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/*
* Copyright © 2013 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 rendezvous_by_location.c
* Simple test for separate shader objects that use rendezvous-by-location.
*
* There are two ways one might expect rendezvous-by-location to fail. One
* predicatble failure mode is for variables between two program objects to be
* linked in the order they appear in the shader text. Another predicatble
* failure mode is for variables between two program objects to be linked by
* name.
*
* This test tries both modes using a single fragement shader program. This
* program outputs two varibles, a and b, with locations specified. Two
* fragment shader programs are created, each having input variables a and b,
* with locations specified. In the first case, a and b are listed in the
* same order as in the vertex shader, but the locations are reversed (vertex
* shader output a has the location of fragment shader input b). In the
* second case, a and b are list in the reverse order as in the vertex shader.
* However, the assigned locations are the same as in the other fragment
* shader.
*/
#include "piglit-util-gl.h"
#include "sso-common.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
static GLuint pipeline_same_declaration_order;
static GLuint pipeline_same_location_order;
static const char *vs_code_template =
"#version %d\n"
"#extension GL_ARB_separate_shader_objects: require\n"
"#extension GL_ARB_explicit_attrib_location: require\n"
"\n"
"layout(location = 0) in vec4 piglit_vertex;\n"
"\n"
"layout(location = 2) out vec3 a;\n"
"layout(location = 3) out vec3 b;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = piglit_vertex;\n"
" a = vec3(0, 0, 1);\n"
" b = vec3(1, 0, 0);\n"
"}\n"
;
static const char *fs_code_same_declaration_order_template =
"#version %d\n"
"#extension GL_ARB_separate_shader_objects: require\n"
"#extension GL_ARB_explicit_attrib_location: enable\n"
"\n"
"#if __VERSION__ >= 130\n"
"layout(location = 0) out vec4 out_color;\n"
"#else\n"
"#define out_color gl_FragColor\n"
"#endif\n"
"\n"
"layout(location = 3) in vec3 a; /* should get vec3(1, 0, 0) */\n"
"layout(location = 2) in vec3 b; /* should get vec3(0, 0, 1) */\n"
"\n"
"void main()\n"
"{\n"
" out_color = vec4(cross(b, a), 1);\n"
"}\n"
;
static const char *fs_code_same_location_order_template =
"#version %d\n"
"#extension GL_ARB_separate_shader_objects: require\n"
"#extension GL_ARB_explicit_attrib_location: enable\n"
"\n"
"#if __VERSION__ >= 130\n"
"layout(location = 0) out vec4 out_color;\n"
"#else\n"
"#define out_color gl_FragColor\n"
"#endif\n"
"\n"
"layout(location = 2) in vec3 b; /* should get vec3(0, 0, 1) */\n"
"layout(location = 3) in vec3 a; /* should get vec3(1, 0, 0) */\n"
"\n"
"void main()\n"
"{\n"
" out_color = vec4(cross(b, a), 1);\n"
"}\n"
;
enum piglit_result
piglit_display(void)
{
static const float expected[] = {
0.0f, 1.0f, 0.0f, 1.0f
};
bool pass;
glClearColor(0.1f, 0.1f, 0.1f, 0.1f);
glClear(GL_COLOR_BUFFER_BIT);
glBindProgramPipeline(pipeline_same_declaration_order);
piglit_draw_rect(-1, -1, 1, 2);
glBindProgramPipeline(pipeline_same_location_order);
piglit_draw_rect(0, -1, 1, 2);
pass = piglit_probe_rect_rgba(0, 0, piglit_width, piglit_height,
expected);
piglit_present_results();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
void piglit_init(int argc, char **argv)
{
unsigned glsl_version;
GLuint vs_prog;
GLuint fs_prog_same_declaration_order;
GLuint fs_prog_same_location_order;
char *source;
bool pass = true;
piglit_require_vertex_shader();
piglit_require_fragment_shader();
piglit_require_extension("GL_ARB_separate_shader_objects");
piglit_require_extension("GL_ARB_explicit_attrib_location");
glsl_version = pick_a_glsl_version();
(void)!asprintf(&source, vs_code_template, glsl_version);
vs_prog = glCreateShaderProgramv(GL_VERTEX_SHADER, 1,
(const GLchar *const *) &source);
pass = piglit_link_check_status(vs_prog) && pass;
free(source);
(void)!asprintf(&source, fs_code_same_declaration_order_template, glsl_version);
fs_prog_same_declaration_order =
glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1,
(const GLchar *const *) &source);
pass = piglit_link_check_status(fs_prog_same_declaration_order) && pass;
free(source);
(void)!asprintf(&source, fs_code_same_location_order_template, glsl_version);
fs_prog_same_location_order =
glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1,
(const GLchar *const *) &source);
pass = piglit_link_check_status(fs_prog_same_location_order) && pass;
free(source);
glGenProgramPipelines(1, &pipeline_same_declaration_order);
glUseProgramStages(pipeline_same_declaration_order,
GL_VERTEX_SHADER_BIT,
vs_prog);
glUseProgramStages(pipeline_same_declaration_order,
GL_FRAGMENT_SHADER_BIT,
fs_prog_same_declaration_order);
piglit_program_pipeline_check_status(pipeline_same_declaration_order);
glGenProgramPipelines(1, &pipeline_same_location_order);
glUseProgramStages(pipeline_same_location_order,
GL_VERTEX_SHADER_BIT,
vs_prog);
glUseProgramStages(pipeline_same_location_order,
GL_FRAGMENT_SHADER_BIT,
fs_prog_same_location_order);
piglit_program_pipeline_check_status(pipeline_same_location_order);
pass = piglit_check_gl_error(0) && pass;
if (!pass)
piglit_report_result(PIGLIT_FAIL);
}
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