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/*
* Copyright © 2013, 2019 Intel Corporation
* Copyright © 2015 Advanced Micro Devices, Inc.
*
* 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.
*/
/**
* This test uses separable program objects with 2 shaders (VS, GS)
* and tests that the same interface matching rules by name apply in
* between the VS -> GS interface as if it would not be separable.
*/
#include "piglit-util-gl.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_compat_version = 0;
config.supports_gl_core_version = 32;
config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE;
PIGLIT_GL_TEST_CONFIG_END
static const char *vs_code =
"#version 150\n"
"#extension GL_ARB_separate_shader_objects: require\n"
"\n"
"in vec4 piglit_vertex;\n"
"\n"
"out vec3 a;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = piglit_vertex;\n"
" a = vec3(0.5, 0, 0.3);\n"
"}\n"
;
static const char *gs_code =
"#version 150\n"
"#extension GL_ARB_separate_shader_objects: require\n"
"\n"
"layout(triangles) in;\n"
"layout(triangle_strip, max_vertices = 3) out;\n"
"\n"
"in vec3 va[];\n"
"\n"
"out vec3 ga;\n"
"\n"
"void main()\n"
"{\n"
" for (int i = 0; i < 3; i++) {"
" gl_Position = gl_in[i].gl_Position;\n"
" ga = va[i] * 1.35;\n"
" EmitVertex();\n"
" }\n"
"}\n"
;
enum piglit_result
piglit_display(void)
{
/* UNREACHED */
return PIGLIT_FAIL;
}
void piglit_init(int argc, char **argv)
{
GLuint prog;
bool pass;
piglit_require_extension("GL_ARB_separate_shader_objects");
prog = piglit_build_simple_program_unlinked_multiple_shaders(
GL_VERTEX_SHADER, vs_code,
GL_GEOMETRY_SHADER, gs_code,
0);
glProgramParameteri(prog, GL_PROGRAM_SEPARABLE, GL_TRUE);
piglit_check_gl_error(GL_NO_ERROR);
glLinkProgram(prog);
pass = !piglit_link_check_status_quiet(prog);
piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL);
}
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