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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_CONFIG_BEGIN

	config.window_width = 100;
	config.window_height = 100;
	config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;

PIGLIT_GL_TEST_CONFIG_END

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");
}