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/*
* Copyright © 2010, 2011 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.
*/
/**
* \file attribute0.c
* Verify that applications can use attribute 0 with a user-defined attribute
* instead of using gl_Vertex.
*/
#include "piglit-util-gl-common.h"
PIGLIT_GL_TEST_MAIN(
100 /*window_width*/,
100 /*window_height*/,
PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE)
static const char vs_text[] =
"attribute vec4 vertex;\n"
"void main() { gl_Position = vertex; }\n"
;
static const char fs_text[] =
"void main() { gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); }\n"
;
static GLuint prog;
static const float green[] = { 0.0, 1.0, 0.0, 1.0 };
static const float blue[] = { 0.0, 0.0, 1.0, 1.0 };
enum piglit_result
piglit_display(void)
{
GLboolean pass = GL_TRUE;
glClear(GL_COLOR_BUFFER_BIT);
piglit_draw_rect(-1.0, -1.0, 1.0, 2.0);
pass &= piglit_probe_pixel_rgb(piglit_width / 4, piglit_height / 2,
green);
pass &= piglit_probe_pixel_rgb(piglit_width * 3 / 4, piglit_height / 2,
blue);
assert(!glGetError());
piglit_present_results();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
void
piglit_init(int argc, char **argv)
{
GLuint vs;
GLuint fs;
piglit_require_vertex_shader();
piglit_require_fragment_shader();
vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_text);
fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_text);
prog = piglit_link_simple_program(vs, fs);
piglit_BindAttribLocation(prog, 0, "vertex");
piglit_LinkProgram(prog);
piglit_link_check_status(prog);
piglit_UseProgram(prog);
glClearColor(blue[0], blue[1], blue[2], blue[3]);
}
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