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/*
* Copyright © 2010 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.
*/
/**
* \file sso-simple.c
* Simple GL_EXT_separate_shader_objects rendering test
*
* \author Ian Romanick <ian.d.romanick@intel.com>
*/
#include "piglit-util-gl-common.h"
PIGLIT_GL_TEST_MAIN(
70 /*window_width*/,
30 /*window_height*/,
PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE)
static const char vs_text[] =
"void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; "
"gl_FrontColor = vec4(0.0, 1.0, 0.0, 1.0); }";
static const char good_fs_text[] =
"void main() { gl_FragColor = gl_Color; }";
/* It is important that this shader *not* use gl_Color.
*/
static const char bad_fs_text[] =
"void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }";
static GLuint prog[3];
enum piglit_result
piglit_display(void)
{
static const float green[3] = { 0.0, 1.0, 0.0 };
static const float blue[3] = { 0.0, 0.0, 1.0 };
enum piglit_result result = PIGLIT_PASS;
float x = 10.0;
glClear(GL_COLOR_BUFFER_BIT);
glColor3fv(blue);
/* Bind the separately linked vertex shader and the separately linked
* fragment shader using the new interfaces. This should produce a
* green box.
*/
glUseShaderProgramEXT(GL_VERTEX_SHADER, prog[0]);
glUseShaderProgramEXT(GL_FRAGMENT_SHADER, prog[1]);
piglit_draw_rect(x, 10, 10, 10);
if (!piglit_probe_pixel_rgb(x + 5, 15, green))
result = PIGLIT_FAIL;
x += 20.0;
/* Bind the vertex shader that is already linked with a fragment
* shader and the separately linked fragment shader using the new
* interfaces. This should produce a green box.
*
* If the linked optimized away the vertex shader writes to
* gl_FrontColor (because the fragment shader in prog[2] does not use
* it), this will produce incorrect results.
*/
glUseProgram(prog[2]);
glUseShaderProgramEXT(GL_FRAGMENT_SHADER, prog[1]);
piglit_draw_rect(x, 10, 10, 10);
if (!piglit_probe_pixel_rgb(x + 5, 15, green))
result = PIGLIT_FAIL;
x += 20.0;
/* Unbind any program from the vertex shader stage so that fixed
* function is used. This should produce the same results as the
* vertex shader except that fixed-function outputs blue.
*/
glUseShaderProgramEXT(GL_VERTEX_SHADER, 0);
piglit_draw_rect(x, 10, 10, 10);
if (!piglit_probe_pixel_rgb(x + 5, 15, blue))
result = PIGLIT_FAIL;
if (!piglit_automatic)
piglit_present_results();
return result;
}
void
piglit_init(int argc, char **argv)
{
GLuint vs;
GLuint fs;
piglit_require_gl_version(20);
piglit_require_extension("GL_EXT_separate_shader_objects");
glClearColor(0.3, 0.3, 0.3, 0.0);
piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_text);
fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, bad_fs_text);
prog[0] = piglit_link_simple_program(vs, 0);
prog[1] = glCreateShaderProgramEXT(GL_FRAGMENT_SHADER, good_fs_text);
prog[2] = piglit_link_simple_program(vs, fs);
glDeleteShader(vs);
glDeleteShader(fs);
}
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