/* * Copyright © 2017 Fabian Bieler * * 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-matrix-transposed.c: Test transposed matrix loading */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 20; config.window_visual = PIGLIT_GL_VISUAL_RGBA; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END static const char *fs_text = "uniform mat4 uniformMat4t;\n" "void main()\n" "{\n" " gl_FragColor = uniformMat4t[2];\n" "}\n"; enum piglit_result piglit_display(void) { glClear(GL_COLOR_BUFFER_BIT); piglit_draw_rect(-1, -1, 2, 2); const float expected_color[] = {0.2, 0.0, 1.0, 0.8}; const bool pass = piglit_probe_pixel_rgba(piglit_width / 2, piglit_height / 2, expected_color); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { const int program = piglit_build_simple_program(NULL, fs_text); glUseProgram(program); static const float uniformMatrix[16] = { 1.0, 0.1, 0.2, 0.3, 0.0, 1.0, 0.0, 0.4, 0.0, 1.0, 1.0, 0.5, 0.6, 0.7, 0.8, 1.0 }; const int umat4t = glGetUniformLocation(program, "uniformMat4t"); glUniformMatrix4fv(umat4t, 1, GL_TRUE, uniformMatrix); }