[Piglit] [PATCH 4/9] GL 3.2: Test layered framebuffers clear the color attachment properly.
Jacob Penner
jkpenner91 at gmail.com
Mon Aug 26 11:48:24 PDT 2013
Currently the test only clears the first layer of the layered attachment, when
glClear and glClearBuffer should clear all layers of the leyered framebuffer
attachment.
---
tests/spec/gl-3.2/layered-rendering/clear-color.c | 215 ++++++++++++++++++++++
1 file changed, 215 insertions(+)
create mode 100644 tests/spec/gl-3.2/layered-rendering/clear-color.c
diff --git a/tests/spec/gl-3.2/layered-rendering/clear-color.c b/tests/spec/gl-3.2/layered-rendering/clear-color.c
new file mode 100644
index 0000000..68c0be7
--- /dev/null
+++ b/tests/spec/gl-3.2/layered-rendering/clear-color.c
@@ -0,0 +1,215 @@
+/*
+ * 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 clear-color.c
+ *
+ * Section 4.4.7(Framebuffer Objects) From GL spec 3.2 core:
+ * When the Clear or ClearBuffer* commands are used to clear a layered
+ * framebuffer attachment, all layers of the attachment are cleared.
+ *
+ * Test Layout
+ * Tex1 Tex2
+ * *--------*--------* Each Layer for both tex1 and tex2 will be
+ * | layer3 | layer3 | different colors.
+ * *--------*--------*
+ * | layer2 | layer2 | Tex1 will be cleared using glClear()
+ * *--------*--------*
+ * | layer1 | layer1 | Tex2 will be cleared using glClearBuffer()
+ * *--------*--------*
+ *
+ * Result:
+ * Layer 1-3 of both tex1 and tex2 should be the clearColor
+ */
+
+#include "piglit-util-gl-common.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+ config.supports_gl_compat_version = 32;
+ config.supports_gl_core_version = 32;
+
+ config.window_width = 128;
+ config.window_height = 128;
+ config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+static GLuint fbo[2];
+static GLuint texture[2];
+static const int layers = 3;
+
+bool
+display_layered_texture(int x, int y, int w, int h, int texWidth, int texHeight,
+ GLenum textureType, GLuint texture, int layers) {
+ GLuint tempFBO;
+ int i;
+ int dx1, dy1, dx2, dy2;
+
+ dx1 = x;
+ dx2 = x+w;
+
+ /* Gen temp fbo */
+ glGenFramebuffers(1, &tempFBO);
+
+ /* Loop through each layer, attaching the individual layer to the
+ * temp fbo, then blit fbo to the correct location on screen
+ */
+ for(i = 0; i < layers; i++) {
+ GLenum framebufferStatus;
+
+ dy1 = y + (i) *(h/layers);
+ dy2 = y + (i+1)*(h/layers);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, tempFBO);
+ glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ texture, 0, i);
+
+ framebufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if(framebufferStatus != GL_FRAMEBUFFER_COMPLETE) {
+ printf("Framebuffer Status: %s\n",
+ piglit_get_gl_enum_name(framebufferStatus));
+ return false;
+ }
+
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, tempFBO);
+ glBlitFramebuffer(0, 0, texWidth, texHeight,
+ dx1, dy1, dx2, dy2, GL_COLOR_BUFFER_BIT,
+ GL_NEAREST);
+ }
+
+ /* Cleanup temp fbo */
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glDeleteFramebuffers(1, &tempFBO);
+
+ return piglit_check_gl_error(GL_NO_ERROR);
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+ int i, j;
+ GLenum fbstatus;
+ float colorLayers[layers][piglit_width*piglit_height*3];
+ float colors[3][3] = {
+ {0.0, 0.0, 1.0},
+ {0.0, 1.0, 0.0},
+ {1.0, 0.0, 0.0}
+ };
+
+ /* Create color data for texture */
+ for(j = 0; j < layers; j++) {
+ for(i = 0; i < piglit_width*piglit_height; i++) {
+ colorLayers[j][i*3+0] = colors[j][0];
+ colorLayers[j][i*3+1] = colors[j][1];
+ colorLayers[j][i*3+2] = colors[j][2];
+ }
+ }
+
+ glGenTextures(2, texture);
+ glGenFramebuffers(2, fbo);
+ for(i = 0; i < 2; i++) {
+ /* Create texture */
+ glBindTexture(GL_TEXTURE_3D, texture[i]);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT);
+ glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB, piglit_width, piglit_height,
+ layers, 0, GL_RGB, GL_FLOAT, colorLayers);
+
+ /* Gen Framebuffer */
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo[i]);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ texture[i], 0);
+
+ fbstatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if(fbstatus != GL_FRAMEBUFFER_COMPLETE){
+ printf("%s\n", piglit_get_gl_enum_name(fbstatus));
+ piglit_report_result(PIGLIT_FAIL);
+ }
+ }
+
+ if(!piglit_check_gl_error(GL_NO_ERROR))
+ piglit_report_result(PIGLIT_FAIL);
+}
+
+
+enum piglit_result
+piglit_display(void)
+{
+ bool pass = true;
+ const float clearColor[3] = { 1, 1, 0 };
+
+ /* Clear Defualt Framebuffer */
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glClearColor(0,0,0,1);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ /* Clear texture[0] with glClear() */
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo[0]);
+ glClearColor(clearColor[0], clearColor[1], clearColor[2], 1);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ /* Clear texture[1] with glClearBuffer() */
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo[1]);
+ glClearBufferfv(GL_COLOR, 0, clearColor);
+
+ /* Display glClear texture */
+ if(!display_layered_texture(0, 0, piglit_width/2, piglit_height,
+ piglit_width, piglit_height, GL_TEXTURE_3D,
+ texture[0], layers)) {
+ printf("Failed to display layered texture for glClear\n");
+ pass = false;
+ }
+
+ /* Display glClearBuffer texture */
+ if(!display_layered_texture(piglit_width/2, 0, piglit_width/2,
+ piglit_height, piglit_width, piglit_height,
+ GL_TEXTURE_3D, texture[1], layers)) {
+ printf("Failed to display layered texture for glClearBuffer\n");
+ pass = false;
+ }
+
+ /* Check for passing conditions for glClear*/
+ if(!piglit_probe_rect_rgb(0, 0, piglit_width/2, piglit_height,
+ clearColor)) {
+ printf("Incorrect probe value for glClear test.\n");
+ pass = false;
+ }
+
+ /* Check for passing conditions for glClearBuffer*/
+ if(!piglit_probe_rect_rgb(piglit_width/2, 0, piglit_width/2,
+ piglit_height, clearColor)) {
+ printf("Incorrect probe value for glClearBuffer test.\n");
+ pass = false;
+ }
+
+ if(!piglit_check_gl_error(GL_NO_ERROR))
+ pass = false;
+
+ piglit_present_results();
+ return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
--
1.8.3.1
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