[Piglit] [PATCH] Test case on rendering with only fragment shader but no vertex shader.

jian.j.zhao at intel.com jian.j.zhao at intel.com
Wed Nov 2 02:12:45 PDT 2011


From: Jian Zhao <jian.j.zhao at intel.com>

According to OpenGL2.1 Reference Page on glLinkProgram at http://www.opengl.org/sdk/docs/man/, it should use fixed function pipeline if there is no vertex shader or fragment shader. The spec is as following:
        "If program contains shader objects
        of type GL_VERTEX_SHADER but does not
        contain shader objects of type
        GL_FRAGMENT_SHADER, the vertex shader will
        be linked against the implicit interface for fixed functionality
        fragment processing. Similarly, if
        program contains shader objects of type
        GL_FRAGMENT_SHADER but it does not contain
        shader objects of type GL_VERTEX_SHADER,
        the fragment shader will be linked against the implicit
        interface for fixed functionality vertex processing."
---
 tests/shaders/CMakeLists.gl.txt                |    1 +
 tests/shaders/glsl-no-vertex-shader-compiled.c |  153 ++++++++++++++++++++++++
 2 files changed, 154 insertions(+), 0 deletions(-)
 create mode 100644 tests/shaders/glsl-no-vertex-shader-compiled.c

diff --git a/tests/shaders/CMakeLists.gl.txt b/tests/shaders/CMakeLists.gl.txt
index 175458c..208d7f1 100644
--- a/tests/shaders/CMakeLists.gl.txt
+++ b/tests/shaders/CMakeLists.gl.txt
@@ -65,6 +65,7 @@ add_executable (getuniform-02 getuniform-02.c)
 add_executable (glsl-invalid-asm-01 glsl-invalid-asm-01.c)
 add_executable (glsl-invalid-asm-02 glsl-invalid-asm-02.c)
 add_executable (glsl-novertexdata glsl-novertexdata.c)
+add_executable (glsl-no-vertex-shader-compiled glsl-no-vertex-shader-compiled.c)
 add_executable (glsl-orangebook-ch06-bump glsl-orangebook-ch06-bump.c)
 add_executable (glsl-reload-source glsl-reload-source.c)
 add_executable (glsl-unused-varying glsl-unused-varying.c)
diff --git a/tests/shaders/glsl-no-vertex-shader-compiled.c b/tests/shaders/glsl-no-vertex-shader-compiled.c
new file mode 100644
index 0000000..bdc86b0
--- /dev/null
+++ b/tests/shaders/glsl-no-vertex-shader-compiled.c
@@ -0,0 +1,153 @@
+/*
+ * 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.
+ *
+ * Authors:
+ *    Jian Zhao <jian.j.zhao at intel.com>
+ *
+ */
+
+/** @file glsl-no-vertex-shader-compiled.c
+ *
+ * Tests that OpenGL shader should work well when only have fragment shader(or vertext shader), but now if without vertext shader it doesn't work.
+   In the OpenGL2.1 Reference Page on glLinkProgram at http://www.opengl.org/sdk/docs/man/, says:
+   "If program contains shader objects
+	of type GL_VERTEX_SHADER but does not
+	contain shader objects of type
+	GL_FRAGMENT_SHADER, the vertex shader will
+	be linked against the implicit interface for fixed functionality
+	fragment processing. Similarly, if
+	program contains shader objects of type
+	GL_FRAGMENT_SHADER but it does not contain
+	shader objects of type GL_VERTEX_SHADER,
+	the fragment shader will be linked against the implicit
+	interface for fixed functionality vertex processing."
+ *
+ */
+
+#include "piglit-util.h"
+#include "piglit-framework.h"
+
+int piglit_width = 100, piglit_height = 100;
+int piglit_window_mode = GLUT_RGBA | GLUT_DOUBLE;
+
+static GLint prog;
+
+static const char fs_vector_template[] =
+"#version 120\n"
+"void main() \n"
+"{ \n"
+"    gl_FragColor = vec4(0.2,0.8,0.2,1.0); \n"
+"} \n";
+
+
+enum piglit_result
+piglit_display(void)
+{
+	GLboolean result = PIGLIT_PASS;
+	GLfloat expectedColor[4] = {0.2, 0.8, 0.2, 1.0};
+
+	glClearColor(1.0, 0.1, 0.1, 0.0);
+	glClear(GL_COLOR_BUFFER_BIT );
+
+	glColor4f(0.0, 0.0, 1.0, 0.0);
+	glBegin(GL_QUADS);
+	glVertex3f(0.0, 0.0, 0.0);
+	glVertex3f(0.5, 0.0, 0.0);
+	glVertex3f(0.5, 0.5, 0.0);
+	glVertex3f(0.0, 0.5, 0.0);
+	glEnd();
+
+	result = piglit_probe_pixel_rgba(piglit_width /2, piglit_height / 2,
+					expectedColor) ? PIGLIT_PASS : PIGLIT_FAIL;
+	glutSwapBuffers();
+	
+	return result;
+}
+
+static GLuint compile_shader(GLenum shaderType, const char * text)
+{
+        GLuint shader;
+        GLint status;
+
+        shader = glCreateShaderObjectARB(shaderType);
+        glShaderSourceARB(shader, 1, (const GLchar **)&text, NULL);
+        glCompileShaderARB(shader);
+
+        glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
+	if (!status) {
+                GLchar log[1000];
+                GLsizei len;
+                glGetInfoLogARB(shader, 1000, &len, log);
+                fprintf(stderr, "Error: problem compiling shader: %s\n", log);
+                piglit_report_result(PIGLIT_FAIL);
+        }
+
+        return shader;
+}
+
+static GLuint link_program(GLuint fs)
+{
+        GLuint program;
+        GLint status;
+
+        program = glCreateProgramObjectARB();
+
+        if (fs)
+                glAttachObjectARB(program, fs);
+
+        glLinkProgramARB(program);
+        glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &status);
+        if (!status) {
+                GLchar log[1000];
+                GLsizei len;
+                glGetInfoLogARB(program, 1000, &len, log);
+                fprintf(stderr, "Error: problem linking program: %s\n", log);
+                piglit_report_result(PIGLIT_FAIL);
+        }
+
+        return program;
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+	GLint fs;
+	char *fs_buffer;
+
+	if (!GLEW_VERSION_2_0 || !GLEW_ARB_shader_objects || !GLEW_ARB_vertex_shader || !GLEW_ARB_fragment_shader) {
+                printf("Requires ARB_shader_objects and ARB_{vertex,fragment}_shader\n");
+                piglit_report_result(PIGLIT_SKIP);
+        }
+
+	piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
+	
+	fs_buffer = (char *) malloc(sizeof(char) * (strlen(fs_vector_template)+1));
+	strcpy(fs_buffer, fs_vector_template);
+	fs = compile_shader(GL_FRAGMENT_SHADER_ARB, fs_buffer);
+
+	prog = link_program(fs);
+
+	glUseProgramObjectARB(prog);
+
+	if(fs_buffer)
+		free(fs_buffer);
+}
-- 
1.7.0.1



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