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/*
* Copyright © 2009 Marek Olšák (maraeo@gmail.com)
* Copyright © 2010 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:
* Marek Olšák <mareao@gmail.com>
* Eric Anholt <eric@anholt.net>
*
*/
/** @file glsl-fs-discard-02.c
*
* Tests that discarding fragments doesn't let early depth writes through.
*/
#include "piglit-util.h"
int piglit_width = 100, piglit_height = 100;
int piglit_window_mode = GLUT_RGB | GLUT_ALPHA | GLUT_DOUBLE | GLUT_DEPTH;
static char vs_code[] =
"varying vec4 color;"
"\n"
"void main()\n"
"{\n"
" gl_Position = gl_Vertex;\n"
" if (gl_Vertex.z > 0.75)\n"
" color = vec4(1.0, 0.0, 0.0, gl_Vertex.z);\n"
" else if (gl_Vertex.z > 0.25)\n"
" color = vec4(0.0, 1.0, 0.0, gl_Vertex.z);\n"
" else\n"
" color = vec4(0.0, 0.0, 1.0, gl_Vertex.z);\n"
"}\n";
static char fs_code[] =
"varying vec4 color;\n"
"\n"
"void main()\n"
"{\n"
" if (color.w < 0.25)\n"
" discard;"
" gl_FragColor = vec4(color.xyz, 0.0);\n"
"}\n";
static GLuint setup_shaders()
{
GLuint vs, fs, prog;
vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_code);
fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_code);
prog = piglit_link_simple_program(vs, fs);
piglit_UseProgram(prog);
return prog;
}
static GLboolean test()
{
GLint prog;
GLboolean pass = GL_TRUE;
float green[4] = {0, 1, 0, 0};
prog = setup_shaders();
glClear(GL_DEPTH_BUFFER_BIT);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
piglit_draw_rect_z(1.0, -1, -1, 2, 2); // red
piglit_draw_rect_z(0.0, -1, -1, 2, 2); // discard
piglit_draw_rect_z(0.5, -1, -1, 2, 2); // green
assert(glGetError() == 0);
pass = pass && piglit_probe_rect_rgba(0, 0, piglit_width, piglit_height, green);
piglit_DeleteProgram(prog);
return pass;
}
enum piglit_result piglit_display(void)
{
GLboolean pass;
pass = test();
glutSwapBuffers();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
void piglit_init(int argc, char **argv)
{
piglit_require_vertex_shader();
piglit_require_fragment_shader();
}
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