/* * Copyright © 2009 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 * */ /** @file clear-varray-2.0.c * * Tests that enabling 2.0's vertex attributes doesn't interfere with glClear. * * fd.o bug #21638 */ #include "piglit-util.h" int piglit_width = 200, piglit_height = 100; int piglit_window_mode = GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH; /* apply MVP and set the color to blue. */ static const GLchar *const vp_code = "!!ARBvp1.0\n" "PARAM mvp[4] = { state.matrix.mvp };\n" "DP4 result.position.x, mvp[0], vertex.attrib[0];\n" "DP4 result.position.y, mvp[1], vertex.attrib[0];\n" "DP4 result.position.z, mvp[2], vertex.attrib[0];\n" "DP4 result.position.w, mvp[3], vertex.attrib[0];\n" "MOV result.color, {0, 0, 1, 0};\n" "END" ; static const GLchar *const fp_code = "!!ARBfp1.0\n" "MOV result.color, fragment.color;\n" "END" ; enum piglit_result piglit_display(void) { GLboolean pass = GL_TRUE; float vertices[4][4]; int i; float green[4] = {0, 1, 0, 0}; float blue[4] = {0, 0, 1, 0}; vertices[0][0] = 10; vertices[0][1] = 10; vertices[0][2] = 0; vertices[0][3] = 1; vertices[1][0] = 20; vertices[1][1] = 10; vertices[1][2] = 0; vertices[1][3] = 1; vertices[2][0] = 20; vertices[2][1] = 20; vertices[2][2] = 0; vertices[2][3] = 1; vertices[3][0] = 10; vertices[3][1] = 20; vertices[3][2] = 0; vertices[3][3] = 1; /* Clear red. */ glClearColor(1.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* Draw a blue rect at (10,10)-(20,20) */ glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), vertices); glEnableVertexAttribArray(0); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); /* Clear everything to green. Note that we left the attr enabled*/ glClearColor(0.0, 1.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* Draw a blue rect at (30,10)-(40,20) */ for (i = 0; i < 4; i++) vertices[i][0] += 20; glDrawArrays(GL_TRIANGLE_FAN, 0, 4); /* The second clear should have made everything green. */ pass = pass && piglit_probe_pixel_rgb(30, 30, green); /* The first rectangle should have been cleared to green. */ pass = pass && piglit_probe_pixel_rgb(15, 15, green); /* The second rectangle should have shown blue. */ pass = pass && piglit_probe_pixel_rgb(35, 15, blue); glutSwapBuffers(); return pass ? PIGLIT_SUCCESS : PIGLIT_FAILURE; } static void reshape(int width, int height) { glViewport(0, 0, width, height); piglit_ortho_projection(width, height, GL_FALSE); } void piglit_init(int argc, char **argv) { GLuint vert_prog, frag_prog; if (!GLEW_VERSION_2_0) { printf("Requires OpenGL 2.0\n"); piglit_report_result(PIGLIT_SKIP); } reshape(piglit_width, piglit_height); piglit_require_extension("GL_ARB_fragment_program"); piglit_require_extension("GL_ARB_vertex_program"); glGenProgramsARB(1, &vert_prog); glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vert_prog); glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(vp_code), vp_code); glGenProgramsARB(1, &frag_prog); glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, frag_prog); glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fp_code), fp_code); glEnable(GL_VERTEX_PROGRAM_ARB); glEnable(GL_FRAGMENT_PROGRAM_ARB); }