/* * 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-mat-attribute.c * Test shaders that use matrix attributes. * * \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_RGBA | PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_DEPTH; PIGLIT_GL_TEST_CONFIG_END static GLint prog[4]; static const float pos[4 * 4 * 2] = { 10.0, 10.0, 20.0, 10.0, 20.0, 20.0, 10.0, 20.0, 30.0, 10.0, 40.0, 10.0, 40.0, 20.0, 30.0, 20.0, 50.0, 10.0, 60.0, 10.0, 60.0, 20.0, 50.0, 20.0, 70.0, 10.0, 80.0, 10.0, 80.0, 20.0, 70.0, 20.0, }; static const float color_mat_col1[4 * 4 * 4] = { 40.0, 20.0, 10.0, 5.0, 60.0, 40.0, 20.0, 10.0, 80.0, 60.0, 30.0, 15.0, 100.0, 80.0, 40.0, 20.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, }; static const float color_mat_col2[4 * 4 * 4] = { 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 40.0, 20.0, 10.0, 5.0, 60.0, 40.0, 20.0, 10.0, 80.0, 60.0, 30.0, 15.0, 100.0, 80.0, 40.0, 20.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, }; static const float color_mat_col3[4 * 4 * 4] = { 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 40.0, 20.0, 10.0, 5.0, 60.0, 40.0, 20.0, 10.0, 80.0, 60.0, 30.0, 15.0, 100.0, 80.0, 40.0, 20.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, }; static const float color_mat_col4[4 * 4 * 4] = { 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 999.0, 0.0, 0.0, 999.0, 40.0, 20.0, 10.0, 5.0, 60.0, 40.0, 20.0, 10.0, 80.0, 60.0, 30.0, 15.0, 100.0, 80.0, 40.0, 20.0, }; static const float normalization[4 * 4 * 4] = { 1.0 / 40.0, 1.0 / 20.0, 1.0 / 10.0, 1.0 / 5.0, 1.0 / 60.0, 1.0 / 40.0, 1.0 / 20.0, 1.0 / 10.0, 1.0 / 80.0, 1.0 / 60.0, 1.0 / 30.0, 1.0 / 15.0, 1.0 / 100.0, 1.0 / 80.0, 1.0 / 40.0, 1.0 / 20.0, 1.0 / 40.0, 1.0 / 20.0, 1.0 / 10.0, 1.0 / 5.0, 1.0 / 60.0, 1.0 / 40.0, 1.0 / 20.0, 1.0 / 10.0, 1.0 / 80.0, 1.0 / 60.0, 1.0 / 30.0, 1.0 / 15.0, 1.0 / 100.0, 1.0 / 80.0, 1.0 / 40.0, 1.0 / 20.0, 1.0 / 40.0, 1.0 / 20.0, 1.0 / 10.0, 1.0 / 5.0, 1.0 / 60.0, 1.0 / 40.0, 1.0 / 20.0, 1.0 / 10.0, 1.0 / 80.0, 1.0 / 60.0, 1.0 / 30.0, 1.0 / 15.0, 1.0 / 100.0, 1.0 / 80.0, 1.0 / 40.0, 1.0 / 20.0, 1.0 / 40.0, 1.0 / 20.0, 1.0 / 10.0, 1.0 / 5.0, 1.0 / 60.0, 1.0 / 40.0, 1.0 / 20.0, 1.0 / 10.0, 1.0 / 80.0, 1.0 / 60.0, 1.0 / 30.0, 1.0 / 15.0, 1.0 / 100.0, 1.0 / 80.0, 1.0 / 40.0, 1.0 / 20.0, }; enum piglit_result piglit_display(void) { static const float white[4] = { 1.0, 1.0, 1.0, 1.0, }; static const float b[] = { 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0 }; GLboolean pass = GL_TRUE; unsigned i; unsigned j; glClear(GL_COLOR_BUFFER_BIT); for (i = 0; i < 4; i++) { glUseProgram(prog[i]); glDrawArrays(GL_QUADS, i * 4, 4); for (j = 0; j < 8; j += 2) { const unsigned k = 8 * i; if (!piglit_probe_pixel_rgba(pos[k + j + 0] + b[j + 0], pos[k + j + 1] + b[j + 1], white)) pass = GL_FALSE; } } piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { static const char * const vs_text = "attribute mat4 color;\n" "attribute vec4 normalization;\n" "void main()\n" "{\n" " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" " gl_FrontColor = color[IDX] * normalization;\n" "}\n" ; unsigned i; piglit_require_gl_version(20); piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE); for (i = 0; i < 4; i++) { char buf[64]; const char *sources[2]; GLint stat; GLuint sh; GLboolean ok; sprintf(buf, "#define IDX %d\n", i); sh = glCreateShader(GL_VERTEX_SHADER); sources[0] = buf; sources[1] = vs_text; glShaderSource(sh, 2, sources, NULL); glCompileShader(sh); glGetShaderiv(sh, GL_COMPILE_STATUS, &stat); if (!stat) { printf("error compiling vertex shader!\n"); exit(1); } prog[i] = glCreateProgram(); glAttachShader(prog[i], sh); /* Since "color" is a mat4, it will occupy 4 attribute * locations. */ glBindAttribLocation(prog[i], 1, "color"); glBindAttribLocation(prog[i], 5, "normalization"); glLinkProgram(prog[i]); ok = piglit_link_check_status(prog[i]); if (!ok) piglit_report_result(PIGLIT_FAIL); } glClearColor(0.3, 0.3, 0.3, 0.0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), pos); glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), color_mat_col1); glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), color_mat_col2); glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), color_mat_col3); glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), color_mat_col4); glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), normalization); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glEnableVertexAttribArray(2); glEnableVertexAttribArray(3); glEnableVertexAttribArray(4); glEnableVertexAttribArray(5); }