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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.
*
* Authors:
* Eric Anholt <eric@anholt.net>
*
*/
/** @file glsl-vs-texturematrix-2.c
*
* Tests that we can access gl_TextureMatrix[n] in the vertex shader.
*
* Compared to glsl-vs-texturematrix-1, this uses varying access of the array.
*/
#include "piglit-util-gl-common.h"
PIGLIT_GL_TEST_MAIN(
100 /*window_width*/,
100 /*window_height*/,
GLUT_RGB | GLUT_DOUBLE)
static GLint prog;
enum piglit_result
piglit_display(void)
{
GLboolean pass = GL_TRUE;
static const float red[] = {1.0, 0.0, 0.0, 1.0};
static const float green[] = {0.0, 1.0, 0.0, 1.0};
static const float blue[] = {0.0, 0.0, 1.0, 1.0};
static const float white[] = {1.0, 1.0, 1.0, 1.0};
GLuint tex;
glActiveTexture(GL_TEXTURE1);
tex = piglit_rgbw_texture(GL_RGBA, 8, 8, GL_FALSE, GL_FALSE, GL_UNSIGNED_NORMALIZED);
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glRotatef(90, 0, 0, 1);
piglit_draw_rect(-1, -1, 2, 2);
pass = piglit_probe_pixel_rgba(piglit_width * 1 / 4,
piglit_height * 1 / 4,
blue) && pass;
pass = piglit_probe_pixel_rgba(piglit_width * 3 / 4,
piglit_height * 1 / 4,
red) && pass;
pass = piglit_probe_pixel_rgba(piglit_width * 1 / 4,
piglit_height * 3 / 4,
white) && pass;
pass = piglit_probe_pixel_rgba(piglit_width * 3 / 4,
piglit_height * 3 / 4,
green) && pass;
glutSwapBuffers();
glDeleteTextures(1, &tex);
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
void piglit_init(int argc, char **argv)
{
GLint vs, fs;
int loc;
if (piglit_get_gl_version() < 20) {
printf("Requires OpenGL 2.0\n");
piglit_report_result(PIGLIT_SKIP);
}
vs = piglit_compile_shader(GL_VERTEX_SHADER,
"shaders/glsl-vs-texturematrix-2.vert");
fs = piglit_compile_shader(GL_FRAGMENT_SHADER,
"shaders/glsl-tex.frag");
prog = piglit_link_simple_program(vs, fs);
glUseProgram(prog);
loc = glGetUniformLocation(prog, "sampler");
glUniform1i(loc, 1);
loc = glGetUniformLocation(prog, "i");
glUniform1f(loc, 1.0);
}
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