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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 sso-common.c
* Utility functions used by multiple separate shader objects tests.
*/
#include "piglit-util-gl.h"
#include "sso-common.h"
/**
* Pick a GLSL version that will work with explicit location layout qualifiers
*
* Some NVIDIA drivers have issues with layout qualifiers, 'in' keywords, and
* 'out' keywords in "lower" GLSL versions. If the driver supports GLSL >=
* 1.40, use 1.40. Otherwise, pick the highest version that the driver
* supports.
*
* 1.40 is selected as the maximum version because core-profile contexts
* aren't required to support versions earlier than 1.40. Otherwise, 1.30
* would also work.
*/
unsigned
pick_a_glsl_version(void)
{
unsigned glsl_version;
bool es;
int glsl_major;
int glsl_minor;
piglit_get_glsl_version(&es, &glsl_major, &glsl_minor);
glsl_version = ((glsl_major * 100) + glsl_minor) >= 140
? 140 : ((glsl_major * 100) + glsl_minor);
return glsl_version;
}
GLuint
format_and_link_program(GLenum type, const char* code, unsigned glsl_version)
{
char *source;
GLuint prog;
(void)!asprintf(&source, code, glsl_version);
prog = glCreateShaderProgramv(type, 1,
(const GLchar *const *) &source);
piglit_link_check_status(prog);
free(source);
return prog;
}
/**
* Create a transform feedback object and some storage for the data
*
* \note
* The XFB object will be bound on exit. The buffer object for the XFB data
* will be bound to the XFB object and the \c GL_TRANSFORM_FEEDBACK_BUFFER
* binding on exit.
*/
void
configure_transform_feedback_object(GLuint *xfb, GLuint *buf)
{
glGenBuffers(1, buf);
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, *buf);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, 1024, NULL, GL_STREAM_READ);
glGenTransformFeedbacks(1, xfb);
glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, *xfb);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, *buf);
}
/**
* Create a separable vertex shader program with transform feedback output
*
* A vertex shader must be created using the "traditional" API because
* \c glTransformFeedbackVaryings must be called before linking. There is no
* way to do that with \c glCreateShaderProgramv.
*/
bool
CreateShaderProgram_with_xfb(const char *source,
const char **varyings,
unsigned num_varyings,
GLuint *vs_prog)
{
GLuint vs = piglit_compile_shader_text(GL_VERTEX_SHADER, source);
*vs_prog = glCreateProgram();
glAttachShader(*vs_prog, vs);
glProgramParameteri(*vs_prog, GL_PROGRAM_SEPARABLE, GL_TRUE);
glTransformFeedbackVaryings(*vs_prog, num_varyings, varyings,
GL_INTERLEAVED_ATTRIBS);
glLinkProgram(*vs_prog);
glDeleteShader(vs);
return piglit_link_check_status(*vs_prog);
}
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