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/*
* Copyright © 2011 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 glsl-fs-color-matrix.c
* Transform the color value read from a texture by a matrix, keeping its alpha
*
* The shader in this test is fairly terrible (calling texture2D twice with
* the same texture coordinate), but it reproduces a bug in the Mesa i915
* driver. See Meego bug #13005 (https://bugs.meego.com/show_bug.cgi?id=13005).
*/
#include "piglit-util-gl.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_compat_version = 10;
config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
PIGLIT_GL_TEST_CONFIG_END
const char *vs_text =
"attribute vec4 vertex;\n"
"attribute vec2 textureCoord;\n"
"varying vec2 coord;\n"
"void main(void)\n"
"{\n"
" gl_Position = vertex;\n"
" coord = textureCoord;\n"
"}\n";
const char *fs_text =
"uniform sampler2D texture;\n"
"uniform mat4 colorMatrix;\n"
"varying vec2 coord;\n"
"void main(void)\n"
"{\n"
" vec4 color = vec4(texture2D(texture, coord.st).rgb, 1.0);\n"
" color = colorMatrix * color;\n"
" gl_FragColor = vec4(color.rgb, texture2D(texture, coord.st).a);\n"
"}\n";
static const GLfloat identity_matrix[] = {
0.0, 0.0, 1.0, 0.0,
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 0.0, 1.0,
};
static const GLfloat vertex[] = {
-1.0, -1.0,
+1.0, -1.0,
+1.0, 1.0,
-1.0, 1.0,
};
static const GLfloat tex_coord[] = {
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
};
static const GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
static const GLfloat red[4] = { 1.0, 0.0, 0.0, 1.0 };
static const GLfloat green[4] = { 0.0, 1.0, 0.0, 1.0 };
static const GLfloat blue[4] = { 0.0, 0.0, 1.0, 1.0 };
static GLint prog;
enum piglit_result
piglit_display(void)
{
GLboolean pass = GL_TRUE;
GLuint tex;
tex = piglit_rgbw_texture(GL_RGBA8, 64, 64, GL_FALSE, GL_TRUE,
GL_UNSIGNED_NORMALIZED);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
pass = piglit_probe_pixel_rgb(1 * piglit_width / 3,
1 * piglit_width / 3,
blue);
pass = piglit_probe_pixel_rgb(2 * piglit_width / 3,
1 * piglit_width / 3,
red)
&& pass;
pass = piglit_probe_pixel_rgb(1 * piglit_width / 3,
2 * piglit_width / 3,
green)
&& pass;
pass = piglit_probe_pixel_rgb(2 * piglit_width / 3,
2 * piglit_width / 3,
white)
&& pass;
piglit_present_results();
glDeleteTextures(1, &tex);
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
void
piglit_init(int argc, char **argv)
{
GLuint vs;
GLuint fs;
GLint loc;
GLboolean ok;
piglit_require_GLSL();
vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_text);
fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_text);
prog = piglit_link_simple_program(vs, fs);
glBindAttribLocation(prog, 0, "vertex");
glBindAttribLocation(prog, 1, "textureCoord");
glLinkProgram(prog);
ok = piglit_link_check_status(prog);
if (!ok)
piglit_report_result(PIGLIT_FAIL);
glUseProgram(prog);
loc = glGetUniformLocation(prog, "colorMatrix");
glUniformMatrix4fv(loc, 1, GL_FALSE, identity_matrix);
loc = glGetUniformLocation(prog, "texture");
glUniform1i(loc, 0);
glClearColor(0.2, 0.2, 0.2, 1.0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE,
2 * sizeof(GLfloat), vertex);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
2 * sizeof(GLfloat), tex_coord);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
}
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