/* * 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 uniform-namespace.c * Verify that the namespace of uniforms is per program, not per pipeline */ #include "piglit-util-gl.h" #include "sso-common.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.supports_gl_core_version = 31; config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA; PIGLIT_GL_TEST_CONFIG_END static const char vs_template[] = "#version %u\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" "uniform vec4 a;\n" "\n" "void main()\n" "{\n" " gl_Position = piglit_vertex + a;\n" "}" ; static const char fs_template[] = "#version %u\n" "#extension GL_ARB_separate_shader_objects: require\n" "#extension GL_ARB_explicit_attrib_location: require\n" "\n" "uniform vec4 a;\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" "void main()\n" "{\n" " out_color = a;\n" "}" ; static GLuint vs = 0; static GLuint fs = 0; /** * Location of the "a" uniform in the vertex shader program. */ static GLint loc_vs = -1; /** * Location of the "a" uniform in the fragment shader program. */ static GLint loc_fs = -1; static GLuint generate_program(const char *code_template, unsigned glsl_version, GLenum program_target, GLint *uniform_loc) { char *code = NULL; GLuint prog; (void)!asprintf(&code, code_template, glsl_version); prog = glCreateShaderProgramv(program_target, 1, (const GLchar * const*) &code); free(code); if (!piglit_link_check_status(prog)) { piglit_report_result(PIGLIT_FAIL); } *uniform_loc = glGetUniformLocation(prog, "a"); return prog; } void piglit_init(int argc, char **argv) { GLuint pipe = 0; unsigned glsl_version; 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(); vs = generate_program(vs_template, glsl_version, GL_VERTEX_SHADER, &loc_vs); fs = generate_program(fs_template, glsl_version, GL_FRAGMENT_SHADER, &loc_fs); if (vs == 0 || fs == 0) piglit_report_result(PIGLIT_FAIL); glGenProgramPipelines(1, &pipe); glBindProgramPipeline(pipe); glUseProgramStages(pipe, GL_VERTEX_SHADER_BIT, vs); glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, fs); if (!piglit_check_gl_error(0)) piglit_report_result(PIGLIT_FAIL); } enum piglit_result piglit_display(void) { static const float gray[] = { 0.5, 0.5, 0.5, 1.0 }; static const float green[] = { 0.0, 1.0, 0.0, 0.0 }; static const float red[] = { 1.0, 0.0, 0.0, 0.0 }; bool pass = true; glProgramUniform4fv(vs, loc_vs, 1, red); glProgramUniform4fv(fs, loc_fs, 1, green); glClearColor(gray[0], gray[1], gray[2], gray[3]); glClear(GL_COLOR_BUFFER_BIT); piglit_draw_rect(-1, -1, 1, 2); pass = piglit_probe_rect_rgb(0, 0, piglit_width / 2, piglit_height, gray) && pass; pass = piglit_probe_rect_rgb(piglit_width / 2, 0, piglit_width / 2, piglit_height, green) && pass; piglit_present_results(); pass = piglit_check_gl_error(0) && pass; return pass ? PIGLIT_PASS : PIGLIT_FAIL; }