1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
|
/*
* 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*/,
GLUT_RGB | GLUT_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)
glutSwapBuffers();
return result;
}
void
piglit_init(int argc, char **argv)
{
GLuint vs;
GLuint fs;
if (piglit_get_gl_version() < 20) {
printf("Requires OpenGL 2.0\n");
piglit_report_result(PIGLIT_SKIP);
}
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);
}
|