/* * Copyright © 2011 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 glx-visuals-depth.c * * Tests that when a depth buffer is reported as present in the GLX * visual that it behaves appropriately (can set a value in it with * drawing, and use the depth test on that value), and that when a * depth buffer is not present the depth test always passes even * if we try to enable it. */ #include "piglit-util-gl.h" #include "piglit-glx-util.h" int piglit_width = 20; int piglit_height = 20; enum piglit_result draw(Display *dpy, GLXFBConfig config) { int dbits; float green[3] = {0.0, 1.0, 0.0}; float blue[3] = {0.0, 0.0, 1.0}; float *left, *right; bool pass = true; piglit_dispatch_default_init(PIGLIT_DISPATCH_GL); glXGetFBConfigAttrib(dpy, config, GLX_DEPTH_SIZE, &dbits); piglit_ortho_projection(piglit_width, piglit_height, false); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_ALWAYS); /* Set half the FB to depth 0, half to 1, and everything blue */ glColor3fv(blue); piglit_draw_rect_z(1.0, 0, 0, piglit_width / 2, piglit_height); piglit_draw_rect_z(0.0, piglit_width / 2, 0, piglit_width, piglit_height); /* Now draw a rect trying to set just the 1 values to green. */ glColor3fv(green); glDepthFunc(GL_LESS); piglit_draw_rect_z(0.5, 0, 0, piglit_width, piglit_height); /* If there was a depth buffer, then we get half the window * set to green. Otherwise, the depth test always passes * and the whole thing should have been set green. */ if (dbits) { left = blue; right = green; } else { left = green; right = green; } pass = pass && piglit_probe_rect_rgb(0, 0, piglit_width / 2, piglit_height, left); pass = pass && piglit_probe_rect_rgb(piglit_width / 2, 0, piglit_width - piglit_width / 2, piglit_height, right); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } int main(int argc, char **argv) { enum piglit_result result; if (argc > 1 && strcmp(argv[1], "-pixmap") == 0) result = piglit_glx_iterate_pixmap_fbconfigs(draw); else result = piglit_glx_iterate_visuals(draw); piglit_report_result(result); return 0; /* UNREACHED */ }