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/*
* Copyright © 2009 Intel Corporation
* Copyright © 2010 VMware, Inc.
*
* 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.
*/
/**
* \file glsl-getattriblocation.c
*
* Check glGetAttribLocation().
*
* We'd typically expect that the first user-defined vertex attribute
* to wind up in location 0, but that's not guaranteed. Check that
* rendering works when there's only one user-defined vertex attribute.
* If the GLSL compiler chooses a location other than zero, this might
* cause a failure.
*
* This test is based on the glsl-dlist-getattriblocation.c test written
* by Ian.
*
* \author Ian Romanick <ian.d.romanick@intel.com>
* \author Brian Paul
*/
#include "piglit-util.h"
#include "piglit-framework.h"
int piglit_window_mode = GLUT_RGB | GLUT_DOUBLE;
int piglit_width = 100;
int piglit_height = 100;
static const GLchar *vertShaderText =
"attribute vec4 attrib;\n"
"void main()\n"
"{\n"
" gl_Position = gl_ModelViewProjectionMatrix * attrib;\n"
" gl_FrontColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
"} \n";
static const GLfloat Vcoords[4][2] = { {-1, -1}, {1, -1}, {1, 1}, {-1, 1}};
enum piglit_result
piglit_display(void)
{
static const GLfloat expColor[4] = {0, 1, 0, 1};
GLint vs;
GLint prog;
GLint stat;
GLint attrib_loc;
enum piglit_result result;
vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &vertShaderText, NULL);
glCompileShader(vs);
glGetShaderiv(vs, GL_COMPILE_STATUS, &stat);
if (!stat) {
fprintf(stderr, "glsl-getattriblocation: error compiling vertex shader!\n");
exit(1);
}
prog = glCreateProgram();
glAttachShader(prog, vs);
glLinkProgram(prog);
attrib_loc = glGetAttribLocation(prog, "attrib");
if (!piglit_automatic)
printf("attrib_loc = %d\n", attrib_loc);
glUseProgram(prog);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1.1, 1.1, -1.1, 1.1, -1, 1);
glClear(GL_COLOR_BUFFER_BIT);
glVertexAttribPointer(attrib_loc, 2, GL_FLOAT, GL_FALSE, 0, Vcoords);
glEnableVertexAttribArray(attrib_loc);
glDrawArrays(GL_POLYGON, 0, 4);
result = piglit_probe_pixel_rgba(20, 20, expColor)
? PIGLIT_SUCCESS : PIGLIT_FAILURE;
glDisableVertexAttribArray(attrib_loc);
glutSwapBuffers();
return result;
}
void
piglit_init(int argc, char **argv)
{
if (!GLEW_VERSION_2_0) {
printf("Requires OpenGL 2.0\n");
piglit_report_result(PIGLIT_SKIP);
exit(1);
}
}
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