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/*
* 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 <eric@anholt.net>
* Ian Romanick <idr@freedesktop.org>
*
*/
/** @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-gl-common.h"
PIGLIT_GL_TEST_MAIN(
100 /*window_width*/,
100 /*window_height*/,
PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_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;
}
piglit_present_results();
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);
piglit_require_gl_version(20);
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);
}
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