/* * Copyright © 2013, 2019 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. */ /** * This test uses separable program objects with 2 shaders (VS, GS) * and tests that the same interface matching rules by name apply in * between the VS -> GS interface as if it would not be separable. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 0; config.supports_gl_core_version = 32; config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE; PIGLIT_GL_TEST_CONFIG_END static const char *vs_code = "#version 150\n" "#extension GL_ARB_separate_shader_objects: require\n" "\n" "in vec4 piglit_vertex;\n" "\n" "out vec3 a;\n" "\n" "void main()\n" "{\n" " gl_Position = piglit_vertex;\n" " a = vec3(0.5, 0, 0.3);\n" "}\n" ; static const char *gs_code = "#version 150\n" "#extension GL_ARB_separate_shader_objects: require\n" "\n" "layout(triangles) in;\n" "layout(triangle_strip, max_vertices = 3) out;\n" "\n" "in vec3 va[];\n" "\n" "out vec3 ga;\n" "\n" "void main()\n" "{\n" " for (int i = 0; i < 3; i++) {" " gl_Position = gl_in[i].gl_Position;\n" " ga = va[i] * 1.35;\n" " EmitVertex();\n" " }\n" "}\n" ; enum piglit_result piglit_display(void) { /* UNREACHED */ return PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { GLuint prog; bool pass; piglit_require_extension("GL_ARB_separate_shader_objects"); prog = piglit_build_simple_program_unlinked_multiple_shaders( GL_VERTEX_SHADER, vs_code, GL_GEOMETRY_SHADER, gs_code, 0); glProgramParameteri(prog, GL_PROGRAM_SEPARABLE, GL_TRUE); piglit_check_gl_error(GL_NO_ERROR); glLinkProgram(prog); pass = !piglit_link_check_status_quiet(prog); piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL); }