/* * Copyright © 2009 Marek Olšák (maraeo@gmail.com) * * 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: * Marek Olšák * */ /** @file glsl-cos.c * * Tests "cos" in both vertex and fragment shaders */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE; PIGLIT_GL_TEST_CONFIG_END static char vs_code[] = "uniform float a;\n" "varying float val;\n" "void main()\n" "{\n" " gl_Position = ftransform();\n" " val = cos(a);\n" "}\n"; static char fs_code[] = "uniform float a;\n" "varying float val;\n" "void main()\n" "{\n" " gl_FragColor = vec4(val, cos(a), -1.0, 1.0) * 0.5 + 0.5;\n" "}\n"; static GLuint setup_shaders() { GLuint vs, fs, prog; vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_code); fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_code); prog = piglit_link_simple_program(vs, fs); glUseProgram(prog); return prog; } static GLboolean test() { GLint prog, location; GLboolean pass = GL_TRUE; int i; float color[4] = {0, 0, 0, 1}; float DEGREES_30 = 0.523598776; prog = setup_shaders(); location = glGetUniformLocation(prog, "a"); for (i = 0; i <= 50; i++) { glUniform1f(location, (i - 25) * DEGREES_30); piglit_draw_rect((i % 10) * 10, (i / 10) * 10, 10, 10); } if (!piglit_check_gl_error(GL_NO_ERROR)) piglit_report_result(PIGLIT_FAIL); for (i = 0; i <= 50; i++) { color[0] = color[1] = cos((i - 25) * DEGREES_30) * 0.5 + 0.5; pass = piglit_probe_pixel_rgb((i % 10) * 10 + 5, (i / 10) * 10 + 5, color) && pass; } return pass; } enum piglit_result piglit_display(void) { GLboolean pass; piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE); glClearColor(0.5, 0.5, 0.5, 0.5); glClear(GL_COLOR_BUFFER_BIT); pass = test(); piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { piglit_require_gl_version(20); }