/* * 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.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 enum piglit_result piglit_display(void) { return PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { GLint vert; GLint prog; GLint loc; GLboolean ok; piglit_require_gl_version(20); 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); }