GL 3.2 allows different framebuffer attachments to have different
layer counts.  Rendering to layers that do not exist in all
attachments is undefined; however, clearing the framebuffer should
still clear all layers of all attachments.
---
 tests/all.tests                                    |   1 +
 .../gl-3.2/layered-rendering/CMakeLists.gl.txt     |   1 +
 .../clear-color-mismatched-layer-count.c           | 187 +++++++++++++++++++++
 3 files changed, 189 insertions(+)
 create mode 100644 
tests/spec/gl-3.2/layered-rendering/clear-color-mismatched-layer-count.c

diff --git a/tests/all.tests b/tests/all.tests
index edf066b..2dcfb77 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -748,6 +748,7 @@ for texture_type in ['3d', '2d_array', 
'2d_multisample_array', '1d_array',
             texture_type, test_type)
         spec['!OpenGL 3.2/layered-rendering/' + cmdline] = \
             concurrent_test('gl-3.2-layered-rendering-' + cmdline)
+spec['!OpenGL 3.2/layered-rendering/clear-color-mismatched-layer-count'] = 
concurrent_test('gl-3.2-layered-rendering-clear-color-mismatched-layer-count')
 spec['!OpenGL 3.2/layered-rendering/clear-depth'] = 
concurrent_test('gl-3.2-layered-rendering-clear-depth')
 spec['!OpenGL 3.2/layered-rendering/framebuffertexture'] = 
concurrent_test('gl-3.2-layered-rendering-framebuffertexture')
 spec['!OpenGL 3.2/layered-rendering/framebuffertexture-buffer-textures'] = 
concurrent_test('gl-3.2-layered-rendering-framebuffertexture-buffer-textures')
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 a24ed8f..5d88b81 100644
--- a/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt
+++ b/tests/spec/gl-3.2/layered-rendering/CMakeLists.gl.txt
@@ -12,6 +12,7 @@ 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-color-all-types 
clear-color-all-types.c)
+piglit_add_executable 
(gl-3.2-layered-rendering-clear-color-mismatched-layer-count 
clear-color-mismatched-layer-count.c)
 piglit_add_executable (gl-3.2-layered-rendering-clear-depth clear-depth.c)
 piglit_add_executable 
(gl-3.2-layered-rendering-framebuffer-layered-attachments 
framebuffer-layered-attachments.c)
 piglit_add_executable 
(gl-3.2-layered-rendering-framebuffer-layer-attachment-mismatch 
framebuffer-layer-attachment-mismatch.c)
diff --git 
a/tests/spec/gl-3.2/layered-rendering/clear-color-mismatched-layer-count.c 
b/tests/spec/gl-3.2/layered-rendering/clear-color-mismatched-layer-count.c
new file mode 100644
index 0000000..e27ecc7
--- /dev/null
+++ b/tests/spec/gl-3.2/layered-rendering/clear-color-mismatched-layer-count.c
@@ -0,0 +1,187 @@
+/*
+ * 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
+ *
+ * Test that a layered color clear clears all layers of all
+ * framebuffer attachments, even if not all framebuffer attachments
+ * have the same layer count.
+ *
+ * The test operates as follows:
+ *
+ * - Two textures are created, each with a different layer count.
+ *
+ * - Every layer of both textures is individually cleared to red.
+ *
+ * - Every layer of both textures is checked to verify that it has
+ *   been properly cleared to red.
+ *
+ * - Both textures are bound to a single framebuffer in layered
+ *   fashion, and then the entire framebuffer is cleared to green all
+ *   at once.
+ *
+ * - Every layer of both textures is checked to verify that it has
+ *   been cleared to green.
+ */
+
+#include "piglit-util-gl-common.h"
+#include "piglit-util.h"
+
+#define TEX_SIZE 128
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+       config.supports_gl_compat_version = 32;
+       config.supports_gl_core_version = 32;
+       config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+
+static void
+check_completeness(const char *when, GLenum target)
+{
+       GLenum fbstatus = glCheckFramebufferStatus(target);
+       if (fbstatus != GL_FRAMEBUFFER_COMPLETE) {
+               printf("Framebuffer incomplete when %s: %s\n", when,
+                      piglit_get_gl_enum_name(fbstatus));
+               piglit_report_result(PIGLIT_FAIL);
+       }
+}
+
+
+static bool
+check_layers(GLuint fbo, const GLuint *tex, int which_tex, bool expect_red,
+            int num_layers)
+{
+       const GLfloat red[] = { 1, 0, 0, 1 };
+       const GLfloat green[] = { 0, 1, 0, 1 };
+       bool pass = true;
+       int layer;
+
+       const GLfloat *expected_color;
+       if (expect_red)
+               expected_color = red;
+       else
+               expected_color = green;
+
+       for (layer = 0; layer < num_layers; layer++) {
+               glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
+               glFramebufferTextureLayer(GL_READ_FRAMEBUFFER,
+                                         GL_COLOR_ATTACHMENT0,
+                                         tex[which_tex], 0, layer);
+               check_completeness("reading layers",
+                                  GL_READ_FRAMEBUFFER);
+               printf("Probing texture %d, layer %d\n", which_tex, layer);
+
+               pass = piglit_probe_rect_rgba(0, 0, TEX_SIZE,
+                                             TEX_SIZE,
+                                             expected_color) && pass;
+       }
+       return pass;
+}
+
+
+void
+piglit_init(int argc, char **argv)
+{
+       int layer, i;
+       bool pass = true;
+       GLuint tex[2], fbo;
+       int num_layers[2] = { 4, 8 };
+       GLenum draw_buffers[2] = {
+               GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1
+       };
+
+       glGenTextures(2, tex);
+       for (i = 0; i < 2; i++) {
+               glBindTexture(GL_TEXTURE_2D_ARRAY, tex[i]);
+               glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER,
+                               GL_LINEAR);
+               glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER,
+                               GL_LINEAR);
+               glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA,
+                            TEX_SIZE, TEX_SIZE,
+                            num_layers[i], 0 /* border */,
+                            GL_RGBA, GL_FLOAT, NULL);
+       }
+       glGenFramebuffers(1, &fbo);
+
+       /* Bind each layer of the texture individually and clear it to red. */
+       printf("Clearing each layer individually\n");
+       glViewport(0, 0, TEX_SIZE, TEX_SIZE);
+       glClearColor(1, 0, 0, 1);
+       glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
+       for (i = 0; i < 2; i++) {
+               for (layer = 0; layer < num_layers[i]; layer++) {
+                       glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER,
+                                                 GL_COLOR_ATTACHMENT0,
+                                                 tex[i], 0, layer);
+                       check_completeness("clearing individual layers",
+                                          GL_DRAW_FRAMEBUFFER);
+                       glClear(GL_COLOR_BUFFER_BIT);
+               }
+       }
+
+       /* Check that each layer of both textures is cleared to
+        * red. */
+       for (i = 0; i < 2; i++) {
+               pass = check_layers(fbo, tex, i, true, num_layers[i]) && pass;
+       }
+
+       /* Bind both textures to a single framebuffer in layered
+        * fashion, and clear the entire framebuffer to green.
+        */
+       glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
+       printf("Clearing all layers of both textures at once\n");
+       glClearColor(0, 1, 0, 1);
+       glFramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+                            tex[0], 0);
+       glFramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT1,
+                            tex[1], 0);
+       check_completeness("clearing whole texture",
+                          GL_DRAW_FRAMEBUFFER);
+       glDrawBuffers(2, draw_buffers);
+       glClear(GL_COLOR_BUFFER_BIT);
+       glFramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, 0, 0);
+       glDrawBuffers(1, draw_buffers);
+
+       /* Check that each layer of both textures is cleared to the
+        * proper color.
+        */
+       for (i = 0; i < 2; i++) {
+               pass = check_layers(fbo, tex, i, false, num_layers[i]) && pass;
+       }
+
+       pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+
+       piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL);
+}
+
+
+enum piglit_result
+piglit_display(void)
+{
+       /* Should never be reached */
+       return PIGLIT_FAIL;
+}
-- 
1.8.5.2

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