glsl-fs-mix-constant.c 2.27 KB
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/*
 * 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 <eric@anholt.net>
 *
 */

/** @file glsl-fs-mix-constant.c
 *
 * Tests that mix() produces the expected output in a fragment shader with
 * all constant arguments.
 */

#include "piglit-util.h"

int piglit_width = 100, piglit_height = 100;
int piglit_window_mode = GLUT_RGB | GLUT_DOUBLE | GLUT_ALPHA;

static GLint prog;

enum piglit_result
piglit_display(void)
{
	GLboolean pass = GL_TRUE;
	static const float gray[] = {0.5, 0.5, 0.5, 0.5};

	glClearColor(0.0, 1.0, 0.0, 0.0);
	glClear(GL_COLOR_BUFFER_BIT);

	piglit_draw_rect(10, 10, 10, 10);

	pass &= piglit_probe_pixel_rgba(15, 15, gray);

	glutSwapBuffers();

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	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
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}

void
piglit_init(int argc, char **argv)
{
	GLint vs, fs;

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	if (piglit_get_gl_version() < 20) {
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		printf("Requires OpenGL 2.0\n");
		piglit_report_result(PIGLIT_SKIP);
	}

	piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);

	vs = piglit_compile_shader(GL_VERTEX_SHADER,
				   "shaders/glsl-mvp.vert");
	fs = piglit_compile_shader(GL_FRAGMENT_SHADER,
				   "shaders/glsl-fs-mix-constant.frag");

	prog = piglit_link_simple_program(vs, fs);

	glUseProgram(prog);
}