Commit d4925237 authored by Emma Anholt's avatar Emma Anholt
Browse files

glsl-fs-flat-color: New test for a bug in the i965 driver.

With the new FS backend, it was trying to do full interpolation on the
flat interpolation parameters, which don't have the deltas zeroed.
parent 82d13499
......@@ -358,6 +358,7 @@ add_shader_generic(shaders, 'glsl-fs-dot-vec2')
add_shader_generic(shaders, 'glsl-fs-dot-vec2-2')
add_shader_generic(shaders, 'glsl-fs-exp')
add_plain_test(shaders, 'glsl-fs-exp2')
add_plain_test(shaders, 'glsl-fs-flat-color')
add_shader_generic(shaders, 'glsl-fs-floor')
add_shader_generic(shaders, 'glsl-fs-f2b')
add_plain_test(shaders, 'glsl-fs-fragcoord')
......
......@@ -75,6 +75,7 @@ add_executable (glsl-uniform-update glsl-uniform-update.c)
add_executable (glsl-uniform-out-of-bounds glsl-uniform-out-of-bounds.c)
add_executable (glsl-fs-bug25902 glsl-fs-bug25902.c)
add_executable (glsl-fs-exp2 glsl-fs-exp2.c)
add_executable (glsl-fs-flat-color glsl-fs-flat-color.c)
add_executable (glsl-fs-fragcoord glsl-fs-fragcoord.c)
add_executable (glsl-fs-loop glsl-fs-loop.c)
add_executable (glsl-fs-loop-nested glsl-fs-loop-nested.c)
......
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_FrontColor = gl_Color;
}
/*
* Copyright © 2011 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 glsl-fs-flat-color.c
* Test that gl_Color works correctly with GL_SHADE_MODEL of GL_FLAT
*/
#include "piglit-util.h"
int piglit_width = 30, piglit_height = 30;
int piglit_window_mode = GLUT_RGB | GLUT_ALPHA | GLUT_DOUBLE;
GLuint prog;
GLvoid
draw_rect(float x, float y, float w, float h, float *color)
{
float verts[4][4];
float colors[16];
verts[0][0] = x;
verts[0][1] = y;
verts[0][2] = 0.0;
verts[0][3] = 1.0;
verts[1][0] = x + w;
verts[1][1] = y;
verts[1][2] = 0.0;
verts[1][3] = 1.0;
verts[2][0] = x + w;
verts[2][1] = y + h;
verts[2][2] = 0.0;
verts[2][3] = 1.0;
verts[3][0] = x;
verts[3][1] = y + h;
verts[3][2] = 0.0;
verts[3][3] = 1.0;
/* Fill in just the first color. We're flat shading, after all. */
memset(&colors, 0, sizeof(colors));
memcpy(colors, color, 4 * sizeof(float));
glVertexPointer(4, GL_FLOAT, 0, verts);
glEnableClientState(GL_VERTEX_ARRAY);
glColorPointer(4, GL_FLOAT, 0, colors);
glEnableClientState(GL_COLOR_ARRAY);
glDrawArrays(GL_POLYGON, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
}
enum piglit_result
piglit_display(void)
{
float green[4] = { 0.0, 1.0, 0.0, 1.0 };
enum piglit_result result = PIGLIT_SUCCESS;
glShadeModel(GL_FLAT);
draw_rect(-1, -1, 2, 2, green);
if (!piglit_probe_rect_rgba(0, 0, piglit_width, piglit_height, green))
result = PIGLIT_FAIL;
if (!piglit_automatic)
glutSwapBuffers();
return result;
}
void
piglit_init(int argc, char **argv)
{
GLuint vs, fs;
if (!GLEW_VERSION_2_0) {
printf("Requires OpenGL 2.0\n");
piglit_report_result(PIGLIT_SKIP);
}
vs = piglit_compile_shader(GL_VERTEX_SHADER,
"shaders/glsl-color-mvp.vert");
fs = piglit_compile_shader(GL_FRAGMENT_SHADER,
"shaders/glsl-color.frag");
prog = piglit_link_simple_program(vs, fs);
glDeleteShader(vs);
glDeleteShader(fs);
/* Don't try to render if the program failed to link, and linking
* had better succeed!
*/
if (!piglit_link_check_status(prog))
piglit_report_result(PIGLIT_FAILURE);
glUseProgram(prog);
}
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