/* * Copyright © 2012 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. */ #include "common.h" /** * \file line-smooth.cpp * * Page 128 (in the PDF) of the OpenGL 3.0 spec says: * "If MULTISAMPLE is enabled, and the value of SAMPLE BUFFERS is one, * then lines are rasterized using the following algorithm, regardless * of whether line antialias-ing (LINE_SMOOTH) is enabled or disabled". * This test operates by drawing a test pattern with GL_LINE_SMOOTH * disabled. Blit it in to right half of window system framebuffer. * This is our reference image. * * Draw the same test pattern second time with GL_LINE_SMOOTH enabled * in a multisample buffer. Blit it in to left half of window system * framebuffer. This is our test image. * * To verify that GL_LINE_SMOOTH don't affect MSAA, compare the two * halves of default framebuffer. They are expected to match. * */ PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_width = 512; config.window_height = 256; config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_ALPHA | PIGLIT_GL_VISUAL_DEPTH | PIGLIT_GL_VISUAL_STENCIL; PIGLIT_GL_TEST_CONFIG_END const int pattern_width = 256; const int pattern_height = 256; Fbo test_fbo; TestPattern *test_pattern = NULL; GLbitfield buffer_to_test; void print_usage_and_exit(char *prog_name) { printf("Usage: %s \n", prog_name); piglit_report_result(PIGLIT_FAIL); } void piglit_init(int argc, char **argv) { int num_samples; if (argc < 2) print_usage_and_exit(argv[0]); { char *endptr = NULL; num_samples = strtol(argv[1], &endptr, 0); if (endptr != argv[1] + strlen(argv[1])) print_usage_and_exit(argv[0]); } piglit_require_gl_version(30); glClear(GL_COLOR_BUFFER_BIT); /* Skip the test if num_samples > GL_MAX_SAMPLES */ GLint max_samples; glGetIntegerv(GL_MAX_SAMPLES, &max_samples); if (num_samples > max_samples) piglit_report_result(PIGLIT_SKIP); buffer_to_test = GL_COLOR_BUFFER_BIT; test_pattern = new Lines(); test_pattern->compile(); test_fbo.setup(FboConfig(num_samples, pattern_width, pattern_height)); glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA_SATURATE, GL_ONE); } enum piglit_result piglit_display() { bool pass = true; float proj[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } }; /* Draw test pattern in multisample test_fbo with GL_LINE_SMOOTH * disabled. */ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, test_fbo.handle); glClear(buffer_to_test); test_fbo.set_viewport(); test_pattern->draw(proj); /* Blit test_fbo to the right half of window system framebuffer. * This is the reference image. */ glBindFramebuffer(GL_READ_FRAMEBUFFER, test_fbo.handle); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); glBlitFramebuffer(0, 0, pattern_width, pattern_height, pattern_width, 0, 2*pattern_width, pattern_height, GL_COLOR_BUFFER_BIT, GL_NEAREST); /* Draw test pattern in mulisample test_fbo with GL_LINE_SMOOTH * enabled */ glEnable(GL_LINE_SMOOTH); glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); /* Disable depth test to correctly render overlapping smooth * primitives. Otherwise we have to render the primitives in * back to front order */ glDisable (GL_DEPTH_TEST); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, test_fbo.handle); test_fbo.set_viewport(); test_pattern->draw(proj); glDisable(GL_LINE_SMOOTH); /* Now blit test_fbo to the left half of window system framebuffer. * This is the test image. */ glBindFramebuffer(GL_READ_FRAMEBUFFER, test_fbo.handle); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); glBlitFramebuffer(0, 0, pattern_width, pattern_height, 0, 0, pattern_width, pattern_height, GL_COLOR_BUFFER_BIT, GL_NEAREST); /* Check that the left and right halves of the screen match. If they * don't, then GL_LINE_SMOOTH is not ignored with multisample * rendering. */ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); pass = piglit_probe_rect_halves_equal_rgba(0, 0, piglit_width, piglit_height) && pass; pass = piglit_check_gl_error(GL_NO_ERROR) && pass; piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; }