/* * Copyright © 2009 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. * * Authors: * Eric Anholt */ /** @file depth-clamp-range.c * * Tests that ARB_depth_clamp enablement didn't break DepthRange functionality, * and properly uses the min/max selection. */ #include "piglit-util-gl-common.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_DEPTH; PIGLIT_GL_TEST_CONFIG_END void piglit_init(int argc, char **argv) { piglit_require_extension("GL_ARB_depth_clamp"); piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE); } void quad(float base_x, float base_y, float z) { glBegin(GL_QUADS); glVertex3f(base_x, base_y, z); glVertex3f(base_x + 10, base_y, z); glVertex3f(base_x + 10, base_y + 10, z); glVertex3f(base_x, base_y + 10, z); glEnd(); } enum piglit_result piglit_display(void) { GLboolean pass = GL_TRUE; float white[3] = {1.0, 1.0, 1.0}; float clear[3] = {0.0, 0.0, 0.0}; glClearDepth(0.5); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glColor3fv(white); /* Keep in mind that the ortho projection flips near and far's signs, * so 1.0 to quad()'s z maps to glDepthRange's near, and -1.0 maps to * glDepthRange's far. */ /* Basic glDepthRange testing. */ glDisable(GL_DEPTH_CLAMP); glDepthRange(0, 1); quad(10, 10, 0.5); /* .25 - drawn. */ glDepthRange(1, 0); quad(10, 30, 0.5); /* 0.75 - not drawn. */ /* Now, test that near depth clamping works.*/ glEnable(GL_DEPTH_CLAMP); glDepthRange(0.25, 1.0); quad(30, 10, 2); /* 0.25 - drawn. */ glDepthRange(0.75, 1.0); quad(30, 30, 2); /* 0.75 - not drawn. */ /* Test that far clamping works.*/ glDepthRange(0.0, 0.25); quad(50, 10, -2); /* 0.25 - drawn. */ glDepthRange(0.0, 0.75); quad(50, 30, -2); /* 0.75 - not drawn. */ /* Now, flip near and far around and make sure that it's doing the * min/max of near and far in the clamping. */ /* Test that near (max) clamping works. */ glDepthRange(0.25, 0.0); quad(70, 10, 2); /* 0.25 - drawn. */ glDepthRange(0.75, 0.0); quad(70, 30, 2); /* 0.75 - not drawn. */ /* Now, test far (min) clamping works. */ glDepthRange(1.0, 0.0); quad(90, 10, -2); /* 0.0 - drawn */ glDepthRange(1.0, 0.75); quad(90, 30, -2); /* 0.75 - not drawn*/ pass = piglit_probe_pixel_rgb(15, 15, white) && pass; pass = piglit_probe_pixel_rgb(15, 35, clear) && pass; pass = piglit_probe_pixel_rgb(35, 15, white) && pass; pass = piglit_probe_pixel_rgb(35, 35, clear) && pass; pass = piglit_probe_pixel_rgb(55, 15, white) && pass; pass = piglit_probe_pixel_rgb(55, 35, clear) && pass; pass = piglit_probe_pixel_rgb(75, 15, white) && pass; pass = piglit_probe_pixel_rgb(75, 35, clear) && pass; pass = piglit_probe_pixel_rgb(95, 15, white) && pass; pass = piglit_probe_pixel_rgb(95, 35, clear) && pass; piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; }