/* * Copyright © 2010, 2011 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 attribute0.c * Verify that applications can use attribute 0 with a user-defined attribute * instead of using gl_Vertex. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE; PIGLIT_GL_TEST_CONFIG_END static const char vs_text[] = "attribute vec4 vertex;\n" "void main() { gl_Position = vertex; }\n" ; static const char fs_text[] = "void main() { gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); }\n" ; static GLuint prog; static const float green[] = { 0.0, 1.0, 0.0, 1.0 }; static const float blue[] = { 0.0, 0.0, 1.0, 1.0 }; enum piglit_result piglit_display(void) { GLboolean pass = GL_TRUE; glClear(GL_COLOR_BUFFER_BIT); piglit_draw_rect(-1.0, -1.0, 1.0, 2.0); pass &= piglit_probe_pixel_rgb(piglit_width / 4, piglit_height / 2, green); pass &= piglit_probe_pixel_rgb(piglit_width * 3 / 4, piglit_height / 2, blue); assert(!glGetError()); piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { GLuint vs; GLuint fs; GLboolean ok; piglit_require_vertex_shader(); piglit_require_fragment_shader(); vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_text); fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_text); prog = piglit_link_simple_program(vs, fs); glBindAttribLocation(prog, 0, "vertex"); glLinkProgram(prog); ok = piglit_link_check_status(prog); if (!ok) piglit_report_result(PIGLIT_FAIL); glUseProgram(prog); glClearColor(blue[0], blue[1], blue[2], blue[3]); }