1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
|
/*
* 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-fs-loop.c
*
* Tests that loops in the fragment shader work.
*
* Since a value from an attribute is used as a loop counter, 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_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 int color_location;
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);
memcpy(line_color, color, sizeof(line_color));
for (j = 0; j < 3; j++) {
unsigned y = 5 + (25 * j);
line_color[3] = (float) j;
glUniform4fv(color_location, 1, line_color);
piglit_draw_rect(x, y, 20, 20);
pass &= piglit_probe_pixel_rgb(x + 5, y + 5, color);
temp = line_color[2];
line_color[2] = line_color[1];
line_color[1] = line_color[0];
line_color[0] = temp;
}
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-mvp.vert");
fs = piglit_compile_shader(GL_FRAGMENT_SHADER,
"shaders/glsl-fs-loop.frag");
prog = piglit_link_simple_program(vs, fs);
glUseProgram(prog);
color_location = glGetUniformLocation(prog, "color");
}
|