/* * Copyright © 2014 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 overlapping-locations-input-attribs.c * From OpenGL 4.0 spec, page 61: * * "It is possible for an application to bind more than one * attribute name to the same location. This is referred to as * aliasing. This will only work if only one of the aliased * attributes is active in the executable program, or if no * path through the shader consumes more than one attribute of * a set of attributes aliased to the same location. A link * error can occur if the linker determines that every path * through the shader consumes multiple aliased attributes, * but implementations are not required to generate an error * in this case." * * Aliasing of vertex input variables is allowed in: OpenGL * 2.0 (and above) and OpenGL ES 2.0. This test varifies * that aliasing can be used successfully in a vertex shader * under the constraints defined in OpenGL spec. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 21; config.supports_gl_core_version = 31; config.window_width = 128; config.window_height = 128; config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA; PIGLIT_GL_TEST_CONFIG_END static bool locations_in_shader; static unsigned prog, vao, vertex_buf; void compile_shader(void) { GLuint element_buf; unsigned int indices[6] = { 0, 1, 2, 0, 2, 3 }; float vertex_data[4][11] = { /* vertex color0:green color1:blue color2:yellow */ {-1.0, -1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0}, {-1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0}, { 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0}, { 1.0, -1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0}}; static const char *vert_template = "#version 130\n" "%s\n" "out vec4 color;\n" "uniform int x;\n" "void main()\n" "{\n" " gl_Position =vec4(vertex, 0, 1);\n" " switch(x) {\n" " case 0:\n" " color =vec4(color0, 1.0);\n" " break;\n" " case 1:\n" " color = vec4(color1, 1.0);\n" " break;\n" " case 2:\n" " color = vec4(color2, 1.0);\n" " break;\n" " default:\n" " color = vec4(1.0);;\n" " }\n" "}\n"; static const char *frag = "#version 130\n" "in vec4 color;\n" "out vec4 out_color;\n" "void main()\n" "{\n" " out_color = color;\n" "}\n"; char *vert; (void)!asprintf(&vert, vert_template, locations_in_shader ? "#extension GL_ARB_explicit_attrib_location : require\n" "layout (location = 0) in vec2 vertex;\n" "layout (location = 1) in vec3 color0;\n" "layout (location = 1) in vec3 color1;\n" "layout (location = 1) in vec3 color2;\n" : "in vec2 vertex;\n" "in vec3 color0;\n" "in vec3 color1;\n" "in vec3 color2;\n"); prog = piglit_build_simple_program_unlinked(vert, frag); if (!locations_in_shader) { glBindAttribLocation(prog, 0, "vertex"); glBindAttribLocation(prog, 1, "color0"); glBindAttribLocation(prog, 1, "color1"); glBindAttribLocation(prog, 1, "color2"); } glLinkProgram(prog); free(vert); if (!piglit_link_check_status(prog)) piglit_report_result(PIGLIT_FAIL); /* Set up vertex array object */ glGenVertexArrays(1, &vao); glBindVertexArray(vao); /* Set up vertex input buffer */ glGenBuffers(1, &vertex_buf); glBindBuffer(GL_ARRAY_BUFFER, vertex_buf); glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_data), vertex_data, GL_STREAM_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 11*sizeof(float), (void *) 0); glEnableVertexAttribArray(1); /* Set up element input buffer to tessellate a quad into * triangles */ glGenBuffers(1, &element_buf); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, element_buf); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); } static void print_usage_and_exit(char *prog_name) { printf("Usage: %s \n" " where is one of:\n" " shader: set locations of input variables in shader program\n" " api: set locations of input variables using api\n", prog_name); piglit_report_result(PIGLIT_FAIL); } void piglit_init(int argc, char **argv) { if (argc != 2) print_usage_and_exit(argv[0]); /* 1st arg: location */ if(strcmp(argv[1], "shader") != 0 && strcmp(argv[1], "api") != 0) print_usage_and_exit(argv[0]); locations_in_shader = strcmp(argv[1], "shader") == 0; if (locations_in_shader) piglit_require_extension("GL_ARB_explicit_attrib_location"); piglit_require_extension("GL_ARB_vertex_array_object"); piglit_require_GLSL_version(130); compile_shader(); if (!piglit_check_gl_error(GL_NO_ERROR)) piglit_report_result(PIGLIT_FAIL); } enum piglit_result piglit_display() { int i; bool pass = true; float expected[3][4] = { {0.0, 1.0, 0.0, 1.0}, /* green */ {0.0, 0.0, 1.0, 1.0}, /* blue */ {1.0, 1.0, 0.0, 1.0}}; /* yellow */ glUseProgram(prog); for(i = 0; i < 3; i++) { glUniform1i(glGetUniformLocation(prog, "x"), i); /* Setup VertexAttribPointer for location=1. There should be * only one active attribute pointer set to the shared location * '1' at a time. */ glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 11*sizeof(float), (void *) ((2 + 3*i) * sizeof(float))); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, (void *) 0); pass = piglit_probe_rect_rgba(0, 0, piglit_width, piglit_height, expected[i]) && pass; piglit_present_results(); } return pass ? PIGLIT_PASS : PIGLIT_FAIL; }