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/*
* Copyright 2017 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.
*/
/**
* Test GL_EXT_frag_depth support in GLSL ES 1.0
* We draw overlapping red and green quads. The red quad is at Z=0
* while the green quad's fragment depths vary from left to right.
* Should see intersecting quads.
*/
#include "piglit-util-gl.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_es_version = 20;
config.window_visual = (PIGLIT_GL_VISUAL_RGBA |
PIGLIT_GL_VISUAL_DEPTH |
PIGLIT_GL_VISUAL_DOUBLE);
PIGLIT_GL_TEST_CONFIG_END
static const char *vs_source =
"#version 100 \n"
"attribute vec4 piglit_vertex;\n"
"varying float z; \n"
"void main() { \n"
" gl_Position = piglit_vertex; \n"
" // Convert z from [-1, 1] to [0, 1] \n"
" z = piglit_vertex.x * 0.5 + 0.5; \n"
"}\n";
static const char *fs_source =
"#version 100 \n"
"#extension GL_EXT_frag_depth : enable \n"
"precision mediump float; \n"
"varying float z; \n"
"uniform vec4 color;\n"
"void main() { \n"
" if (color.g == 1.0) \n"
" gl_FragDepthEXT = z; \n"
" else \n"
" gl_FragDepthEXT = 0.5; \n"
" gl_FragColor = color; \n"
"}\n";
static GLuint program;
enum piglit_result
piglit_display(void)
{
static const float red[4] = {1.0, 0.0, 0.0, 1.0};
static const float green[4] = {0.0, 1.0, 0.0, 1.0};
int x = piglit_width / 2;
int y = piglit_height / 2;
bool pass = true;
int color_loc;
glViewport(0, 0, piglit_width, piglit_height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(program);
color_loc = glGetUniformLocation(program, "color");
glUniform4fv(color_loc, 1, red);
/* Draw a red rect at z = 0 (will be 0.5 in depth range [0,1]) */
piglit_draw_rect(-0.5, -0.5, 1.0, 1.0);
/* Draw green rect with variable z = piglit_vertex.x * 0.5 + 0.5 */
glUniform4fv(color_loc, 1, green);
piglit_draw_rect(-0.75, -0.25, 1.5, 0.5);
pass = piglit_probe_pixel_rgba(x-10, y, green) && pass;
pass = piglit_probe_pixel_rgba(x+10, y, red) && pass;
piglit_present_results();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
void
piglit_init(int argc, char **argv)
{
piglit_require_extension("GL_EXT_frag_depth");
program = piglit_build_simple_program(vs_source, fs_source);
glClearColor(0.25f, 0.25f, 0.25f, 1.0f);
glEnable(GL_DEPTH_TEST);
}
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