[Piglit] [PATCH 3/3] GL 3.2: Test layered framebuffers clear the depth attachment properly.

Jacob Penner jkpenner91 at gmail.com
Tue Sep 3 15:52:11 PDT 2013


---
 tests/all.tests                                    |   1 +
 .../gl-3.2/layered-rendering/CMakeLists.gl.txt     |   1 +
 tests/spec/gl-3.2/layered-rendering/clear-depth.c  | 185 +++++++++++++++++++++
 3 files changed, 187 insertions(+)
 create mode 100644 tests/spec/gl-3.2/layered-rendering/clear-depth.c

diff --git a/tests/all.tests b/tests/all.tests
index 59fb0e2..c6d0c71 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -750,6 +750,7 @@ spec['!OpenGL 3.2/get-integer-64iv'] = concurrent_test('gl-3.2-get-integer-64iv'
 spec['!OpenGL 3.2/get-integer-64v'] = concurrent_test('gl-3.2-get-integer-64v')
 spec['!OpenGL 3.2/layered-rendering/blit'] = concurrent_test('gl-3.2-layered-rendering-blit')
 spec['!OpenGL 3.2/layered-rendering/clear-color'] = concurrent_test('gl-3.2-layered-rendering-clear-color')
+spec['!OpenGL 3.2/layered-rendering/clear-depth'] = concurrent_test('gl-3.2-layered-rendering-clear-depth')
 spec['!OpenGL 3.2/layered-rendering/framebuffertexture-buffer-textures'] = concurrent_test('gl-3.2-layered-rendering-framebuffertexture-buffer-textures')
 spec['!OpenGL 3.2/layered-rendering/readpixels'] = concurrent_test('gl-3.2-layered-rendering-readpixels')
 spec['!OpenGL 3.2/layered-rendering/gl-layer'] = concurrent_test('gl-3.2-layered-rendering-gl-layer')
diff --git a/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt b/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt
index 9a26b34..bc4415d 100644
--- a/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt
+++ b/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt
@@ -11,6 +11,7 @@ link_libraries (
 
 piglit_add_executable (gl-3.2-layered-rendering-blit blit.c)
 piglit_add_executable (gl-3.2-layered-rendering-clear-color clear-color.c)
+piglit_add_executable (gl-3.2-layered-rendering-clear-depth clear-depth.c)
 piglit_add_executable (gl-3.2-layered-rendering-framebuffertexture-buffer-textures framebuffertexture-buffer-textures.c)
 piglit_add_executable (gl-3.2-layered-rendering-readpixels readpixels.c)
 piglit_add_executable (gl-3.2-layered-rendering-gl-layer gl-layer.c)
diff --git a/tests/spec/gl-3.2/layered-rendering/clear-depth.c b/tests/spec/gl-3.2/layered-rendering/clear-depth.c
new file mode 100644
index 0000000..9c0cd53
--- /dev/null
+++ b/tests/spec/gl-3.2/layered-rendering/clear-depth.c
@@ -0,0 +1,185 @@
+/*
+ * 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-depth.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
+ *	*--------*--------*
+ *      | layer4 | layer4 |
+ *      *--------*--------*    Each Layer for both tex1 and tex2 will be
+ *      | layer3 | layer3 |   different depths.
+ *      *--------*--------*
+ *      | layer2 | layer2 |    Tex1 will be cleared using glClear()
+ *      *--------*--------*
+ *      | layer1 | layer1 |    Tex2 will be cleared using glClearBuffer()
+ *      *--------*--------*
+ *
+ *      Result:
+ *        Layer 1-4 of both tex1 and tex2 should be the clearDepth
+ */
+
+#include "piglit-util-gl-common.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+	config.supports_gl_compat_version = 32;
+	config.supports_gl_core_version = 32;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+bool
+probe_texture_layered_depth(GLuint texture, int x, int y, int z,
+			    int w, int h, int d, float *expected)
+{
+	GLint prev_read_fbo;
+	GLint prev_draw_fbo;
+
+	GLuint fbo;
+	int i, j, k;
+
+	GLfloat *probe;
+	GLfloat *pixels = malloc(w*h*sizeof(float));
+
+	glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &prev_draw_fbo);
+	glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &prev_read_fbo);
+
+	glGenFramebuffers(1, &fbo);
+	glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+	for(k = z; k < z+d; k++ ) {
+
+		glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+					  texture, 0, k);
+
+		glReadPixels(x, y, w, h, GL_DEPTH_COMPONENT, GL_FLOAT, pixels);
+
+		for(j = 0; j < h; j++) {
+			for(i = 0; i < w; i++) {
+				probe = &pixels[j*w+i];
+				if (fabs(*probe - expected[k]) >= 0.01) {
+					printf("Probe depth at (%i,%i,%i)\n", x+i, y+j,z+k);
+					printf("  Expected: %f\n", expected[k]);
+					printf("  Observed: %f\n", *probe);
+
+					free(pixels);
+					return false;
+				}
+			}
+		}
+	}
+	free(pixels);
+
+	glBindFramebuffer(GL_DRAW_FRAMEBUFFER, prev_draw_fbo);
+	glBindFramebuffer(GL_READ_FRAMEBUFFER, prev_read_fbo);
+	return true;
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+
+	int i, j;
+	GLenum fbstatus;
+	bool pass = true;
+	GLuint fbo[2], texture[2];
+
+	float depthData[4][10*10];
+	float depths[4] = {
+		0.25, 0.5, 0.75, 1.0
+	};
+
+	GLfloat clearDepth = 0.0;
+	float expected[4] = { 0.0, 0.0, 0.0, 0.0 };
+
+	/* Create depth data for textures */
+	for(j = 0; j < 4; j++) {
+		for(i = 0; i < 10*10; i++) {
+			depthData[j][i] = depths[j];
+		}
+	}
+
+	glGenTextures(2, texture);
+	glGenFramebuffers(2, fbo);
+	for(i = 0; i < 2; i++) {
+		glBindTexture(GL_TEXTURE_2D_ARRAY, texture[i]);
+		glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+		glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+		glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
+		glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
+		glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_DEPTH_COMPONENT16,
+			     10, 10, 4, 0, GL_DEPTH_COMPONENT, GL_FLOAT, depthData);
+
+		glBindFramebuffer(GL_FRAMEBUFFER, fbo[i]);
+		glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+				     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);
+	}
+
+	/* Clear fbo 0 with glClear() */
+	glClearDepth(clearDepth);
+
+	glBindFramebuffer(GL_FRAMEBUFFER, fbo[0]);
+	glClear(GL_DEPTH_BUFFER_BIT);
+
+	if(!probe_texture_layered_depth(texture[0], 0, 0, 0, 10,
+					10, 4, expected)) {
+		printf("Incorrect depth values recieved with glClear()\n");
+		pass = false;
+	}
+
+	/* Clear fbo 1 with glClearBuffer() */
+	glBindFramebuffer(GL_FRAMEBUFFER, fbo[1]);
+	glClearBufferfv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, &clearDepth);
+
+	if(!probe_texture_layered_depth(texture[1], 0, 0, 0, 10,
+					10, 4, expected)) {
+		printf("Incorrect depth values recieved with glClearBuffer()\n");
+		pass = false;
+	}
+
+	pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+
+	piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL);
+}
+
+
+enum piglit_result
+piglit_display(void)
+{
+	/* UNREACHABLE */
+	return PIGLIT_FAIL;
+}
-- 
1.8.3.1



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