/* * Copyright © 2017 Miklós Máté * * 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. */ /** * Tests rendering with GL_ATI_fragment_shader: * - various data sources for calculations in fragment shader * - texture coordinates * - texture sample * - constant * - primary color * - secondary interpolator * - one, zero * - switch between named fragment shaders * - use undefined default shader (rendering is undefined but shouldn't crash) */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA; PIGLIT_GL_TEST_CONFIG_END static const float color1[] = {0.2, 0.3, 0.8}; static const float color2[] = {0.9, 0.8, 0.3}; static const float texcoord[] = {0.2, 0.7, 0.4}; static const float texcolor[] = {0.8, 0.1, 0.7}; static float result_const[] = {0.0, 0.0, 0.0}; static float result_tex[] = {0.0, 0.0, 0.0}; static float result_color[] = {0.0, 0.0, 0.0}; static GLuint tex; enum { SHADER_TEX = 1, SHADER_CONST, SHADER_COLOR, }; enum piglit_result piglit_display(void) { bool pass = true; piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE); glClearColor(1.0, 0.0, 0.0, 1.0); glClear(GL_COLOR_BUFFER_BIT); glColor3fv(color1); glSecondaryColor3fvEXT(color2); glTexCoord3fv(texcoord); glEnable(GL_TEXTURE_2D); glEnable(GL_FRAGMENT_SHADER_ATI); glBindFragmentShaderATI(0); piglit_draw_rect(0, 0, piglit_width / 4, piglit_height); glBindFragmentShaderATI(SHADER_CONST); piglit_draw_rect(piglit_width / 4, 0, piglit_width / 4, piglit_height); glBindFragmentShaderATI(SHADER_COLOR); piglit_draw_rect(2 * piglit_width / 4, 0, piglit_width / 4, piglit_height); glBindFragmentShaderATI(SHADER_TEX); piglit_draw_rect(3 * piglit_width / 4, 0, piglit_width / 4, piglit_height); glDisable(GL_FRAGMENT_SHADER_ATI); #if 0 /* Mesa uses fixed-function when the shader is invalid, but * it's undefined */ pass = pass && piglit_probe_rect_rgb(0, 0, piglit_width / 4, piglit_height, color1 * texcolor); #endif pass = pass && piglit_probe_rect_rgb(piglit_width / 4, 0, piglit_width / 4, piglit_height, result_const); pass = pass && piglit_probe_rect_rgb(2 * piglit_width / 4, 0, piglit_width / 4, piglit_height, result_color); pass = pass && piglit_probe_rect_rgb(3 * piglit_width / 4, 0, piglit_width / 4, piglit_height, result_tex); piglit_present_results(); pass &= piglit_check_gl_error(GL_NO_ERROR); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { unsigned u; piglit_require_extension("GL_ATI_fragment_shader"); /* create shaders that use all possible input sources: * texcoord, sample, const, zero, one, pri&sec color */ glBindFragmentShaderATI(SHADER_TEX); glBeginFragmentShaderATI(); glPassTexCoordATI(GL_REG_1_ATI, GL_TEXTURE0_ARB, GL_SWIZZLE_STR_ATI); glSampleMapATI(GL_REG_0_ATI, GL_TEXTURE0_ARB, GL_SWIZZLE_STR_ATI); glColorFragmentOp2ATI(GL_MUL_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_REG_1_ATI, GL_NONE, GL_NONE); glEndFragmentShaderATI(); glBindFragmentShaderATI(SHADER_CONST); glBeginFragmentShaderATI(); glColorFragmentOp3ATI(GL_LERP_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_CON_1_ATI, GL_NONE, GL_NONE, GL_ONE, GL_NONE, GL_NONE, GL_ZERO, GL_NONE, GL_NONE); glSetFragmentShaderConstantATI(GL_CON_1_ATI, color2); glEndFragmentShaderATI(); glBindFragmentShaderATI(SHADER_COLOR); glBeginFragmentShaderATI(); glColorFragmentOp2ATI(GL_MUL_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_SECONDARY_INTERPOLATOR_ATI, GL_NONE, GL_NONE, GL_PRIMARY_COLOR_ARB, GL_NONE, GL_NONE); glEndFragmentShaderATI(); /* create a texture */ glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_FLOAT, (void*)texcolor); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); /* compute the expected results */ for (u=0; u<3; u++) { result_const[u] = color2[u]; result_tex[u] = texcoord[u] * texcolor[u]; result_color[u] = color1[u] * color2[u]; } if (!piglit_check_gl_error(GL_NO_ERROR)) piglit_report_result(PIGLIT_FAIL); }