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/*
* 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.
*
* Authors:
* Eric Anholt <eric@anholt.net>
*
*/
/** @file glsl-uniform-update.c
*
* Tests that updates to uniforms between drawing calls get respected.
*
* Create a simple shader that passes through vertex data, and uses a uniform
* to set a color, and just updates that uniform between draw calls. This
* catches a bug found in the 965 driver in an app I was writing.
*/
#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 int color_location;
static GLint prog;
enum piglit_result
piglit_display(void)
{
GLboolean pass = GL_TRUE;
static const float red[] = {1.0, 0.0, 0.0, 0.0};
static const float blue[] = {0.0, 1.0, 0.0, 0.0};
glClearColor(0.5, 0.5, 0.5, 0.5);
glClear(GL_COLOR_BUFFER_BIT);
glUniform4fv(color_location, 1, red);
piglit_draw_rect(20, 20, 20, 20);
glUniform4fv(color_location, 1, blue);
piglit_draw_rect(50, 20, 20, 20);
pass &= piglit_probe_pixel_rgb(30, 30, red);
pass &= piglit_probe_pixel_rgb(60, 30, blue);
piglit_present_results();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
void
piglit_init(int argc, char **argv)
{
GLint vs, fs;
piglit_require_gl_version(20);
piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
vs = piglit_compile_shader(GL_VERTEX_SHADER,
"shaders/glsl-mvp.vert");
fs = piglit_compile_shader(GL_FRAGMENT_SHADER,
"shaders/glsl-uniform-update.frag");
prog = piglit_link_simple_program(vs, fs);
glUseProgram(prog);
color_location = glGetUniformLocation(prog, "color");
}
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