[Piglit] [PATCH 3/3 V2] GL 3.2: Test layered framebuffers clear the depth attachment properly.
Jacob Penner
jkpenner91 at gmail.com
Tue Sep 10 13:47:37 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 | 224 +++++++++++++++++++++
3 files changed, 226 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 e1366ca..2444337 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..d680780
--- /dev/null
+++ b/tests/spec/gl-3.2/layered-rendering/clear-depth.c
@@ -0,0 +1,224 @@
+/*
+ * 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
+
+const char *vs_source = {
+ "#version 150\n"
+ "in vec4 piglit_vertex;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = piglit_vertex;\n"
+ "}\n"
+};
+
+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 = 0; k < d; k++ ) {
+
+ glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+ texture, 0, k+z);
+
+ 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];
+ GLint program;
+
+ 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 };
+
+ program = piglit_build_simple_program(vs_source, NULL);
+ glUseProgram(program);
+
+ 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_COMPONENT32,
+ 10, 10, 4, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
+
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_ALWAYS);
+ glDepthRange(0, 1);
+ glDrawBuffer(GL_NONE);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo[i]);
+
+ for(j = 0; j < 4; j++) {
+ glFramebufferTextureLayer(GL_FRAMEBUFFER,
+ GL_DEPTH_ATTACHMENT,
+ texture[i], 0, j);
+
+
+ fbstatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if(fbstatus != GL_FRAMEBUFFER_COMPLETE){
+ printf("%s\n", piglit_get_gl_enum_name(fbstatus));
+ piglit_report_result(PIGLIT_FAIL);
+ }
+
+ piglit_check_gl_error(GL_NO_ERROR);
+ piglit_draw_rect_z(depths[j], -1, -1, 2, 2);
+ piglit_check_gl_error(GL_NO_ERROR);
+ }
+
+ glDisable(GL_DEPTH_TEST);
+
+ /* Once values are set, attach the texture to the fbo
+ * as a layered texture
+ */
+ 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);
+ }
+
+
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo[0]);
+ /* Clear fbo 0 with glClear() */
+ glClearDepth(clearDepth);
+ 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_DEPTH, 0, &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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