/* * 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. */ // author: Ben Holmes /* * draws using a vertex program that ignores inputs and instead just * writes a constant to gl_Position. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_width = 400; config.window_height = 300; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE; PIGLIT_GL_TEST_CONFIG_END static GLint prog; static GLint fs; static GLint vs; static GLfloat vertices[12] = {150.0, 125.0, 0.0, 150.0, 175.0, 0.0, 100.0, 125.0, 0.0, 100.0, 175.0, 0.0}; static const char *vertShaderText = "void main()\n" "{ \n" " gl_Position = vec4(100, 50, 0, 0);\n" "} \n"; static const char *fragShaderText = "void main()\n" "{ \n" " gl_FragColor = vec4(0.0, 1.0, 1.0, 1.0);\n" "} \n"; static void compileLinkProg(void); void piglit_init(int argc, char **argv) { glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, 400, 0, 300, -1, 1); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glClearColor(0.2, 0.2, 0.2, 1.0); piglit_require_gl_version(20); compileLinkProg(); } static void compileLinkProg(void) { GLint stat; vs = glCreateShader(GL_VERTEX_SHADER); fs = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(vs, 1, (const GLchar **) &vertShaderText, NULL); glShaderSource(fs, 1, (const GLchar **) &fragShaderText, NULL); glCompileShader(vs); glGetShaderiv(vs, GL_COMPILE_STATUS, &stat); if (!stat) { printf("error compiling vertex shader!\n"); exit(1); } glCompileShader(fs); glGetShaderiv(fs, GL_COMPILE_STATUS, &stat); if (!stat) { printf("error compiling fragment shader!\n"); exit(1); } prog = glCreateProgram(); glAttachShader(prog, vs); glAttachShader(prog, fs); glLinkProgram(prog); glUseProgram(prog); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(GLfloat), vertices); glEnableVertexAttribArray(0); } enum piglit_result piglit_display(void) { glClear(GL_COLOR_BUFFER_BIT); glDrawArrays(GL_POINTS, 0, 4); glPushMatrix(); glTranslatef(75.0, 0.0, 0.0); glDrawArrays(GL_POINTS, 0, 4); glPopMatrix(); glFinish(); piglit_present_results(); return PIGLIT_PASS; }