/* * Copyright © 2012 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 referenced-by-shader.c * * From the GL_ARB_uniform_buffer_object spec: * * "If is UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER, * UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER, or * UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER, then a boolean * value indicating whether the uniform block identified by * is referenced by the vertex, geometry, or * fragment programming stage of , respectively, is * returned." */ #include "piglit-util-gl-common.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_width = 10; config.window_height = 10; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_ALPHA; PIGLIT_GL_TEST_CONFIG_END void piglit_init(int argc, char **argv) { bool pass = true; unsigned int i; GLuint vs, fs, prog; const char *vs_source = "#extension GL_ARB_uniform_buffer_object : enable\n" "uniform vs { float a; };\n" "uniform vsfs { float c; };\n" "uniform float dddd;\n" "void main() {\n" " gl_Position = gl_Vertex + vec4(a + c);\n" "}\n"; const char *fs_source = "#extension GL_ARB_uniform_buffer_object : enable\n" "uniform fs { float b; };\n" "uniform vsfs { float c; };\n" "uniform float dddd;\n" "void main() {\n" " gl_FragColor = vec4(b + c);\n" "}\n"; char name[10]; piglit_require_extension("GL_ARB_uniform_buffer_object"); fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_source); if (!fs) { fprintf(stderr, "Failed to compile shader:\n%s", fs_source); piglit_report_result(PIGLIT_FAIL); } vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_source); if (!vs) { fprintf(stderr, "Failed to compile shader:\n%s", vs_source); piglit_report_result(PIGLIT_FAIL); } prog = piglit_link_simple_program(vs, fs); if (!prog) { fprintf(stderr, "Failed to link shaders.\n"); piglit_report_result(PIGLIT_FAIL); } for (i = 0; i < 3; i++) { GLint ref_vs, ref_fs; glGetActiveUniformBlockName(prog, i, sizeof(name), NULL, name); glGetActiveUniformBlockiv(prog, i, GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER, &ref_vs); glGetActiveUniformBlockiv(prog, i, GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER, &ref_fs); printf("%10s: %d %d", name, ref_vs, ref_fs); if (strcmp(name, "vs") == 0) { if (!ref_vs || ref_fs) { printf(" FAIL"); pass = false; } } else if (strcmp(name, "fs") == 0) { if (ref_vs || !ref_fs) { printf(" FAIL"); pass = false; } } else if (strcmp(name, "vsfs") == 0) { if (!ref_vs || !ref_fs) { printf(" FAIL"); pass = false; } } else { printf(" FAIL"); pass = false; } printf("\n"); } piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL); } enum piglit_result piglit_display(void) { /* UNREACHED */ return PIGLIT_FAIL; }