1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92
|
# simple display list test using one shader subroutine.
[require]
GL COMPAT >= 3.2
GLSL >= 1.50
GL_ARB_shader_subroutine
[vertex shader passthrough]
[fragment shader]
#version 150
#extension GL_ARB_shader_subroutine: enable
out vec4 color;
subroutine vec4 getcolor();
subroutine uniform getcolor GetColor;
subroutine(getcolor)
vec4 color_red()
{
return vec4(1.0, 0.0, 0.0, 1.0);
}
subroutine(getcolor)
vec4 color_green()
{
return vec4(0.0, 1.0, 0.0, 1.0);
}
subroutine(getcolor)
vec4 color_blue()
{
return vec4(0.0, 0.0, 1.0, 1.0);
}
void main()
{
color = GetColor();
}
[test]
clear color 0.1 0.1 0.1 0.1
clear
# Initialise subroutine to make sure call list is respected
subuniform GL_FRAGMENT_SHADER GetColor color_blue
draw rect -1 -1 2 2
probe all rgba 0.0 0.0 1.0 1.0
clear color 0.1 0.1 0.1 0.1
clear
newlist GL_COMPILE
subuniform GL_FRAGMENT_SHADER GetColor color_red
draw rect -1 -1 2 2
endlist
# make sure we haven't drawn anything yet
probe all rgba 0.1 0.1 0.1 0.1
# Set wrong subroutine to make sure the call list is respected
subuniform GL_FRAGMENT_SHADER GetColor color_blue
draw rect -1 -1 2 2
probe all rgba 0.0 0.0 1.0 1.0
calllist
probe all rgba 1.0 0.0 0.0 1.0
deletelist
clear color 0.1 0.1 0.1 0.1
clear
newlist GL_COMPILE_AND_EXECUTE
subuniform GL_FRAGMENT_SHADER GetColor color_green
draw rect -1 -1 2 2
endlist
probe all rgba 0.0 1.0 0.0 1.0
# Set wrong subroutine to make sure the call list is respected
subuniform GL_FRAGMENT_SHADER GetColor color_blue
draw rect -1 -1 2 2
probe all rgba 0.0 0.0 1.0 1.0
clear color 0.1 0.1 0.1 0.1
clear
calllist
probe all rgba 0.0 1.0 0.0 1.0
|