/* * 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. * * Authors: * Eric Anholt * */ /** @file useprogram-flushverts-2.c * * Tests that a change in the shader results in previous vertices * getting flushed correctly with the previous shader. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE; PIGLIT_GL_TEST_CONFIG_END static GLint prog1, prog2; enum piglit_result piglit_display(void) { GLboolean pass = GL_TRUE; float green[4] = {0.0, 1.0, 0.0, 0.0}; float blue[4] = {0.0, 0.0, 1.0, 0.0}; glUseProgram(prog1); glBegin(GL_TRIANGLE_FAN); glVertex2f(-1.0, -1.0); glVertex2f(-0.5, -1.0); glVertex2f(-0.5, 1.0); glVertex2f(-1.0, 1.0); glEnd(); glUseProgram(prog2); glBegin(GL_TRIANGLE_FAN); glVertex2f(-0.5, -1.0); glVertex2f( 0.0, -1.0); glVertex2f( 0.0, 1.0); glVertex2f(-0.5, 1.0); glEnd(); glUseProgram(prog1); glBegin(GL_TRIANGLE_FAN); glVertex2f(0.0, -1.0); glVertex2f(0.5, -1.0); glVertex2f(0.5, 1.0); glVertex2f(0.0, 1.0); glEnd(); glUseProgram(prog2); glBegin(GL_TRIANGLE_FAN); glVertex2f(0.5, -1.0); glVertex2f(1.0, -1.0); glVertex2f(1.0, 1.0); glVertex2f(0.5, 1.0); glEnd(); pass &= piglit_probe_pixel_rgba(piglit_width * 1 / 8, piglit_height / 2, green); pass &= piglit_probe_pixel_rgba(piglit_width * 3 / 8, piglit_height / 2, blue); pass &= piglit_probe_pixel_rgba(piglit_width * 5 / 8, piglit_height / 2, green); pass &= piglit_probe_pixel_rgba(piglit_width * 7 / 8, piglit_height / 2, blue); piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { GLint vs, fs1, fs2; const char *vs_source = "void main()\n" "{\n" " gl_Position = gl_Vertex;\n" "}\n"; const char *fs1_source = "void main()\n" "{\n" " gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0);\n" "}\n"; const char *fs2_source = "void main()\n" "{\n" " gl_FragColor = vec4(0.0, 0.0, 1.0, 0.0);\n" "}\n"; piglit_require_gl_version(20); vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_source); fs1 = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs1_source); fs2 = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs2_source); prog1 = piglit_link_simple_program(vs, fs1); prog2 = piglit_link_simple_program(vs, fs2); }