
bool
invalid_array_layer_common(incomplete_fbo_test &t)
{
const unsigned scale = (t.target == GL_TEXTURE_CUBE_MAP_ARRAY) ? 6 : 1;
/* The texture has only 8 layers (0 through 7), but try to attach
* layer 8 and layer 9 to the FBO.
*/
glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
t.tex, 0, 8 * scale);
if (!piglit_check_gl_error(GL_NO_ERROR))
return t.fail();
if (!t.check_fbo_status(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT))
return t.fail();
glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
t.tex, 0, 9 * scale);
if (!piglit_check_gl_error(GL_NO_ERROR))
return t.fail();
if (!t.check_fbo_status(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT))
return t.fail();
/* Now try layer 7. This should work.
*/
glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
t.tex, 0, 7 * scale);
if (!piglit_check_gl_error(GL_NO_ERROR))
return t.fail();
if (!t.check_fbo_status(GL_FRAMEBUFFER_COMPLETE))
return t.fail();
return t.pass();
}
/**
* Verify that attaching an invalid layer of a 1D array texture results in
* incompleteness.
*/
bool
invalid_1d_array_layer(void)
{
static const char subtest_name[] =
"invalid layer of a 1D-array texture";
if (!piglit_is_extension_supported("GL_EXT_texture_array")
&& piglit_get_gl_version() < 30) {
piglit_report_subtest_result(PIGLIT_SKIP, "%s", subtest_name);
return true;
}
incomplete_fbo_test t(subtest_name, GL_TEXTURE_1D_ARRAY);
/* Create a texture with only 8 layers (0 through 7), but try to
* attach layer 8 and layer 9 to the FBO.
*/
glTexImage2D(GL_TEXTURE_1D_ARRAY, 0, GL_RGBA, 8, 8, 0, GL_RGBA,
GL_UNSIGNED_BYTE, NULL);
return invalid_array_layer_common(t);
}
/**
* Verify that attaching an invalid layer of a 2D array texture results in
* incompleteness.
*/
bool
invalid_2d_array_layer(void)
{
static const char subtest_name[] =
"invalid layer of a 2D-array texture";
if (!piglit_is_extension_supported("GL_EXT_texture_array")
&& piglit_get_gl_version() < 30) {
piglit_report_subtest_result(PIGLIT_SKIP, "%s", subtest_name);
return true;
}
incomplete_fbo_test t(subtest_name, GL_TEXTURE_2D_ARRAY);
/* Create a texture with only 8 layers (0 through 7), but try to
* attach layer 8 and layer 9 to the FBO.
*/
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 8, 8, 8, 0, GL_RGBA,
GL_UNSIGNED_BYTE, NULL);
return invalid_array_layer_common(t);
}
/**
* Verify that attaching an invalid layer of a cube array texture results in
* incompleteness.
*/
bool
invalid_cube_array_layer(void)
{
static const char subtest_name[] =
"invalid layer of a cube-array texture";
if (!piglit_is_extension_supported("GL_ARB_texture_cube_map_array")
&& piglit_get_gl_version() < 40) {
piglit_report_subtest_result(PIGLIT_SKIP, "%s", subtest_name);
return true;
}
incomplete_fbo_test t(subtest_name, GL_TEXTURE_CUBE_MAP_ARRAY);
/* Create a texture with only 8 layers (0 through 7), but try to
* attach layer 8 and layer 9 to the FBO.
*/
glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, GL_RGBA, 8, 8, 8 * 6, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
return invalid_array_layer_common(t);
}
/**
* Verify that deleting the texture attached the currently bound FBO
* results in incompleteness.
*/
bool
delete_texture_of_current_fbo(void)
{
incomplete_fbo_test t("delete texture of bound FBO",
GL_TEXTURE_2D);
/* Create a small color texture and attach it. Everything should
* be fine at this point.
*/
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_RGBA,
GL_UNSIGNED_BYTE, NULL);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, t.tex, 0);
if (!piglit_check_gl_error(GL_NO_ERROR))
return t.fail();
if (!t.check_fbo_status(GL_FRAMEBUFFER_COMPLETE))
return t.fail();
/* Now unbind the texture and delete it. t.rb is set to zero so
* that the destructor won't try to delete it again.
*/
glBindTexture(GL_TEXTURE_2D, 0);
glDeleteTextures(1, &t.tex);
t.tex = 0;
/* Now the deleted attachment is "missing."
*/
if (!t.check_fbo_status(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT))
return t.fail();
return t.pass();
}
/**
* Verify that deleting the renderbuffer attached the currently bound FBO
* results in incompleteness.
*/
bool
delete_renderbuffer_of_current_fbo(void)
{
incomplete_fbo_test t("delete renderbuffer of bound FBO",
GL_RENDERBUFFER);
/* Create a small color renderbuffer and attach it. Everything should
* be fine at this point.
*/
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 4, 4);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, t.rb);
if (!piglit_check_gl_error(GL_NO_ERROR))
return t.fail();
if (!t.check_fbo_status(GL_FRAMEBUFFER_COMPLETE))
return t.fail();
/* Now unbind the renderbuffer and delete it. t.rb is set to zero so
* that the destructor won't try to delete it again.
*/
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glDeleteRenderbuffers(1, &t.rb);
t.rb = 0;
/* Now the deleted attachment is "missing."
*/
if (!t.check_fbo_status(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT))
return t.fail();
return t.pass();
}
enum piglit_result
piglit_display(void)
{
return PIGLIT_FAIL;
}
void
piglit_init(int argc, char **argv)
{
bool pass = true;
piglit_require_extension("GL_ARB_framebuffer_object");
pass = incomplete_0_by_0_texture() && pass;
pass = incomplete_0_by_0_renderbuffer() && pass;
pass = invalid_3d_slice() && pass;
pass = invalid_1d_array_layer() && pass;
pass = invalid_2d_array_layer() && pass;
pass = invalid_cube_array_layer() && pass;
pass = delete_texture_of_current_fbo() && pass;
pass = delete_renderbuffer_of_current_fbo() && pass;
piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL);
}
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