Commit 14ec838b authored by Eric Anholt's avatar Eric Anholt

glsl-vs-if: new test to see if simple vs if statements work.

parent 07978f15
......@@ -102,6 +102,7 @@ shaders['glsl-uniform-update'] = PlainExecTest([testBinDir + 'glsl-uniform-updat
shaders['glsl-unused-varying'] = PlainExecTest([testBinDir + 'glsl-unused-varying', '-auto'])
shaders['glsl-fs-exp2'] = PlainExecTest([testBinDir + 'glsl-fs-exp2', '-auto'])
shaders['glsl-fs-log2'] = PlainExecTest([testBinDir + 'glsl-fs-log2', '-auto'])
shaders['glsl-vs-if'] = PlainExecTest([testBinDir + 'glsl-vs-if', '-auto'])
shaders['glsl-vs-loop'] = PlainExecTest([testBinDir + 'glsl-vs-loop', '-auto'])
shaders['vp-bad-program'] = PlainExecTest([testBinDir + 'vp-bad-program', '-auto'])
......
/*
* Copyright © 2009 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-vs-if.c
*
* Tests that exp2 produces the expected output in a fragment shader.
*/
#include <assert.h>
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <errno.h>
#include <sys/stat.h>
#define GL_GLEXT_PROTOTYPES
#include <GL/glew.h>
#if defined(__APPLE__)
#include <GLUT/glut.h>
#else
#include "GL/glut.h"
#endif
#include "piglit-util.h"
#define WIN_WIDTH 100
#define WIN_HEIGHT 100
static GLint prog;
static GLboolean Automatic;
static void
display(void)
{
GLboolean pass = GL_TRUE;
static const float red[] = {1.0, 0.0, 0.0, 0.0};
static const float green[] = {0.0, 1.0, 0.0, 0.0};
glClearColor(0.5, 0.5, 0.5, 0.5);
glClear(GL_COLOR_BUFFER_BIT);
piglit_draw_rect(10, 10, 10, 10);
piglit_draw_rect(30, 10, 10, 10);
pass &= piglit_probe_pixel_rgb(15, 15, red);
pass &= piglit_probe_pixel_rgb(35, 15, green);
glutSwapBuffers();
if (Automatic) {
piglit_report_result (pass ? PIGLIT_SUCCESS : PIGLIT_FAILURE);
}
}
static void key(unsigned char key, int x, int y)
{
(void) x;
(void) y;
switch (key) {
case 27:
exit(0);
break;
}
glutPostRedisplay();
}
static void init()
{
GLint vs, fs;
/* Set up projection matrix so we can just draw using window
* coordinates.
*/
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, WIN_WIDTH, 0, WIN_HEIGHT, -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
vs = piglit_compile_shader(GL_VERTEX_SHADER,
SOURCE_DIR "tests/shaders/glsl-vs-if.vert");
fs = piglit_compile_shader(GL_FRAGMENT_SHADER,
SOURCE_DIR "tests/shaders/glsl-vs-if.frag");
prog = piglit_link_simple_program(vs, fs);
glUseProgram(prog);
}
int main(int argc, char**argv)
{
int i;
glutInit(&argc, argv);
for(i = 1; i < argc; ++i) {
if (!strcmp(argv[i], "-auto"))
Automatic = 1;
else
printf("Unknown option: %s\n", argv[i]);
}
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
glutInitWindowSize(WIN_WIDTH, WIN_HEIGHT);
glutCreateWindow("glsl-vs-if");
glutKeyboardFunc(key);
glutDisplayFunc(display);
glewInit();
if (!GLEW_VERSION_2_0) {
printf("Requires OpenGL 2.0\n");
piglit_report_result(PIGLIT_SKIP);
exit(1);
}
init();
glutMainLoop();
return 0;
}
void main()
{
gl_FragColor = gl_Color;
}
void main()
{
if (gl_Vertex.x < 30)
gl_FrontColor = vec4(1.0, 0.0, 0.0, 0.0);
else
gl_FrontColor = vec4(0.0, 1.0, 0.0, 0.0);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
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