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/*
* Copyright © 2017 Fabian Bieler
*
* 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 uniform-matrix-transposed.c: Test transposed matrix loading
*/
#include "piglit-util-gl.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_compat_version = 20;
config.window_visual = PIGLIT_GL_VISUAL_RGBA;
config.khr_no_error_support = PIGLIT_NO_ERRORS;
PIGLIT_GL_TEST_CONFIG_END
static const char *fs_text =
"uniform mat4 uniformMat4t;\n"
"void main()\n"
"{\n"
" gl_FragColor = uniformMat4t[2];\n"
"}\n";
enum piglit_result
piglit_display(void)
{
glClear(GL_COLOR_BUFFER_BIT);
piglit_draw_rect(-1, -1, 2, 2);
const float expected_color[] = {0.2, 0.0, 1.0, 0.8};
const bool pass = piglit_probe_pixel_rgba(piglit_width / 2,
piglit_height / 2,
expected_color);
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
void
piglit_init(int argc, char **argv)
{
const int program = piglit_build_simple_program(NULL, fs_text);
glUseProgram(program);
static const float uniformMatrix[16] = {
1.0, 0.1, 0.2, 0.3,
0.0, 1.0, 0.0, 0.4,
0.0, 1.0, 1.0, 0.5,
0.6, 0.7, 0.8, 1.0
};
const int umat4t = glGetUniformLocation(program, "uniformMat4t");
glUniformMatrix4fv(umat4t, 1, GL_TRUE, uniformMatrix);
}
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