/* * Copyright © 2010 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. * * Authors: * Eric Anholt * */ /** @file glsl-vs-texturematrix-2.c * * Tests that we can access gl_TextureMatrix[n] in the vertex shader. * * Compared to glsl-vs-texturematrix-1, this uses varying access of the array. */ #include "piglit-util-gl.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 GLint prog; enum piglit_result piglit_display(void) { GLboolean pass = GL_TRUE; static const float red[] = {1.0, 0.0, 0.0, 1.0}; static const float green[] = {0.0, 1.0, 0.0, 1.0}; static const float blue[] = {0.0, 0.0, 1.0, 1.0}; static const float white[] = {1.0, 1.0, 1.0, 1.0}; GLuint tex; glActiveTexture(GL_TEXTURE1); tex = piglit_rgbw_texture(GL_RGBA, 8, 8, GL_FALSE, GL_FALSE, GL_UNSIGNED_NORMALIZED); glEnable(GL_TEXTURE_2D); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glRotatef(90, 0, 0, 1); piglit_draw_rect(-1, -1, 2, 2); pass = piglit_probe_pixel_rgba(piglit_width * 1 / 4, piglit_height * 1 / 4, blue) && pass; pass = piglit_probe_pixel_rgba(piglit_width * 3 / 4, piglit_height * 1 / 4, red) && pass; pass = piglit_probe_pixel_rgba(piglit_width * 1 / 4, piglit_height * 3 / 4, white) && pass; pass = piglit_probe_pixel_rgba(piglit_width * 3 / 4, piglit_height * 3 / 4, green) && pass; piglit_present_results(); glDeleteTextures(1, &tex); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { GLint vs, fs; int loc; piglit_require_gl_version(20); vs = piglit_compile_shader(GL_VERTEX_SHADER, "shaders/glsl-vs-texturematrix-2.vert"); fs = piglit_compile_shader(GL_FRAGMENT_SHADER, "shaders/glsl-tex.frag"); prog = piglit_link_simple_program(vs, fs); glUseProgram(prog); loc = glGetUniformLocation(prog, "sampler"); glUniform1i(loc, 1); loc = glGetUniformLocation(prog, "i"); glUniform1f(loc, 1.0); }