/* * 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 * */ /** @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.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 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"); }