/* * Copyright © 2015 Intel Corporation * Copyright © 2015 Advanced Micro Devices, Inc. * * 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. */ /** * Test separate shaders using built-in varyings, which are allowed in the * compatibility profile (or GL 3.0 and earlier). */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 21; config.supports_gl_core_version = 0; config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE; PIGLIT_GL_TEST_CONFIG_END static GLuint pipeline; static const char *vs_code = "#version 110\n" "#extension GL_ARB_separate_shader_objects: require\n" "\n" "varying vec4 gl_TexCoord[2];\n" "\n" "void main()\n" "{\n" " gl_Position = gl_Vertex;\n" " gl_TexCoord[0] = vec4(0.1, 0.2, 0.3, 0.4);\n" " gl_TexCoord[1] = vec4(0.01, 0.02, 0.03, 0.04);\n" "}\n" ; static const char *fs_code = "#version 110\n" "#extension GL_ARB_separate_shader_objects: require\n" "\n" "varying vec4 gl_TexCoord[2];\n" "\n" "void main()\n" "{\n" " gl_FragColor = gl_TexCoord[0] + gl_TexCoord[1];\n" "}\n" ; enum piglit_result piglit_display(void) { static const float expected[] = { 0.11, 0.22, 0.33, 0.44 }; bool pass; glClearColor(1.0f, 1.0f, 1.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glBindProgramPipeline(pipeline); piglit_draw_rect(-1, -1, 2, 2); pass = piglit_probe_rect_rgba(0, 0, piglit_width, piglit_height, expected); piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { GLuint vs_prog, fs_prog; piglit_require_extension("GL_ARB_separate_shader_objects"); vs_prog = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, (const GLchar *const*) &vs_code); piglit_link_check_status(vs_prog); fs_prog = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, (const GLchar *const *) &fs_code); piglit_link_check_status(fs_prog); glGenProgramPipelines(1, &pipeline); glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs_prog); glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs_prog); piglit_program_pipeline_check_status(pipeline); if (!piglit_check_gl_error(0)) piglit_report_result(PIGLIT_FAIL); }