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/*
* Copyright © 2009 Marek Olšák (maraeo@gmail.com)
*
* 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:
* Marek Olšák <mareao@gmail.com>
*
*/
/** @file glsl-cos.c
*
* Tests "cos" in both vertex and fragment shaders
*/
#include "piglit-util.h"
PIGLIT_GL_TEST_MAIN(
100 /*window_width*/,
100 /*window_height*/,
GLUT_RGB | GLUT_DOUBLE)
static char vs_code[] =
"uniform float a;\n"
"varying float val;\n"
"void main()\n"
"{\n"
" gl_Position = ftransform();\n"
" val = cos(a);\n"
"}\n";
static char fs_code[] =
"uniform float a;\n"
"varying float val;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(val, cos(a), -1.0, 1.0) * 0.5 + 0.5;\n"
"}\n";
static GLuint setup_shaders()
{
GLuint vs, fs, prog;
vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_code);
fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_code);
prog = piglit_link_simple_program(vs, fs);
glUseProgram(prog);
return prog;
}
static GLboolean test()
{
GLint prog, location;
GLboolean pass = GL_TRUE;
int i;
float color[4] = {0, 0, 0, 1};
float DEGREES_30 = 0.523598776;
prog = setup_shaders();
location = glGetUniformLocation(prog, "a");
for (i = 0; i <= 50; i++) {
glUniform1f(location, (i - 25) * DEGREES_30);
piglit_draw_rect((i % 10) * 10, (i / 10) * 10, 10, 10);
}
assert(glGetError() == 0);
for (i = 0; i <= 50; i++) {
color[0] = color[1] = cos((i - 25) * DEGREES_30) * 0.5 + 0.5;
pass = piglit_probe_pixel_rgb((i % 10) * 10 + 5, (i / 10) * 10 + 5, color) && pass;
}
return pass;
}
enum piglit_result piglit_display(void)
{
GLboolean pass;
piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
glClearColor(0.5, 0.5, 0.5, 0.5);
glClear(GL_COLOR_BUFFER_BIT);
pass = test();
glutSwapBuffers();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
void piglit_init(int argc, char **argv)
{
if (piglit_get_gl_version() < 20) {
printf("Requires OpenGL 2.0\n");
piglit_report_result(PIGLIT_SKIP);
}
}
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