#ifndef _ESEXTCGEOMETRYSHADERLAYEREDFRAMEBUFFER_HPP #define _ESEXTCGEOMETRYSHADERLAYEREDFRAMEBUFFER_HPP /*------------------------------------------------------------------------- * OpenGL Conformance Test Suite * ----------------------------- * * Copyright (c) 2014-2016 The Khronos Group Inc. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * */ /*! * \file * \brief */ /*-------------------------------------------------------------------*/ #include "../esextcTestCaseBase.hpp" namespace glcts { /** Implementation of Tests 11.3 from CTS_EXT_geometry_shader. Description follows: * * 3. Make sure blending and color writes work correctly for layered rendering. * * Category: API; * Functional Test. * * Consider a layered framebuffer object A: * * - 3D texture object A of resolution 4x4x4, internalformat GL_RGBA8, is * bound to color attachment 0. * * For texture object A, each slice should be filled with texels of value * (0, slice_index / 4, slice_index / 8, slice_index / 12), where * slice_index corresponds to slice index considered. * * Depth and stencil tests should be disabled. * * Blending should be enabled. Source blend function should be set to * GL_ONE_MINUS_SRC_COLOR, destination blend function should be set to * GL_DST_COLOR. * * A vertex shader for the test can be boilerplate. * * Geometry shader should take points on input and output a maximum of * 4 (layers) * (4 (sets of) * 4 (coordinates) ) vertices forming a triangle * strip (as in test case 7.1). The shader should emit 4 "full-screen quads" * for layers 0, 1, 2 and 3. * * A fragment shader for the test should set the only output vec4 variable * to (0.2, 0.2, 0.2, 0.2). * * Using a program object built of these three shaders *and* with the * framebuffer object A bound to both targets *and* with stencil test * stage configured as discussed, the test should draw a single point. * * Test passes if result texel data is valid for all slices, given active * blending equation and function configuration. * **/ class GeometryShaderLayeredFramebufferBlending : public TestCaseBase { public: /* Public methods */ GeometryShaderLayeredFramebufferBlending(Context& context, const ExtParameters& extParams, const char* name, const char* description); virtual ~GeometryShaderLayeredFramebufferBlending() { } void deinit(void); IterateResult iterate(void); private: /* Private functions */ /* Private variables */ glw::GLuint m_fbo_id; glw::GLuint m_fs_id; glw::GLuint m_gs_id; glw::GLuint m_po_id; glw::GLuint m_read_fbo_id; glw::GLuint m_to_id; glw::GLuint m_vao_id; glw::GLuint m_vs_id; }; /** Implementation of Tests 11.4 and 11.5 from CTS_EXT_geometry_shader. Description follows: * * 4. Make sure glClear*() commands clear all layers of a layered attachment. * * Category: API; * Functional Test. * * Consider a layered framebuffer object A with the following configuration: * * - 3D texture of resolution 4x4x4 and of internal format GL_RGBA8, bound * to color attachment 0. The texture contents should be as follows: * * 1) Texels of the first slice should be set to (255, 0, 0, 0). * 2) Texels of the second slice should be set to (0, 255, 0, 0). * 3) Texels of the third slice should be set to (0, 0, 255, 0). * 4) Texels of the fourth slice should be set to (255, 255, 0, 0). * * FBO A should be bound to GL_FRAMEBUFFER target. Clear color should be set * to (64, 128, 255, 32). * * For each glClear*() command, reset all slices of the texture object with * values as above, and clear color attachment 0. The test should then * verify that each slice was set to (64, 128, 255, 32). * * 5. glReadPixels() calls done for a layered attachment should always work on * layer zero. * * Category: API; * Functional Test. * * Consider a 3D texture object A, configured exactly like in test case 11.4. * * Consider a layered framebuffer object B. Texture object A's first layer * should be attached to color attachment 0. * * The test should do a glReadPixels() call with GL_RGBA format and * GL_UNSIGNED_BYTE type. The data read should be equal to (255, 0, 0, 0) * for all texels. * **/ class GeometryShaderLayeredFramebufferClear : public TestCaseBase { public: /* Public methods */ GeometryShaderLayeredFramebufferClear(Context& context, const ExtParameters& extParams, const char* name, const char* description); void deinit(void); IterateResult iterate(void); private: /* Private functions */ /* Private variables */ glw::GLuint m_fbo_char_id; glw::GLuint m_fbo_int_id; glw::GLuint m_fbo_uint_id; glw::GLuint m_read_fbo_id; glw::GLuint m_to_rgba32i_id; glw::GLuint m_to_rgba32ui_id; glw::GLuint m_to_rgba8_id; }; /** Implementation of Tests 11.2 from CTS_EXT_geometry_shader. Description follows: * * 2. Make sure depth test stage works correctly for layered rendering. * * Category: API; * Functional Test. * * Consider a layered framebuffer object A: * * - 2D array texture object A of resolution 4x4x4, internalformat GL_RGBA8, all * slices set to (0, 0, 0, 0) is bound to color attachment 0. * - 2D array texture object B of resolution 4x4x4, internalformat * GL_DEPTH_COMPONENT32F is bound to depth attachment. * * For texture object B, all slices should be filled with depth value 0.5. * * Stencil test should be disabled. * * A vertex shader for the test can be boilerplate. * * Geometry shader should take points on input and output a maximum of * 4 (layers) * (4 (sets of) * 4 (coordinates) ) vertices forming a triangle * strip (as in test case 7.1). The shader should emit 4 "full-screen quads" * for layers 0, 1, 2 and 3, with an exception that the depth of each of * these quads should be equal to -1 + (quad index) / 2. For instance: * first layer's quad would be placed at depth -1.0, second layer's quad * would be placed at depth -0.5, and so on. * * A fragment shader for the test should set the only output vec4 variable * to (1, 1, 1, 1). * * Using a program object built of these three shaders *and* with the * framebuffer object A bound to both targets *and* with stencil test stage * configured as discussed, the test should draw a single point. * * Test passes if the following conditions are met at this point: * * * All texels of slice 0 of the texture object A are set to * (255, 255, 255, 255). * * All texels of slice 1 of the texture object A are set to * (255, 255, 255, 255). * * All texels of slice 2 of the texture object A are set to * (0, 0, 0, 0); * * All texels of slice 3 of the texture object A are set to * (0, 0, 0, 0); **/ class GeometryShaderLayeredFramebufferDepth : public TestCaseBase { public: /* Public methods */ GeometryShaderLayeredFramebufferDepth(Context& context, const ExtParameters& extParams, const char* name, const char* description); void deinit(void); IterateResult iterate(void); private: /* Private functions */ /* Private variables */ glw::GLuint m_fbo_id; glw::GLuint m_fs_id; glw::GLuint m_gs_id; glw::GLuint m_po_id; glw::GLuint m_read_fbo_id; glw::GLuint m_to_a_id; glw::GLuint m_to_b_id; glw::GLuint m_vao_id; glw::GLuint m_vs_id; }; /** Implementation of Tests 11.1 from CTS_EXT_geometry_shader. Description follows: * * Make sure stencil test stage works correctly for layered rendering. * * Category: API; * Functional Test. * * Consider a layered framebuffer object A: * * - 2D array texture object A of resolution 4x4x4, internalformat GL_RGBA8, all * slices set to (0, 0, 0, 0) is bound to color attachment 0. * - 2D array texture object B of resolution 4x4x4, internalformat * GL_DEPTH32F_STENCIL8 is bound to depth+stencil attachments. * * For texture object B, first slice (of index 0) should be filled with * stencil value 2, second slice should be filled with stencil value 1, * third and fourth slices should be filled with stencil value 0. * * Stencil function should be set to GL_LESS, reference value should * be set at 0. * * Depth tests should be disabled. * * A vertex shader for the test can be boilerplate. * * Geometry shader should take points on input and output a maximum of * 4 (layers) * (4 (sets of) *4 (coordinates) ) vertices forming a triangle * strip (as in test case 7.1). The shader should emit 4 "full-screen quads" * for layers 0, 1, 2 and 3. * * A fragment shader for the test should set the only output vec4 variable * to (1, 1, 1, 1). * * Using a program object built of these three shaders *and* with the * framebuffer object A bound to both targets *and* with stencil test stage * configured as discussed, the test should draw a single point. * * Test passes if the following conditions are met at this point: * * * All texels of slice 0 of the texture object A are set to * (255, 255, 255, 255). * * All texels of slice 1 of the texture object A are set to * (255, 255, 255, 255). * * All texels of slice 2 of the texture object A are set to * (0, 0, 0, 0); * * All texels of slice 3 of the texture object A are set to * (0, 0, 0, 0); * **/ class GeometryShaderLayeredFramebufferStencil : public TestCaseBase { public: /* Public methods */ GeometryShaderLayeredFramebufferStencil(Context& context, const ExtParameters& extParams, const char* name, const char* description); void deinit(void); IterateResult iterate(void); private: /* Private functions */ /* Private variables */ glw::GLuint m_fbo_id; glw::GLuint m_fs_id; glw::GLuint m_gs_id; glw::GLuint m_po_id; glw::GLuint m_to_a_id; glw::GLuint m_to_b_id; glw::GLuint m_vao_id; glw::GLuint m_vs_id; }; } // namespace glcts #endif // _ESEXTCGEOMETRYSHADERLAYEREDFRAMEBUFFER_HPP