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/*
* Copyright © 2014 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 overlapping-locations-input-attribs.c
* From OpenGL 4.0 spec, page 61:
*
* "It is possible for an application to bind more than one
* attribute name to the same location. This is referred to as
* aliasing. This will only work if only one of the aliased
* attributes is active in the executable program, or if no
* path through the shader consumes more than one attribute of
* a set of attributes aliased to the same location. A link
* error can occur if the linker determines that every path
* through the shader consumes multiple aliased attributes,
* but implementations are not required to generate an error
* in this case."
*
* Aliasing of vertex input variables is allowed in: OpenGL
* 2.0 (and above) and OpenGL ES 2.0. This test varifies
* that aliasing can be used successfully in a vertex shader
* under the constraints defined in OpenGL spec.
*/
#include "piglit-util-gl.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_compat_version = 21;
config.supports_gl_core_version = 31;
config.window_width = 128;
config.window_height = 128;
config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA;
PIGLIT_GL_TEST_CONFIG_END
static bool locations_in_shader;
static unsigned prog, vao, vertex_buf;
void
compile_shader(void)
{
GLuint element_buf;
unsigned int indices[6] = { 0, 1, 2, 0, 2, 3 };
float vertex_data[4][11] = {
/* vertex color0:green color1:blue color2:yellow */
{-1.0, -1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0},
{-1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0},
{ 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0},
{ 1.0, -1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0}};
static const char *vert_template =
"#version 130\n"
"%s\n"
"out vec4 color;\n"
"uniform int x;\n"
"void main()\n"
"{\n"
" gl_Position =vec4(vertex, 0, 1);\n"
" switch(x) {\n"
" case 0:\n"
" color =vec4(color0, 1.0);\n"
" break;\n"
" case 1:\n"
" color = vec4(color1, 1.0);\n"
" break;\n"
" case 2:\n"
" color = vec4(color2, 1.0);\n"
" break;\n"
" default:\n"
" color = vec4(1.0);;\n"
" }\n"
"}\n";
static const char *frag =
"#version 130\n"
"in vec4 color;\n"
"out vec4 out_color;\n"
"void main()\n"
"{\n"
" out_color = color;\n"
"}\n";
char *vert;
(void)!asprintf(&vert, vert_template, locations_in_shader ?
"#extension GL_ARB_explicit_attrib_location : require\n"
"layout (location = 0) in vec2 vertex;\n"
"layout (location = 1) in vec3 color0;\n"
"layout (location = 1) in vec3 color1;\n"
"layout (location = 1) in vec3 color2;\n" :
"in vec2 vertex;\n"
"in vec3 color0;\n"
"in vec3 color1;\n"
"in vec3 color2;\n");
prog = piglit_build_simple_program_unlinked(vert, frag);
if (!locations_in_shader) {
glBindAttribLocation(prog, 0, "vertex");
glBindAttribLocation(prog, 1, "color0");
glBindAttribLocation(prog, 1, "color1");
glBindAttribLocation(prog, 1, "color2");
}
glLinkProgram(prog);
free(vert);
if (!piglit_link_check_status(prog))
piglit_report_result(PIGLIT_FAIL);
/* Set up vertex array object */
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
/* Set up vertex input buffer */
glGenBuffers(1, &vertex_buf);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buf);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_data), vertex_data,
GL_STREAM_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 11*sizeof(float),
(void *) 0);
glEnableVertexAttribArray(1);
/* Set up element input buffer to tessellate a quad into
* triangles
*/
glGenBuffers(1, &element_buf);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, element_buf);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
GL_STATIC_DRAW);
}
static void
print_usage_and_exit(char *prog_name)
{
printf("Usage: %s <set_location>\n"
" where <set_location> is one of:\n"
" shader: set locations of input variables in shader program\n"
" api: set locations of input variables using api\n",
prog_name);
piglit_report_result(PIGLIT_FAIL);
}
void
piglit_init(int argc, char **argv)
{
if (argc != 2)
print_usage_and_exit(argv[0]);
/* 1st arg: location */
if(strcmp(argv[1], "shader") != 0 &&
strcmp(argv[1], "api") != 0)
print_usage_and_exit(argv[0]);
locations_in_shader = strcmp(argv[1], "shader") == 0;
if (locations_in_shader)
piglit_require_extension("GL_ARB_explicit_attrib_location");
piglit_require_extension("GL_ARB_vertex_array_object");
piglit_require_GLSL_version(130);
compile_shader();
if (!piglit_check_gl_error(GL_NO_ERROR))
piglit_report_result(PIGLIT_FAIL);
}
enum piglit_result
piglit_display()
{
int i;
bool pass = true;
float expected[3][4] = {
{0.0, 1.0, 0.0, 1.0}, /* green */
{0.0, 0.0, 1.0, 1.0}, /* blue */
{1.0, 1.0, 0.0, 1.0}}; /* yellow */
glUseProgram(prog);
for(i = 0; i < 3; i++) {
glUniform1i(glGetUniformLocation(prog, "x"), i);
/* Setup VertexAttribPointer for location=1. There should be
* only one active attribute pointer set to the shared location
* '1' at a time.
*/
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 11*sizeof(float),
(void *) ((2 + 3*i) * sizeof(float)));
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, (void *) 0);
pass = piglit_probe_rect_rgba(0, 0, piglit_width, piglit_height,
expected[i]) && pass;
piglit_present_results();
}
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
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