/* * Copyright © 2009 Intel Corporation * Copyright © 2011 VMware, Inc. * * 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 * Brian Paul * */ /** @file glsl-fs-fragcoord-zw-perspective.c * * Tests that gl_FragCoord.zw produces the expected output in a fragment shader * with a perspective projection. */ #include "piglit-util-gl.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_VISUAL_DEPTH; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END static GLfloat Znear = 1.0, Zfar = 10.0; /** * Draw a quad where the bottom edge is on the near clip plane and the * top edge is on the far clip plane. Adjust the far coordinates' X and Y * values to fill the window. So the quad doesn't look like it's drawn in * perspective, but it is (the top is much wider than the bottom). */ static void draw_quad(void) { float xBotLeft = -Znear, xBotRight = Znear; float xTopLeft = -Zfar, xTopRight = Zfar; float yBotLeft = -Znear, yBotRight = -Znear; float yTopLeft = Zfar, yTopRight = Zfar; float zBottom = -Znear, zTop = -Zfar; float verts[4][4]; verts[0][0] = xBotLeft; verts[0][1] = yBotLeft; verts[0][2] = zBottom; verts[0][3] = 1.0; verts[1][0] = xBotRight; verts[1][1] = yBotRight; verts[1][2] = zBottom; verts[1][3] = 1.0; verts[2][0] = xTopRight; verts[2][1] = yTopRight; verts[2][2] = zTop; verts[2][3] = 1.0; verts[3][0] = xTopLeft; verts[3][1] = yTopLeft; verts[3][2] = zTop; verts[3][3] = 1.0; glVertexPointer(4, GL_FLOAT, 0, verts); glEnableClientState(GL_VERTEX_ARRAY); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); } /** Convert t in [0,1] into a 1/w value */ static float t_to_w(float t) { float zEye = -(Znear + t * (Zfar - Znear)); float wClip = -zEye; return 1.0 / wClip; } enum piglit_result piglit_display(void) { float w0, w1; GLboolean pass = GL_TRUE; int y; glClearColor(0.5, 0.5, 0.5, 0.5); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); draw_quad(); /* Spot-test Z values */ pass = piglit_probe_pixel_depth(0, 0, 0.0) && pass; pass = piglit_probe_pixel_depth(piglit_width-1, 0, 0.0) && pass; pass = piglit_probe_pixel_depth(piglit_width-2, piglit_height-1, 1.0) && pass; pass = piglit_probe_pixel_depth(1, piglit_height-2, 1.0) && pass; w0 = t_to_w(0.0); w1 = t_to_w(1.0); /* Test a column of pixel colors */ for (y = 8; y < piglit_height; y += 16) { float expected[3]; float t = y / (float) (piglit_height - 1); expected[0] = t; /* gl_FragCoord.z */ expected[1] = w0 + t * (w1 - w0); /* gl_FragCoord.w */ expected[2] = 0.0; pass = piglit_probe_pixel_rgb(piglit_width/2, y, expected) & pass; } piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { GLint vs, fs, prog; piglit_require_gl_version(20); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-1.0, 1.0, -1.0, 1.0, Znear, Zfar); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); vs = piglit_compile_shader(GL_VERTEX_SHADER, "shaders/glsl-mvp.vert"); fs = piglit_compile_shader(GL_FRAGMENT_SHADER, "shaders/glsl-fs-fragcoord-zw.frag"); prog = piglit_link_simple_program(vs, fs); glUseProgram(prog); glEnable(GL_DEPTH_TEST); }