/* * Copyright © 2009 Intel Corporation * Copyright © 2010 VMware, Inc. * * 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 glsl-getattriblocation.c * * Check glGetAttribLocation(). * * We'd typically expect that the first user-defined vertex attribute * to wind up in location 0, but that's not guaranteed. Check that * rendering works when there's only one user-defined vertex attribute. * If the GLSL compiler chooses a location other than zero, this might * cause a failure. * * This test is based on the glsl-dlist-getattriblocation.c test written * by Ian. * * \author Ian Romanick * \author Brian Paul */ #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_TEST_CONFIG_END static const GLchar *vertShaderText = "attribute vec4 attrib;\n" "void main()\n" "{\n" " gl_Position = gl_ModelViewProjectionMatrix * attrib;\n" " gl_FrontColor = vec4(0.0, 1.0, 0.0, 1.0);\n" "} \n"; static const GLfloat Vcoords[4][2] = { {-1, -1}, {1, -1}, {1, 1}, {-1, 1}}; enum piglit_result piglit_display(void) { static const GLfloat expColor[4] = {0, 1, 0, 1}; GLint vs; GLint prog; GLint stat; GLint attrib_loc; enum piglit_result result; vs = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vs, 1, &vertShaderText, NULL); glCompileShader(vs); glGetShaderiv(vs, GL_COMPILE_STATUS, &stat); if (!stat) { fprintf(stderr, "glsl-getattriblocation: error compiling vertex shader!\n"); exit(1); } prog = glCreateProgram(); glAttachShader(prog, vs); glLinkProgram(prog); attrib_loc = glGetAttribLocation(prog, "attrib"); if (!piglit_automatic) printf("attrib_loc = %d\n", attrib_loc); glUseProgram(prog); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-1.1, 1.1, -1.1, 1.1, -1, 1); glClear(GL_COLOR_BUFFER_BIT); glVertexAttribPointer(attrib_loc, 2, GL_FLOAT, GL_FALSE, 0, Vcoords); glEnableVertexAttribArray(attrib_loc); glDrawArrays(GL_POLYGON, 0, 4); result = piglit_probe_pixel_rgba(20, 20, expColor) ? PIGLIT_PASS : PIGLIT_FAIL; glDisableVertexAttribArray(attrib_loc); piglit_present_results(); return result; } void piglit_init(int argc, char **argv) { piglit_require_gl_version(20); }