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/*
* Copyright © 2010 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.
*
* Authors:
* Eric Anholt <eric@anholt.net>
*
*/
/** @file useprogram-flushverts-2.c
*
* Tests that a change in the shader results in previous vertices
* getting flushed correctly with the previous shader.
*/
#include "piglit-util-gl.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_compat_version = 10;
config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE;
PIGLIT_GL_TEST_CONFIG_END
static GLint prog1, prog2;
enum piglit_result
piglit_display(void)
{
GLboolean pass = GL_TRUE;
float green[4] = {0.0, 1.0, 0.0, 0.0};
float blue[4] = {0.0, 0.0, 1.0, 0.0};
glUseProgram(prog1);
glBegin(GL_TRIANGLE_FAN);
glVertex2f(-1.0, -1.0);
glVertex2f(-0.5, -1.0);
glVertex2f(-0.5, 1.0);
glVertex2f(-1.0, 1.0);
glEnd();
glUseProgram(prog2);
glBegin(GL_TRIANGLE_FAN);
glVertex2f(-0.5, -1.0);
glVertex2f( 0.0, -1.0);
glVertex2f( 0.0, 1.0);
glVertex2f(-0.5, 1.0);
glEnd();
glUseProgram(prog1);
glBegin(GL_TRIANGLE_FAN);
glVertex2f(0.0, -1.0);
glVertex2f(0.5, -1.0);
glVertex2f(0.5, 1.0);
glVertex2f(0.0, 1.0);
glEnd();
glUseProgram(prog2);
glBegin(GL_TRIANGLE_FAN);
glVertex2f(0.5, -1.0);
glVertex2f(1.0, -1.0);
glVertex2f(1.0, 1.0);
glVertex2f(0.5, 1.0);
glEnd();
pass &= piglit_probe_pixel_rgba(piglit_width * 1 / 8, piglit_height / 2,
green);
pass &= piglit_probe_pixel_rgba(piglit_width * 3 / 8, piglit_height / 2,
blue);
pass &= piglit_probe_pixel_rgba(piglit_width * 5 / 8, piglit_height / 2,
green);
pass &= piglit_probe_pixel_rgba(piglit_width * 7 / 8, piglit_height / 2,
blue);
piglit_present_results();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
void
piglit_init(int argc, char **argv)
{
GLint vs, fs1, fs2;
const char *vs_source =
"void main()\n"
"{\n"
" gl_Position = gl_Vertex;\n"
"}\n";
const char *fs1_source =
"void main()\n"
"{\n"
" gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0);\n"
"}\n";
const char *fs2_source =
"void main()\n"
"{\n"
" gl_FragColor = vec4(0.0, 0.0, 1.0, 0.0);\n"
"}\n";
piglit_require_gl_version(20);
vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_source);
fs1 = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs1_source);
fs2 = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs2_source);
prog1 = piglit_link_simple_program(vs, fs1);
prog2 = piglit_link_simple_program(vs, fs2);
}
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