/* * 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: * Ben Holmes */ /* * this test draws quads with RGBA and BGRA using glVertexAttribArray. * two quads are drawn without blending and two are drawn with alpha blending. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_width = 400; config.window_height = 300; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE; PIGLIT_GL_TEST_CONFIG_END static GLint prog; static GLint fs; static GLint vs; static GLfloat verts[12] = {225.0, 175.0, 0.0, 225.0, 225.0, 0.0, 175.0, 175.0, 0.0, 175.0, 225.0, 0.0}; static GLubyte colors[16] = {255, 0, 0, 127, 255, 0, 0, 127, 255, 0, 0, 127, 255, 0, 0, 127}; static const char *vertShaderText = "attribute vec2 textureCoords;\n" "attribute vec4 vColor;\n" "varying vec4 vertColor;\n" "void main()\n" "{ \n" " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" " vertColor = vColor;\n" "} \n"; static const char *fragShaderText = "varying vec4 vertColor;\n" "void main()\n" "{ \n" " gl_FragColor = vertColor;\n" "} \n"; static void compileLinkProg(void) { GLint stat; vs = glCreateShader(GL_VERTEX_SHADER); fs = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(vs, 1, (const GLchar **) &vertShaderText, NULL); glShaderSource(fs, 1, (const GLchar **) &fragShaderText, NULL); glCompileShader(vs); glGetShaderiv(vs, GL_COMPILE_STATUS, &stat); if (!stat) { printf("error compiling vertex shader!\n"); exit(1); } glCompileShader(fs); glGetShaderiv(fs, GL_COMPILE_STATUS, &stat); if (!stat) { printf("error compiling fragment shader!\n"); exit(1); } prog = glCreateProgram(); glAttachShader(prog, vs); glAttachShader(prog, fs); glBindAttribLocation(prog, 1, "vColor"); glLinkProgram(prog); glUseProgram(prog); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(GLfloat), verts); glEnableVertexAttribArray(0); } void piglit_init(int argc, char **argv) { piglit_require_gl_version(20); piglit_require_extension("GL_EXT_vertex_array_bgra"); piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE); glClearColor(0.6, 0.6, 0.6, 1.0); compileLinkProg(); } enum piglit_result piglit_display(void) { GLboolean pass = GL_TRUE; GLfloat red[3]={1.0, 0.0, 0.0}; GLfloat blue[3]={0.0, 0.0, 1.0}; GLfloat greyRed[3]={1.0, 0.6, 0.6}; GLfloat greyBlue[3]={0.6, 0.6, 1.0}; glClear(GL_COLOR_BUFFER_BIT); glDisableVertexAttribArray(1); glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 4*sizeof(GLubyte), colors); glEnableVertexAttribArray(1); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glPushMatrix(); glTranslatef(75.0, 0.0, 0.0); glDisableVertexAttribArray(1); glVertexAttribPointer(1, GL_BGRA, GL_UNSIGNED_BYTE, GL_TRUE, 4*sizeof(GLubyte), colors); glEnableVertexAttribArray(1); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glPopMatrix(); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glPushMatrix(); glTranslatef(0.0, -75.0, 0.0); glDisableVertexAttribArray(1); glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 4*sizeof(GLubyte), colors); glEnableVertexAttribArray(1); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glPushMatrix(); glTranslatef(75.0, 0.0, 0.0); glDisableVertexAttribArray(1); glVertexAttribPointer(1, GL_BGRA, GL_UNSIGNED_BYTE, GL_TRUE, 4*sizeof(GLubyte), colors); glEnableVertexAttribArray(1); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glPopMatrix(); glPopMatrix(); pass = pass && piglit_probe_pixel_rgb(200, 200, red); pass = pass && piglit_probe_pixel_rgb(275, 200, blue); pass = pass && piglit_probe_pixel_rgb(200, 125, greyRed); pass = pass && piglit_probe_pixel_rgb(275, 125, greyBlue); glFinish(); piglit_present_results(); glDisable(GL_BLEND); return pass ? PIGLIT_PASS : PIGLIT_FAIL; }