/* * Copyright © 2009-2010 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 * Ian Romanick * */ /** @file glsl-vs-loop-nested.c * * Tests that nested loops in the vertex shader work. * * Since a value from an attribute is used for the loop counters, the * compiler cannot simply unroll the loop. This verifies that GLSL * loops can be correctly generated in the vertex shader. * * This was conceived as a test case for freedesktop.org bug #25173. */ #include "piglit-util.h" int piglit_width = 100, piglit_height = 100; int piglit_window_mode = GLUT_RGB | GLUT_DOUBLE; static GLint prog; enum piglit_result piglit_display(void) { GLboolean pass = GL_TRUE; float color[] = {1.0, 0.0, 0.0, 0.0}; unsigned i; unsigned j; glClearColor(0.5, 0.5, 0.5, 0.5); glClear(GL_COLOR_BUFFER_BIT); for (i = 0; i < 3; i++) { float temp; float line_color[4]; unsigned x = 5 + (25 * i); for (j = 0; j < 3; j++) { int y = 5 + (25 * j); int rotate; memcpy(line_color, color, sizeof(line_color)); for (rotate = 0; rotate < i * j; rotate++) { temp = line_color[2]; line_color[2] = line_color[1]; line_color[1] = line_color[0]; line_color[0] = temp; } line_color[3] = (float) i * 4 + j; glColor4fv(line_color); piglit_draw_rect(x, y, 20, 20); pass &= piglit_probe_pixel_rgb(x + 5, y + 5, color); } temp = color[2]; color[2] = color[1]; color[1] = color[0]; color[0] = temp; } glutSwapBuffers(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { GLint vs, fs; /* Set up projection matrix so we can just draw using window * coordinates. */ piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE); if (!GLEW_VERSION_2_0) { printf("Requires OpenGL 2.0\n"); piglit_report_result(PIGLIT_SKIP); } vs = piglit_compile_shader(GL_VERTEX_SHADER, "shaders/glsl-vs-loop-nested.vert"); fs = piglit_compile_shader(GL_FRAGMENT_SHADER, "shaders/glsl-color.frag"); prog = piglit_link_simple_program(vs, fs); glUseProgram(prog); }