/* * Copyright © 2013 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 rendezvous_by_location.c * Simple test for separate shader objects that use rendezvous-by-location. * * There are two ways one might expect rendezvous-by-location to fail. One * predicatble failure mode is for variables between two program objects to be * linked in the order they appear in the shader text. Another predicatble * failure mode is for variables between two program objects to be linked by * name. * * This test tries both modes using a single fragement shader program. This * program outputs two varibles, a and b, with locations specified. Two * fragment shader programs are created, each having input variables a and b, * with locations specified. In the first case, a and b are listed in the * same order as in the vertex shader, but the locations are reversed (vertex * shader output a has the location of fragment shader input b). In the * second case, a and b are list in the reverse order as in the vertex shader. * However, the assigned locations are the same as in the other fragment * shader. */ #include "piglit-util-gl.h" #include "sso-common.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 GLuint pipeline_same_declaration_order; static GLuint pipeline_same_location_order; static const char *vs_code_template = "#version %d\n" "#extension GL_ARB_separate_shader_objects: require\n" "#extension GL_ARB_explicit_attrib_location: require\n" "\n" "layout(location = 0) in vec4 piglit_vertex;\n" "\n" "layout(location = 2) out vec3 a;\n" "layout(location = 3) out vec3 b;\n" "\n" "void main()\n" "{\n" " gl_Position = piglit_vertex;\n" " a = vec3(0, 0, 1);\n" " b = vec3(1, 0, 0);\n" "}\n" ; static const char *fs_code_same_declaration_order_template = "#version %d\n" "#extension GL_ARB_separate_shader_objects: require\n" "#extension GL_ARB_explicit_attrib_location: enable\n" "\n" "#if __VERSION__ >= 130\n" "layout(location = 0) out vec4 out_color;\n" "#else\n" "#define out_color gl_FragColor\n" "#endif\n" "\n" "layout(location = 3) in vec3 a; /* should get vec3(1, 0, 0) */\n" "layout(location = 2) in vec3 b; /* should get vec3(0, 0, 1) */\n" "\n" "void main()\n" "{\n" " out_color = vec4(cross(b, a), 1);\n" "}\n" ; static const char *fs_code_same_location_order_template = "#version %d\n" "#extension GL_ARB_separate_shader_objects: require\n" "#extension GL_ARB_explicit_attrib_location: enable\n" "\n" "#if __VERSION__ >= 130\n" "layout(location = 0) out vec4 out_color;\n" "#else\n" "#define out_color gl_FragColor\n" "#endif\n" "\n" "layout(location = 2) in vec3 b; /* should get vec3(0, 0, 1) */\n" "layout(location = 3) in vec3 a; /* should get vec3(1, 0, 0) */\n" "\n" "void main()\n" "{\n" " out_color = vec4(cross(b, a), 1);\n" "}\n" ; enum piglit_result piglit_display(void) { static const float expected[] = { 0.0f, 1.0f, 0.0f, 1.0f }; bool pass; glClearColor(0.1f, 0.1f, 0.1f, 0.1f); glClear(GL_COLOR_BUFFER_BIT); glBindProgramPipeline(pipeline_same_declaration_order); piglit_draw_rect(-1, -1, 1, 2); glBindProgramPipeline(pipeline_same_location_order); piglit_draw_rect(0, -1, 1, 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) { unsigned glsl_version; GLuint vs_prog; GLuint fs_prog_same_declaration_order; GLuint fs_prog_same_location_order; char *source; bool pass = true; piglit_require_vertex_shader(); piglit_require_fragment_shader(); piglit_require_extension("GL_ARB_separate_shader_objects"); piglit_require_extension("GL_ARB_explicit_attrib_location"); glsl_version = pick_a_glsl_version(); (void)!asprintf(&source, vs_code_template, glsl_version); vs_prog = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, (const GLchar *const *) &source); pass = piglit_link_check_status(vs_prog) && pass; free(source); (void)!asprintf(&source, fs_code_same_declaration_order_template, glsl_version); fs_prog_same_declaration_order = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, (const GLchar *const *) &source); pass = piglit_link_check_status(fs_prog_same_declaration_order) && pass; free(source); (void)!asprintf(&source, fs_code_same_location_order_template, glsl_version); fs_prog_same_location_order = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, (const GLchar *const *) &source); pass = piglit_link_check_status(fs_prog_same_location_order) && pass; free(source); glGenProgramPipelines(1, &pipeline_same_declaration_order); glUseProgramStages(pipeline_same_declaration_order, GL_VERTEX_SHADER_BIT, vs_prog); glUseProgramStages(pipeline_same_declaration_order, GL_FRAGMENT_SHADER_BIT, fs_prog_same_declaration_order); piglit_program_pipeline_check_status(pipeline_same_declaration_order); glGenProgramPipelines(1, &pipeline_same_location_order); glUseProgramStages(pipeline_same_location_order, GL_VERTEX_SHADER_BIT, vs_prog); glUseProgramStages(pipeline_same_location_order, GL_FRAGMENT_SHADER_BIT, fs_prog_same_location_order); piglit_program_pipeline_check_status(pipeline_same_location_order); pass = piglit_check_gl_error(0) && pass; if (!pass) piglit_report_result(PIGLIT_FAIL); }