/* * 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. */ /** * \file sso-uniforms-01.c * Test setting uniform values with separate shader objects * * Creates two shader programs with a uniform named "color". In each shader * the uniform has differing types. The shaders are used, and the two * instances of the "color" uniform is combined to produce a result. * * \author Ian Romanick */ #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 const char vs_text[] = "uniform vec4 color;\n" "void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; " "gl_TexCoord[0] = color; }"; static const char fs_text[] = "uniform int color;\n" "void main() { gl_FragColor = gl_TexCoord[0] * float(color); }"; static GLuint prog[2]; enum piglit_result piglit_display(void) { static const float green[3] = { 0.0, 1.0, 0.0 }; static const float blue[3] = { 0.0, 0.0, 1.0 }; enum piglit_result result = PIGLIT_PASS; glClear(GL_COLOR_BUFFER_BIT); glColor3fv(blue); /* Bind the separately linked vertex shader and the separately linked * fragment shader using the new interfaces. This should produce a * green box. */ glUseShaderProgramEXT(GL_VERTEX_SHADER, prog[0]); glUseShaderProgramEXT(GL_FRAGMENT_SHADER, prog[1]); piglit_draw_rect(10, 10, 10, 10); if (!piglit_probe_pixel_rgb(15, 15, green)) result = PIGLIT_FAIL; if (!piglit_automatic) piglit_present_results(); return result; } void piglit_init(int argc, char **argv) { GLint loc; piglit_require_gl_version(20); piglit_require_extension("GL_EXT_separate_shader_objects"); glClearColor(0.3, 0.3, 0.3, 0.0); piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE); prog[0] = glCreateShaderProgramEXT(GL_VERTEX_SHADER, vs_text); prog[1] = glCreateShaderProgramEXT(GL_FRAGMENT_SHADER, fs_text); loc = glGetUniformLocation(prog[0], "color"); if (loc < 0) { printf("Unable to get uniform location in separate vertex " "shader"); piglit_report_result(PIGLIT_FAIL); } glActiveProgramEXT(prog[0]); glUniform4f(loc, 0.0, 0.5, 0.0, 0.5); loc = glGetUniformLocation(prog[1], "color"); if (loc < 0) { printf("Unable to get uniform location in separate fragment " "shader"); piglit_report_result(PIGLIT_FAIL); } glActiveProgramEXT(prog[1]); glUniform1i(loc, 2); }