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/*
* Copyright © 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.
*/
/**
* \file glsl-explicit-attrib-location-02.c
* Test GL_ARB_explicit_attrib_location with glBindAttribLocation
*
* Load a shader that uses the location layout qualifier on an attribute.
* Set the attribute to a different location by calling \c glBindAttribLocation.
* Verify that the attribute is assigned to the location specified in the
* shader.
*
* \author Ian Romanick
*/
#include "piglit-util-gl-common.h"
PIGLIT_GL_TEST_MAIN(
100 /*window_width*/,
100 /*window_height*/,
GLUT_RGB | GLUT_DOUBLE)
enum piglit_result
piglit_display(void)
{
return PIGLIT_FAIL;
}
void piglit_init(int argc, char **argv)
{
GLint vert;
GLint prog;
GLint loc;
GLboolean ok;
if (piglit_get_gl_version() < 20) {
printf("Requires OpenGL 2.0\n");
piglit_report_result(PIGLIT_SKIP);
}
piglit_require_extension("GL_ARB_explicit_attrib_location");
vert = piglit_compile_shader(GL_VERTEX_SHADER,
"shaders/glsl-explicit-location-01.vert");
prog = glCreateProgram();
glAttachShader(prog, vert);
glLinkProgram(prog);
ok = piglit_link_check_status(prog);
if (!ok)
piglit_report_result(PIGLIT_FAIL);
glBindAttribLocation(prog, 3, "vertex");
ok = piglit_link_check_status(prog);
if (!ok)
piglit_report_result(PIGLIT_FAIL);
loc = glGetAttribLocation(prog, "vertex");
if (loc != 0) {
fprintf(stderr,
"Expected location of 'vertex' to be 0, got "
"%d instead.\n", loc);
piglit_report_result(PIGLIT_FAIL);
}
piglit_report_result(PIGLIT_PASS);
}
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