/* * 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: * Eric Anholt * */ /** @file fbo-drawbuffers-maxtargets.c * * Tests that drawing the same color to as many render targets as * possible with ARB_draw_buffers and fixed function fragment works. */ #include #include "piglit-util-gl-common.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_width = 256; config.window_height = 256; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE; PIGLIT_GL_TEST_CONFIG_END static GLint max_targets; static char *vs_source = "void main()\n" "{\n" " gl_Position = gl_Vertex;\n" "}\n"; static char *fs_source = "void main()\n" "{\n" " for (int i = 0; i < %d; i++) {\n" " gl_FragData[i] = vec4(0.0, 1.0, 0.0, 0.0);\n" " }\n" "}\n"; static GLuint attach_texture(int i) { GLuint tex; glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + i, GL_TEXTURE_2D, tex, 0); assert(glGetError() == 0); return tex; } static void generate_and_display_drawbuffers(int count) { GLuint tex[16], fb, fs, vs, prog; GLenum attachments[16], status; char *fs_count_source; int i; glGenFramebuffersEXT(1, &fb); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb); for (i = 0; i < count; i++) { tex[i] = attach_texture(i); attachments[i] = GL_COLOR_ATTACHMENT0 + i; } status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { fprintf(stderr, "fbo incomplete (status = 0x%04x)\n", status); piglit_report_result(PIGLIT_SKIP); } glDrawBuffersARB(count, attachments); /* Clear all to red so we see if the shader rendering happens. */ glClearColor(1.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); /* Build the shader that spams green to all outputs. */ vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_source); fs_count_source = malloc(strlen(fs_source) + 5); sprintf(fs_count_source, fs_source, count); fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_count_source); free(fs_count_source); prog = piglit_link_simple_program(vs, fs); glUseProgram(prog); if (!piglit_check_gl_error(GL_NO_ERROR)) piglit_report_result(PIGLIT_FAIL); /* Now render to all the color buffers. */ piglit_draw_rect(-1, -1, 2, 2); /* OK, now draw each of these textures to the winsys framebuffer. */ glUseProgram(0); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glEnable(GL_TEXTURE_2D); for (i = 0; i < count; i++) { glBindTexture(GL_TEXTURE_2D, tex[i]); piglit_draw_rect_tex(16 * i, 16 * (count - 1), 16, 16, 0, 0, 1, 1); } glDisable(GL_TEXTURE_2D); for (i = 0; i < count; i++) { glDeleteTextures(1, &tex[i]); } glDeleteFramebuffersEXT(1, &fb); } enum piglit_result piglit_display(void) { GLboolean pass = GL_TRUE; float green[] = {0, 1, 0, 0}; int count, i; glClearColor(0.5, 0.5, 0.5, 0.5); glClear(GL_COLOR_BUFFER_BIT); for (count = 1; count <= max_targets; count++) { generate_and_display_drawbuffers(count); } for (count = 1; count <= max_targets; count++) { for (i = 0; i < count; i++) { pass = pass && piglit_probe_pixel_rgb(16 * i + 8, 16 * (count - 1) + 8, green); } } piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { GLint max_attachments; printf("The result should be increasing lengths of rows of green\n" "boxes as the test increases the number of drawbuffers \n" "targets used.\n"); piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE); piglit_require_gl_version(20); piglit_require_extension("GL_EXT_framebuffer_object"); piglit_require_extension("GL_ARB_draw_buffers"); glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &max_targets); if (max_targets < 2) piglit_report_result(PIGLIT_SKIP); glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, &max_attachments); if (max_targets > max_attachments) max_targets = max_attachments; if (max_targets > 16) max_targets = 16; }