/* Copyright © 2015 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 reuse_fragment_shader.c * * Compile and run two programs that use the same vertex and fragment * shader objects. * * The spec says: "It is also permissible to attach a shader object to more * than one program object." */ #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; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END static const float green[] = {0, 1, 0, 0}; static const float blue[] = {0, 0, 1, 0}; static GLint prog_1; static GLint prog_2; enum piglit_result piglit_display(void) { bool pass = true; glUseProgram(prog_2); piglit_draw_rect(-1, -1, 1, 2); glUseProgram(prog_1); piglit_draw_rect(0, -1, 1, 2); pass = piglit_probe_rect_rgba( 0, 0, piglit_width / 2, piglit_height, green); pass = piglit_probe_rect_rgba( piglit_width / 2, 0, piglit_width / 2, piglit_height, blue) && pass; piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } static const char *vs_source = "void main()\n" "{\n" " gl_Position = gl_Vertex;\n" "}\n"; static const char *fs_source = "uniform vec4 color;\n" "\n" "void main()\n" "{\n" " gl_FragColor = color;\n" "}\n"; void piglit_init(int argc, char **argv) { const GLuint fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_source); const GLuint vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_source); GLint color_loc_prog_1; GLint color_loc_prog_2; prog_1 = piglit_link_simple_program(vs, fs); glUseProgram(prog_1); color_loc_prog_1 = glGetUniformLocation(prog_1, "color"); glUniform4fv(color_loc_prog_1, 1, blue); prog_2 = piglit_link_simple_program(vs, fs); glUseProgram(prog_2); color_loc_prog_2 = glGetUniformLocation(prog_2, "color"); glUniform4fv(color_loc_prog_2, 1, green); glDeleteShader(vs); glDeleteShader(fs); }