[Piglit] [PATCH 2/2] Removed Glean glsl1 test.
Laura Ekstrand
laura at jlekstrand.net
Mon Oct 13 18:12:34 PDT 2014
---
tests/all.py | 95 +-
tests/glean/CMakeLists.gl.txt | 1 -
tests/glean/tglsl1.cpp | 2180 -----------------------------------------
tests/glean/tglsl1.h | 97 --
4 files changed, 1 insertion(+), 2372 deletions(-)
delete mode 100644 tests/glean/tglsl1.cpp
delete mode 100644 tests/glean/tglsl1.h
diff --git a/tests/all.py b/tests/all.py
index ca6639c..ab0a742 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -147,98 +147,6 @@ glean['texUnits'] = GleanTest('texUnits')
glean['vertArrayBGRA'] = GleanTest('vertArrayBGRA')
glean['vertattrib'] = GleanTest('vertattrib')
-glean_glsl_tests = [
- 'Primary plus secondary color',
- 'Global vars and initializers',
- 'Global vars and initializers (2)',
- 'Swizzle',
- 'Swizzle (rgba)',
- 'Swizzle (stpq)',
- 'Writemask',
- 'Swizzled writemask',
- 'Swizzled writemask (2)',
- 'Swizzled writemask (rgba)',
- 'Swizzled writemask (stpq)',
- 'Swizzled expression',
- 'Swizzle in-place',
- 'Swizzled swizzle',
- 'Swizzled swizzled swizzle',
- 'gl_FragDepth writing',
- 'chained assignment',
- 'cross() function, in-place',
- 'sequence (comma) operator',
- '&& operator, short-circuit',
- '|| operator, short-circuit',
- 'GL state variable reference (gl_FrontMaterial.ambient)',
- 'GL state variable reference (gl_LightSource[0].diffuse)',
- 'GL state variable reference (diffuse product)',
- 'GL state variable reference (point size)',
- 'GL state variable reference (point attenuation)',
- 'linear fog',
- 'built-in constants',
- 'texture2D()',
- 'texture2D(), computed coordinate',
- 'texture2D(), with bias',
- '2D Texture lookup with explicit lod (Vertex shader)',
- 'texture2DProj()',
- 'texture1D()',
- 'texture3D()',
- 'texture3D(), computed coord',
- 'shadow2D(): 1',
- 'shadow2D(): 2',
- 'shadow2D(): 3',
- 'shadow2D(): 4',
- 'nested function calls (1)',
- 'nested function calls (2)',
- 'nested function calls (3)',
- 'TPPStreamCompiler::assignOperands',
- 'matrix column check (1)',
- 'matrix column check (2)',
- 'matrix, vector multiply (1)',
- 'matrix, vector multiply (2)',
- 'matrix, vector multiply (3)',
- 'uniform matrix',
- 'uniform matrix, transposed',
- 'struct (1)',
- 'struct (2)',
- 'struct (3)',
- 'struct (4)',
- 'Preprocessor test 1 (#if 0)',
- 'Preprocessor test 2 (#if 1)',
- 'Preprocessor test 3 (#if ==)',
- 'Preprocessor test 4 (#if 1, #define macro)',
- 'Preprocessor test 5 (#if 1, #define macro)',
- 'Preprocessor test 6 (#if 0, #define macro)',
- 'Preprocessor test 7 (multi-line #define)',
- 'Preprocessor test 8 (#ifdef)',
- 'Preprocessor test 9 (#ifndef)',
- 'Preprocessor test 10 (#if defined())',
- 'Preprocessor test 11 (#elif)',
- 'Preprocessor test 12 (#elif)',
- 'Preprocessor test 13 (nested #if)',
- 'Preprocessor test 14 (nested #if)',
- 'Preprocessor test 15 (nested #if, #elif)',
- 'Preprocessor test (extension test 1)',
- 'Preprocessor test (extension test 2)',
- 'Preprocessor test (extension test 3)',
- 'Preprocessor test (11)',
- 'undefined variable',
- 'if (boolean-scalar) check',
- 'break with no loop',
- 'continue with no loop',
- 'illegal assignment',
- 'syntax error check (1)',
- 'syntax error check (2)',
- 'syntax error check (3)',
- 'TIntermediate::addUnaryMath',
- 'GLSL 1.30 precision qualifiers',
- 'GLSL 1.20 invariant, centroid qualifiers',
- 'Divide by zero',
- 'gl_Position not written check',
- 'varying var mismatch',
- 'varying read but not written',
- 'texcoord varying']
-
glean_fp_tests = ['ABS test',
'ADD test',
'ADD with saturation',
@@ -335,8 +243,7 @@ glean_vp_tests = ['ABS test',
'Divide by zero test',
'Infinity and nan test']
-for pairs in [(['glsl1'], glean_glsl_tests),
- (['fragProg1'], glean_fp_tests),
+for pairs in [(['fragProg1'], glean_fp_tests),
(['vertProg1'], glean_vp_tests)]:
for prefix, name in itertools.product(*pairs):
groupname = "glean/{0}-{1}".format(prefix, name)
diff --git a/tests/glean/CMakeLists.gl.txt b/tests/glean/CMakeLists.gl.txt
index 5c2a239..caf7532 100644
--- a/tests/glean/CMakeLists.gl.txt
+++ b/tests/glean/CMakeLists.gl.txt
@@ -34,7 +34,6 @@ piglit_add_executable (glean
tfbo.cpp
tfpexceptions.cpp
tfragprog1.cpp
- tglsl1.cpp
tlogicop.cpp
tmultitest.cpp
toccluqry.cpp
diff --git a/tests/glean/tglsl1.cpp b/tests/glean/tglsl1.cpp
deleted file mode 100644
index 549f9fa..0000000
--- a/tests/glean/tglsl1.cpp
+++ /dev/null
@@ -1,2180 +0,0 @@
-// BEGIN_COPYRIGHT -*- glean -*-
-//
-// Copyright (C) 1999 Allen Akin All Rights Reserved.
-// Copyright (C) 2008 VMware, Inc. All Rights Reserved.
-//
-// 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 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 ALLEN AKIN 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.
-//
-// END_COPYRIGHT
-
-// tglsl1.h: Test OpenGL shading language
-// Brian Paul 6 March 2007
-
-#define GL_GLEXT_PROTOTYPES
-
-#include <stdlib.h>
-#include <cassert>
-#include <cstring>
-#include <math.h>
-#include "tglsl1.h"
-
-
-namespace GLEAN {
-
-#define FLAG_NONE 0x0
-#define FLAG_LOOSE 0x1 // to indicate a looser tolerance test is needed
-#define FLAG_ILLEGAL_SHADER 0x2 // the shader test should not compile
-#define FLAG_ILLEGAL_LINK 0x4 // the shaders should not link
-#define FLAG_VERSION_1_20 0x8 // GLSL 1.20 test
-#define FLAG_VERSION_1_30 0x10 // GLSL 1.30 test
-#define FLAG_WINDING_CW 0x20 // clockwise-winding polygon
-#define FLAG_VERTEX_TEXTURE 0x40
-#define FLAG_ARB_DRAW_BUFFERS 0x80
-
-#define DONT_CARE_Z -1.0
-
-#define NO_VERTEX_SHADER NULL
-#define NO_FRAGMENT_SHADER NULL
-
-#define PRIMARY_R 0.25
-#define PRIMARY_G 0.75
-#define PRIMARY_B 0.5
-#define PRIMARY_A 0.25
-#define SECONDARY_R 0.0
-#define SECONDARY_G 0.25
-#define SECONDARY_B 0.25
-#define SECONDARY_A 1.0
-
-#define AMBIENT { 0.2, 0.4, 0.6, 0.8 }
-#define LIGHT_DIFFUSE { 0.1, 0.3, 0.5, 0.7 }
-#define MAT_DIFFUSE { 0.1, 0.3, 0.5, 0.7 }
-#define DIFFUSE_PRODUCT { 0.01, 0.09, 0.25, 0.7 } // note alpha!
-
-#define UNIFORM1 {1.0, 0.25, 0.75, 0.0 } // don't change!
-
-#define PSIZE 3.0
-#define PSIZE_MIN 2.0
-#define PSIZE_MAX 8.0
-#define PSIZE_THRESH 1.5
-#define PSIZE_ATTEN0 4.0
-#define PSIZE_ATTEN1 5.0
-#define PSIZE_ATTEN2 6.0
-
-#define FOG_START 100.0
-#define FOG_END 200.0
-#define FOG_R 1.0
-#define FOG_G 0.5
-#define FOG_B 1.0
-#define FOG_A 0.0
-
-static const GLfloat PrimaryColor[4] = { PRIMARY_R, PRIMARY_G,
- PRIMARY_B, PRIMARY_A };
-static const GLfloat SecondaryColor[4] = { SECONDARY_R, SECONDARY_G,
- SECONDARY_B, SECONDARY_A };
-
-static const GLfloat Ambient[4] = AMBIENT;
-static const GLfloat MatDiffuse[4] = MAT_DIFFUSE;
-static const GLfloat LightDiffuse[4] = LIGHT_DIFFUSE;
-
-static const GLfloat Uniform1[4] = UNIFORM1;
-static const GLfloat UniformArray[4] = { 0.1, 0.25, 0.5, 0.75 };
-static const GLfloat UniformArray4[4][4] = {
- { 0.1, 0.2, 0.3, 0.4 },
- { 0.9, 0.8, 0.7, 0.6 },
- { 0.5, 0.6, 0.7, 0.5 },
- { 0.3, 0.4, 0.5, 0.6 }
-};
-
-static const GLfloat PointAtten[3] = { PSIZE_ATTEN0, PSIZE_ATTEN1, PSIZE_ATTEN2 };
-static const GLfloat FogColor[4] = { FOG_R, FOG_G, FOG_B, FOG_A };
-
-// Shader program test cases
-static const ShaderProgram Programs[] = {
- // Simple tests =======================================================
- {
- "Primary plus secondary color",
- // vert shader:
- "void main() { \n"
- " gl_Position = ftransform(); \n"
- " gl_FrontColor = gl_Color + gl_SecondaryColor; \n"
- "} \n",
- // frag shader:
- "void main() { \n"
- " gl_FragColor = gl_Color; \n"
- "} \n",
- { PRIMARY_R + SECONDARY_R,
- PRIMARY_G + SECONDARY_G,
- PRIMARY_B + SECONDARY_B,
- 1.0 /*PRIMARY_A + SECONDARY_A*/ },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "Global vars and initializers",
- NO_VERTEX_SHADER,
- "vec4 c = vec4(1.0, 0.5, 0.25, 0.0); \n"
- "void main() { \n"
- " gl_FragColor = c; \n"
- "} \n",
- { 1.0, 0.5, 0.25, 0.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "Global vars and initializers (2)",
- NO_VERTEX_SHADER,
- "vec4 c1 = vec4(0.4, 0.5, 0.25, 0.0); \n"
- "vec4 c2 = vec4(0.3, 0.5, 0.5, 0.4); \n"
- "vec4 c3 = c1 + c2; \n"
- "void main() { \n"
- " gl_FragColor = c3; \n"
- "} \n",
- { 0.7, 1.0, 0.75, 0.4 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- // Swizzle, writemask =================================================
- {
- "Swizzle",
- NO_VERTEX_SHADER,
- "void main() { \n"
- " vec4 a = vec4(0.5, 0.25, 0.0, 1.0); \n"
- " gl_FragColor = a.yxxz; \n"
- "} \n",
- { 0.25, 0.5, 0.5, 0.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "Swizzle (rgba)",
- NO_VERTEX_SHADER,
- "void main() { \n"
- " vec4 a = vec4(0.5, 0.25, 0.0, 1.0); \n"
- " gl_FragColor = a.grrb; \n"
- "} \n",
- { 0.25, 0.5, 0.5, 0.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "Swizzle (stpq)",
- NO_VERTEX_SHADER,
- "void main() { \n"
- " vec4 a = vec4(0.5, 0.25, 0.0, 1.0); \n"
- " gl_FragColor = a.tssp; \n"
- "} \n",
- { 0.25, 0.5, 0.5, 0.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "Writemask",
- NO_VERTEX_SHADER,
- "void main() { \n"
- " gl_FragColor = vec4(1.0); \n"
- " gl_FragColor.x = 0.5; \n"
- " gl_FragColor.z = 0.25; \n"
- "} \n",
- { 0.5, 1.0, 0.25, 1.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "Swizzled writemask",
- NO_VERTEX_SHADER,
- "void main() { \n"
- " gl_FragColor.zwxy = vec4(1.0, 0.5, 0.25, 0.75); \n"
- "} \n",
- { 0.25, 0.75, 1.0, 0.5 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "Swizzled writemask (2)",
- NO_VERTEX_SHADER,
- "void main() { \n"
- " gl_FragColor.zy = vec2(1.0, 0.5); \n"
- " gl_FragColor.wx = vec2(0.25, 0.75); \n"
- "} \n",
- { 0.75, 0.5, 1.0, 0.25 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "Swizzled writemask (rgba)",
- NO_VERTEX_SHADER,
- "void main() { \n"
- " gl_FragColor.bg = vec2(1.0, 0.5); \n"
- " gl_FragColor.ar = vec2(0.25, 0.75); \n"
- "} \n",
- { 0.75, 0.5, 1.0, 0.25 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "Swizzled writemask (stpq)",
- NO_VERTEX_SHADER,
- "void main() { \n"
- " gl_FragColor.pt = vec2(1.0, 0.5); \n"
- " gl_FragColor.qs = vec2(0.25, 0.75); \n"
- "} \n",
- { 0.75, 0.5, 1.0, 0.25 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "Swizzled expression",
- NO_VERTEX_SHADER,
- "void main() { \n"
- " vec4 a = vec4(1, 1, 1, 1); \n"
- " vec4 b = vec4(0.5, 0.2, 0.1, 0.8); \n"
- " vec4 c = (a * b).wzyx; \n"
- " gl_FragColor = c; \n"
- "} \n",
- { 0.8, 0.1, 0.2, 0.5 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- // This test targets SOA implementations where we have to
- // check for SOA dependencies.
- "Swizzle in-place",
- NO_VERTEX_SHADER,
- "void main() { \n"
- " vec4 a = vec4(0.5, 0.2, 0.1, 0.8); \n"
- " a = a.yxwz; \n"
- " gl_FragColor = a; \n"
- "} \n",
- { 0.2, 0.5, 0.8, 0.1 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "Swizzled swizzle",
- NO_VERTEX_SHADER,
- "void main() { \n"
- " vec4 a = vec4(0.1, 0.2, 0.3, 0.4); \n"
- " vec4 b = a.wzyx.yxwz; \n"
- " gl_FragColor = b; \n"
- "} \n",
- { 0.3, 0.4, 0.1, 0.2 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "Swizzled swizzled swizzle",
- NO_VERTEX_SHADER,
- "void main() { \n"
- " vec4 a = vec4(0.1, 0.2, 0.3, 0.4); \n"
- " vec4 b = a.wzyx.yxwz.xxyz; \n"
- " gl_FragColor = b; \n"
- "} \n",
- { 0.3, 0.3, 0.4, 0.1 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
-
- // Z-write ============================================================
- {
- "gl_FragDepth writing",
- NO_VERTEX_SHADER,
- "void main() { \n"
- " gl_FragColor = vec4(0.5); \n"
- " gl_FragDepth = 0.25; \n"
- "} \n",
- { 0.5, 0.5, 0.5, 0.5 },
- 0.25, // Z value
- FLAG_NONE
- },
-
- // Basic arithmetic ===================================================
- {
- "chained assignment",
- NO_VERTEX_SHADER,
- "void main() { \n"
- " float x, y, z; \n"
- " x = y = z = 0.25; \n"
- " gl_FragColor = vec4(x + y + z); \n"
- "} \n",
- { 0.75, 0.75, 0.75, 0.75 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- // built-in functions ================================================
- {
- // This is a Mesa regression test (bump.c)
- "cross() function, in-place",
- NO_VERTEX_SHADER,
- "void main() { \n"
- " vec3 u,v ; \n"
- " u.x = 0.8; \n"
- " u.y = -0.5; \n"
- " u.z = 1.0; \n"
- " v.x = 0.1; \n"
- " v.y = 0.5; \n"
- " v.z = -2.0; \n"
- " u = cross(u, v); \n"
- " gl_FragColor.xyz = u; \n"
- " gl_FragColor.w = 1.0; \n"
- "} \n",
- { 0.502, 1.0, 0.4509, 1.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- // Flow Control ======================================================
- {
- "sequence (comma) operator",
- NO_VERTEX_SHADER,
- "void main() { \n"
- " float x, y, z; \n"
- " x = 1.0, y = 0.5, z = x * y; \n"
- " gl_FragColor = vec4(z); \n"
- "} \n",
- { 0.5, 0.5, 0.5, 0.5 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- // Logical operators =================================================
- {
- "&& operator, short-circuit",
- NO_VERTEX_SHADER,
- "void main() { \n"
- " float x = 0.75; \n"
- " // this should always be false \n"
- " if (x <= 0.5 && ++x > 0.0) { \n"
- " x += 0.1; \n"
- " } \n"
- " gl_FragColor = vec4(x); \n"
- "} \n",
- { 0.75, 0.75, 0.75, 0.75 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "|| operator, short-circuit",
- NO_VERTEX_SHADER,
- "void main() { \n"
- " float x = 0.75; \n"
- " // this should always be true \n"
- " if (x >= 0.5 || ++x >= 0.0) { \n"
- " x += 0.1; \n"
- " } \n"
- " gl_FragColor = vec4(x); \n"
- "} \n",
- { 0.85, 0.85, 0.85, 0.85 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- // GL state refs =====================================================
- {
- "GL state variable reference (gl_FrontMaterial.ambient)",
- NO_VERTEX_SHADER,
- "void main() { \n"
- " gl_FragColor = gl_FrontMaterial.ambient; \n"
- "} \n",
- AMBIENT,
- DONT_CARE_Z,
- FLAG_NONE
- },
- {
- "GL state variable reference (gl_LightSource[0].diffuse)",
- NO_VERTEX_SHADER,
- "void main() { \n"
- " gl_FragColor = gl_LightSource[0].diffuse; \n"
- "} \n",
- LIGHT_DIFFUSE,
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "GL state variable reference (diffuse product)",
- NO_VERTEX_SHADER,
- "void main() { \n"
- " gl_FragColor = gl_FrontLightProduct[0].diffuse; \n"
- "} \n",
- DIFFUSE_PRODUCT,
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "GL state variable reference (point size)",
- "void main() { \n"
- " gl_Position = ftransform(); \n"
- " gl_FrontColor.x = gl_Point.size * 0.1; \n"
- " gl_FrontColor.y = gl_Point.sizeMin * 0.1; \n"
- " gl_FrontColor.z = gl_Point.sizeMax * 0.1; \n"
- " gl_FrontColor.w = 0.0; \n"
- "} \n",
- NO_FRAGMENT_SHADER,
- { PSIZE * 0.1, PSIZE_MIN * 0.1, PSIZE_MAX * 0.1, 0.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "GL state variable reference (point attenuation)",
- "void main() { \n"
- " gl_Position = ftransform(); \n"
- " gl_FrontColor.x = gl_Point.distanceConstantAttenuation * 0.1; \n"
- " gl_FrontColor.y = gl_Point.distanceLinearAttenuation * 0.1; \n"
- " gl_FrontColor.z = gl_Point.distanceQuadraticAttenuation * 0.1; \n"
- " gl_FrontColor.w = 0.0; \n"
- "} \n",
- NO_FRAGMENT_SHADER,
- { PSIZE_ATTEN0 * 0.1, PSIZE_ATTEN1 * 0.1,
- PSIZE_ATTEN2 * 0.1, 0.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "linear fog",
- // vertex prog:
- "void main() { \n"
- " gl_Position = ftransform(); \n"
- " gl_FogFragCoord = 125.0; \n"
- " gl_FrontColor = gl_Color; \n"
- "} \n",
- // fragment prog:
- "void main() { \n"
- " float bf = (gl_FogFragCoord - gl_Fog.start) * gl_Fog.scale; \n"
- " gl_FragColor = mix(gl_Color, gl_Fog.color, bf); \n"
- "} \n",
-#define BF (125.0 - FOG_START) / (FOG_END - FOG_START) // Blend Factor
- { PRIMARY_R + BF * (FOG_R - PRIMARY_R),
- PRIMARY_G + BF * (FOG_G - PRIMARY_G),
- PRIMARY_B + BF * (FOG_B - PRIMARY_B),
- PRIMARY_A + BF * (FOG_A - PRIMARY_A) },
-#undef BF
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "built-in constants",
- // vertex shader:
- "void main() { \n"
- " gl_Position = ftransform(); \n"
- " // front color values should all be >= 1.0 \n"
- " gl_FrontColor = vec4(gl_MaxLights, gl_MaxClipPlanes,\n"
- " gl_MaxTextureUnits, \n"
- " gl_MaxTextureCoords); \n"
- "} \n",
- NO_FRAGMENT_SHADER,
- { 1.0, 1.0, 1.0, 1.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- // Texture functions ==================================================
- {
- "texture2D()",
- NO_VERTEX_SHADER,
- "uniform sampler2D tex2d; \n"
- "void main() { \n"
- " gl_FragColor = texture2D(tex2d, gl_TexCoord[0].xy);\n"
- "} \n",
- { 1.0, 0.0, 0.0, 1.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "texture2D(), computed coordinate",
- NO_VERTEX_SHADER,
- "uniform sampler2D tex2d; \n"
- "void main() { \n"
- " vec2 coord = gl_TexCoord[0].xy + vec2(0.5); \n"
- " gl_FragColor = texture2D(tex2d, coord, 0.0); \n"
- "} \n",
- { 1.0, 1.0, 1.0, 1.0 }, // upper-right tex color
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "texture2D(), with bias",
- NO_VERTEX_SHADER,
- "uniform sampler2D tex2d; \n"
- "void main() { \n"
- " gl_FragColor = texture2D(tex2d, gl_TexCoord[0].xy, 1.0);\n"
- "} \n",
- { 0.5, 0.0, 0.0, 0.5 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "2D Texture lookup with explicit lod (Vertex shader)",
- "uniform sampler2D tex2d; \n"
- "void main() { \n"
- " gl_FrontColor = texture2DLod(tex2d, gl_MultiTexCoord0.xy, 2.0);\n"
- " gl_Position = ftransform(); \n"
- "} \n",
- NO_FRAGMENT_SHADER,
- { 0.25, 0.0, 0.0, 0.25 },
- DONT_CARE_Z,
- FLAG_VERTEX_TEXTURE
- },
-
- {
- "texture2DProj()",
- NO_VERTEX_SHADER,
- "uniform sampler2D tex2d; \n"
- "void main() { \n"
- " vec4 coord = gl_TexCoord[0] * vec4(2.25); \n"
- " // 'proj' will divide components by w (=2.25) \n"
- " gl_FragColor = texture2DProj(tex2d, coord);\n"
- "} \n",
- { 1.0, 0.0, 0.0, 1.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "texture1D()",
- NO_VERTEX_SHADER,
- "uniform sampler1D tex1d; \n"
- "void main() { \n"
- " gl_FragColor = texture1D(tex1d, gl_TexCoord[0].x);\n"
- "} \n",
- { 1.0, 0.0, 0.0, 1.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "texture3D()",
- NO_VERTEX_SHADER,
- "uniform sampler3D tex3d; \n"
- "void main() { \n"
- " gl_FragColor = texture3D(tex3d, gl_TexCoord[0].xyz);\n"
- "} \n",
- { 1.0, 0.0, 0.0, 1.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "texture3D(), computed coord",
- NO_VERTEX_SHADER,
- "uniform sampler3D tex3d; \n"
- "void main() { \n"
- " vec3 coord = gl_TexCoord[0].xyz; \n"
- " coord.y = 0.75; \n"
- " coord.z = 0.75; \n"
- " gl_FragColor = texture3D(tex3d, coord); \n"
- "} \n",
- { 0.0, 0.0, 0.5, 0.5 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "shadow2D(): 1",
- NO_VERTEX_SHADER,
- "uniform sampler2DShadow texZ; \n"
- "void main() { \n"
- " vec3 coord = vec3(0.1, 0.1, 0.5); \n"
- " // shadow map value should be 0.25 \n"
- " gl_FragColor = shadow2D(texZ, coord) + vec4(0.25); \n"
- " // color = (0.5 <= 0.25) ? 1.25 : 0.25\n"
- "} \n",
- { 0.25, 0.25, 0.25, 1.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "shadow2D(): 2",
- NO_VERTEX_SHADER,
- "uniform sampler2DShadow texZ; \n"
- "void main() { \n"
- " vec3 coord = vec3(0.1, 0.1, 0.2); \n"
- " // shadow map value should be 0.25 \n"
- " gl_FragColor = shadow2D(texZ, coord); \n"
- " // color = (0.2 <= 0.25) ? 1 : 0\n"
- "} \n",
- { 1.0, 1.0, 1.0, 1.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "shadow2D(): 3",
- NO_VERTEX_SHADER,
- "uniform sampler2DShadow texZ; \n"
- "void main() { \n"
- " vec3 coord = vec3(0.9, 0.9, 0.95); \n"
- " // shadow map value should be 0.75 \n"
- " gl_FragColor = shadow2D(texZ, coord) + vec4(0.25); \n"
- " // color = (0.95 <= 0.75) ? 1.25 : 0.25\n"
- "} \n",
- { 0.25, 0.25, 0.25, 1.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "shadow2D(): 4",
- NO_VERTEX_SHADER,
- "uniform sampler2DShadow texZ; \n"
- "void main() { \n"
- " vec3 coord = vec3(0.9, 0.9, 0.65); \n"
- " // shadow map value should be 0.75 \n"
- " gl_FragColor = shadow2D(texZ, coord); \n"
- " // color = (0.65 <= 0.75) ? 1 : 0\n"
- "} \n",
- { 1.0, 1.0, 1.0, 1.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- // Function calls ====================================================
- {
- "nested function calls (1)",
- NO_VERTEX_SHADER,
- "float Half(const in float x) { \n"
- " return 0.5 * x; \n"
- "} \n"
- "\n"
- "float square(const in float x) { \n"
- " return x * x; \n"
- "} \n"
- "\n"
- "void main() { \n"
- " float a = 0.5; \n"
- " float b = square(Half(1.0)); \n"
- " gl_FragColor = vec4(b); \n"
- "} \n",
- { 0.25, 0.25, 0.25, 0.25 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "nested function calls (2)",
- NO_VERTEX_SHADER,
- "float Half(const in float x) { \n"
- " return 0.5 * x; \n"
- "} \n"
- "\n"
- "float square_half(const in float x) { \n"
- " float y = Half(x); \n"
- " return y * y; \n"
- "} \n"
- "\n"
- "void main() { \n"
- " float a = 1.0; \n"
- " float b = square_half(a); \n"
- " gl_FragColor = vec4(b); \n"
- "} \n",
- { 0.25, 0.25, 0.25, 0.25 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "nested function calls (3)",
- NO_VERTEX_SHADER,
- "float Half(const in float x) { \n"
- " return 0.5 * x; \n"
- "} \n"
- "\n"
- "void main() { \n"
- " float a = 0.5; \n"
- " float b = Half(Half(a)); \n"
- " gl_FragColor = vec4(b); \n"
- "} \n",
- { 0.125, 0.125, 0.125, 0.125 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "TPPStreamCompiler::assignOperands",
- NO_VERTEX_SHADER,
- "struct S { \n"
- " float f; \n"
- "}; \n"
- "\n"
- "void F(S s) {} \n"
- "\n"
- "const S s = S(0.0); \n"
- "\n"
- "void F() { \n"
- " F(s); \n"
- "} \n"
- "\n"
- "void main() { \n"
- " gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); \n"
- "} \n",
- { 0.0, 0.0, 0.0, 0.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- // Matrix tests ======================================================
- {
- "matrix column check (1)",
- NO_VERTEX_SHADER,
- "void main() { \n"
- " mat4 m = gl_TextureMatrix[1]; \n"
- " gl_FragColor = m[0]; \n"
- "} \n",
- { 1.0, 0.5, 0.6, 0.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "matrix column check (2)",
- NO_VERTEX_SHADER,
- "void main() { \n"
- " mat4 m = gl_TextureMatrix[1]; \n"
- " gl_FragColor = m[3]; \n"
- "} \n",
- { 0.1, 0.2, 0.3, 1.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "matrix, vector multiply (1)",
- NO_VERTEX_SHADER,
- "void main() { \n"
- " mat4 m = mat4(0.5); // scale by 0.5 \n"
- " vec4 color = gl_Color * m; \n"
- " gl_FragColor = color; \n"
- "} \n",
- { 0.5 * PRIMARY_R, 0.5 * PRIMARY_G,
- 0.5 * PRIMARY_B, 0.5 * PRIMARY_A },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "matrix, vector multiply (2)",
- NO_VERTEX_SHADER,
- "void main() { \n"
- " vec4 color = gl_TextureMatrix[1] * gl_Color; \n"
- " gl_FragColor = color; \n"
- "} \n",
- { 0.2745, 0.9255, 0.7294, 1.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "matrix, vector multiply (3)",
- NO_VERTEX_SHADER,
- "void main() { \n"
- " vec4 color = gl_Color * gl_TextureMatrix[1]; \n"
- " gl_FragColor = color; \n"
- "} \n",
- { 0.925, 0.925, 0.6999, .5750 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "uniform matrix",
- NO_VERTEX_SHADER,
- "uniform mat4 uniformMat4; \n"
- "void main() { \n"
- " gl_FragColor = uniformMat4[3]; \n"
- "} \n",
- { 0.6, 0.7, 0.8, 1.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "uniform matrix, transposed",
- NO_VERTEX_SHADER,
- "uniform mat4 uniformMat4t; \n"
- "void main() { \n"
- " gl_FragColor = uniformMat4t[2]; \n"
- "} \n",
- { 0.2, 0.0, 1.0, 0.8 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- // Struct tests ======================================================
- {
- "struct (1)",
- NO_VERTEX_SHADER,
- "struct s1 { \n"
- " float f1; \n"
- " vec4 v4; \n"
- "}; \n"
- "\n"
- "void main() { \n"
- " s1 a, b; \n"
- " a.v4 = vec4(0.25, 0.5, 0.75, 1.0); \n"
- " a.f1 = 0.0; \n"
- " b = a; \n"
- " gl_FragColor = b.v4; \n"
- "} \n",
- { 0.25, 0.5, 0.75, 1.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "struct (2)",
- NO_VERTEX_SHADER,
- "struct s1 { \n"
- " float f1; \n"
- " vec4 v4; \n"
- "}; \n"
- "\n"
- "void main() { \n"
- " s1 a[2]; \n"
- " a[0].v4 = vec4(0.25, 0.5, 0.75, 1.0); \n"
- " a[0].f1 = 0.0; \n"
- " a[1] = a[0]; \n"
- " gl_FragColor = a[1].v4; \n"
- "} \n",
- { 0.25, 0.5, 0.75, 1.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "struct (3)",
- NO_VERTEX_SHADER,
- "struct s1 { \n"
- " float f1; \n"
- " vec4 v4; \n"
- "}; \n"
- "\n"
- "void main() { \n"
- " vec4 scale = vec4(0.5); \n"
- " vec4 bias = vec4(0.1); \n"
- " s1 a; \n"
- " a.v4 = vec4(0.25, 0.5, 0.75, 1.0); \n"
- " a.f1 = 0.0; \n"
- " gl_FragColor = a.v4 * scale + bias; \n"
- "} \n",
- { 0.225, 0.35, 0.475, 0.6 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "struct (4)",
- NO_VERTEX_SHADER,
- "struct s1 { \n"
- " float foo; \n"
- " vec4 v4; \n"
- "}; \n"
- "struct s2 { \n"
- " float bar; \n"
- " s1 s; \n"
- " float baz; \n"
- "}; \n"
- "\n"
- "void main() { \n"
- " s2 a; \n"
- " a.s.v4 = vec4(0.25, 0.5, 0.75, 1.0); \n"
- " a.bar = 0.0; \n"
- " a.baz = 0.0; \n"
- " a.s.foo = 0.0; \n"
- " gl_FragColor = a.s.v4; \n"
- "} \n",
- { 0.25, 0.5, 0.75, 1.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- // Preprocessor tests ================================================
- {
- "Preprocessor test 1 (#if 0)",
- NO_VERTEX_SHADER,
- "void main() { \n"
- "#if 0 \n"
- " gl_FragColor = vec4(0.5); \n"
- "#else \n"
- " gl_FragColor = vec4(0.3); \n"
- "#endif \n"
- "} \n",
- { 0.3, 0.3, 0.3, 0.3 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "Preprocessor test 2 (#if 1)",
- NO_VERTEX_SHADER,
- "void main() { \n"
- "#if 1 \n"
- " gl_FragColor = vec4(0.5); \n"
- "#else \n"
- " gl_FragColor = vec4(0.3); \n"
- "#endif \n"
- "} \n",
- { 0.5, 0.5, 0.5, 0.5 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "Preprocessor test 3 (#if ==)",
- NO_VERTEX_SHADER,
- "void main() { \n"
- "#define SYMBOL 3 \n"
- "#if SYMBOL == 3 \n"
- " gl_FragColor = vec4(0.5); \n"
- "#else \n"
- " gl_FragColor = vec4(0.3); \n"
- "#endif \n"
- "} \n",
- { 0.5, 0.5, 0.5, 0.5 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "Preprocessor test 4 (#if 1, #define macro)",
- NO_VERTEX_SHADER,
- "#if 1 \n"
- "#define FOO(x) x \n"
- "#else \n"
- "#define FOO(x) (0.5 * (x)) \n"
- "#endif \n"
- "void main() { \n"
- " gl_FragColor = vec4(FOO(0.25)); \n"
- "} \n",
- { 0.25, 0.25, 0.25, 0.25 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "Preprocessor test 5 (#if 1, #define macro)",
- NO_VERTEX_SHADER,
- "#define BAR(x) x \n"
- "#if 1 \n"
- "#define FOO(x) BAR(x) \n"
- "#else \n"
- "#define FOO(x) (BAR(x) + BAR(x)) \n"
- "#endif \n"
- "void main() { \n"
- " gl_FragColor = vec4(FOO(0.25)); \n"
- "} \n",
- { 0.25, 0.25, 0.25, 0.25 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "Preprocessor test 6 (#if 0, #define macro)",
- NO_VERTEX_SHADER,
- "#define BAR(x) x \n"
- "#if 0 \n"
- "#define FOO(x) BAR(x) \n"
- "#else \n"
- "#define FOO(x) (BAR(x) + BAR(x)) \n"
- "#endif \n"
- "void main() { \n"
- " gl_FragColor = vec4(FOO(0.25)); \n"
- "} \n",
- { 0.5, 0.5, 0.5, 0.5 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "Preprocessor test 7 (multi-line #define)",
- NO_VERTEX_SHADER,
- "#define FOO(x) \\\n"
- " ((x) + (x)) \n"
- "void main() { \n"
- " gl_FragColor = vec4(FOO(0.25)); \n"
- "} \n",
- { 0.5, 0.5, 0.5, 0.5 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "Preprocessor test 8 (#ifdef)",
- NO_VERTEX_SHADER,
- "#define FOO \n"
- "void main() { \n"
- "#ifdef FOO \n"
- " gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0); \n"
- "#else \n"
- " gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n"
- "#endif \n"
- "} \n",
- { 0.0, 1.0, 0.0, 0.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "Preprocessor test 9 (#ifndef)",
- NO_VERTEX_SHADER,
- "#define FOO \n"
- "void main() { \n"
- "#ifndef FOO \n"
- " gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0); \n"
- "#else \n"
- " gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n"
- "#endif \n"
- "} \n",
- { 1.0, 0.0, 0.0, 0.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "Preprocessor test 10 (#if defined())",
- NO_VERTEX_SHADER,
- "#define FOO \n"
- "void main() { \n"
- "#if defined(FOO) \n"
- " gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0); \n"
- "#else \n"
- " gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n"
- "#endif \n"
- "} \n",
- { 0.0, 1.0, 0.0, 0.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "Preprocessor test 11 (#elif)",
- NO_VERTEX_SHADER,
- "#define FOO 1\n"
- "void main() { \n"
- "#if FOO == 1 \n"
- " vec4 r = vec4(0.0, 1.0, 0.0, 0.0); \n"
- "#elif FOO == 2\n"
- " vec4 r = vec4(1.0, 0.0, 0.0, 0.0); \n"
- "#else \n"
- " vec4 r = vec4(1.0, 1.0, 0.0, 0.0); \n"
- "#endif \n"
- " gl_FragColor = r; \n"
- "} \n",
- { 0.0, 1.0, 0.0, 0.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "Preprocessor test 12 (#elif)",
- NO_VERTEX_SHADER,
- "#define FOO 2\n"
- "void main() { \n"
- "#if FOO == 1 \n"
- " vec4 r = vec4(0.0, 1.0, 0.0, 0.0); \n"
- "#elif FOO == 2\n"
- " vec4 r = vec4(1.0, 0.0, 0.0, 0.0); \n"
- "#else \n"
- " vec4 r = vec4(1.0, 1.0, 0.0, 0.0); \n"
- "#endif \n"
- " gl_FragColor = r; \n"
- "} \n",
- { 1.0, 0.0, 0.0, 0.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "Preprocessor test 13 (nested #if)",
- NO_VERTEX_SHADER,
- "#define FOO 1\n"
- "#define BAR 0\n"
- "void main() { \n"
- "#if FOO == 1 \n"
- "#if BAR == 1 \n"
- " vec4 r = vec4(1.0, 0.0, 0.0, 0.0); \n"
- "#else \n"
- " vec4 r = vec4(0.0, 1.0, 0.0, 0.0); \n"
- "#endif \n"
- "#else \n"
- " vec4 r = vec4(0.0, 0.0, 1.0, 0.0); \n"
- "#endif \n"
- " gl_FragColor = r; \n"
- "} \n",
- { 0.0, 1.0, 0.0, 0.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "Preprocessor test 14 (nested #if)",
- NO_VERTEX_SHADER,
- "#define FOO 0\n"
- "#define BAR 0\n"
- "void main() { \n"
- "#if FOO == 1 \n"
- " vec4 r = vec4(0.0, 0.0, 1.0, 0.0); \n"
- "#else \n"
- "#if BAR == 1 \n"
- " vec4 r = vec4(1.0, 0.0, 0.0, 0.0); \n"
- "#else \n"
- " vec4 r = vec4(0.0, 1.0, 0.0, 0.0); \n"
- "#endif \n"
- "#endif \n"
- " gl_FragColor = r; \n"
- "} \n",
- { 0.0, 1.0, 0.0, 0.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- "Preprocessor test 15 (nested #if, #elif)",
- NO_VERTEX_SHADER,
- "#define FOO 0\n"
- "#define BAR 2\n"
- "void main() { \n"
- "#if FOO == 1 \n"
- " vec4 r = vec4(0.0, 0.0, 1.0, 0.0); \n"
- "#else \n"
- "#if BAR == 1 \n"
- " vec4 r = vec4(1.0, 0.0, 0.0, 0.0); \n"
- "#elif BAR == 2 \n"
- " vec4 r = vec4(1.0, 0.0, 0.0, 0.0); \n"
- "#else \n"
- " vec4 r = vec4(0.0, 1.0, 0.0, 0.0); \n"
- "#endif \n"
- "#endif \n"
- " gl_FragColor = r; \n"
- "} \n",
- { 1.0, 0.0, 0.0, 0.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- {
- // This test will only be run if we have the GL_ARB_draw_buffers
- // extension. Note the FLAG_ARB_DRAW_BUFFERS flag.
- "Preprocessor test (extension test 1)",
- NO_VERTEX_SHADER,
- "#extension GL_ARB_draw_buffers: enable\n"
- "void main() { \n"
- "#if defined(GL_ARB_draw_buffers) \n"
- " gl_FragData[0] = vec4(0.0, 1.0, 0.0, 0.0); \n"
- "#else \n"
- " gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n"
- "#endif \n"
- "} \n",
- { 0.0, 1.0, 0.0, 0.0 },
- DONT_CARE_Z,
- FLAG_ARB_DRAW_BUFFERS
- },
-
- {
- // As above, but use #if == 1 test.
- "Preprocessor test (extension test 2)",
- NO_VERTEX_SHADER,
- "#extension GL_ARB_draw_buffers: enable\n"
- "void main() { \n"
- "#if GL_ARB_draw_buffers == 1\n"
- " gl_FragData[0] = vec4(0.0, 1.0, 0.0, 0.0); \n"
- "#else \n"
- " gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n"
- "#endif \n"
- "} \n",
- { 0.0, 1.0, 0.0, 0.0 },
- DONT_CARE_Z,
- FLAG_ARB_DRAW_BUFFERS
- },
-
- {
- // Test using a non-existant function. Should not compile.
- "Preprocessor test (extension test 3)",
- NO_VERTEX_SHADER,
- "#extension GL_FOO_bar: require\n"
- "void main() { \n"
- " gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n"
- "} \n",
- { 0.0, 1.0, 0.0, 0.0 },
- DONT_CARE_Z,
- FLAG_ILLEGAL_SHADER
- },
-
- {
- "Preprocessor test (11)",
- NO_VERTEX_SHADER,
- "#define FOO \n"
- "void main() { \n"
- "#if !defined(FOO) \n"
- " gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0); \n"
- "#else \n"
- " gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n"
- "#endif \n"
- "} \n",
- { 1.0, 0.0, 0.0, 0.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- // Illegal shaders ==================================================
- {
- "undefined variable",
- NO_VERTEX_SHADER,
- "void main() { \n"
- " vec3 v = u; \n"
- " gl_FragColor = vec4(0.5); \n"
- "} \n",
- { 0.5, 0.5, 0.5, 0.5 },
- DONT_CARE_Z,
- FLAG_ILLEGAL_SHADER
- },
-
- {
- "if (boolean-scalar) check",
- NO_VERTEX_SHADER,
- "void main() { \n"
- " vec3 v; \n"
- " if (v) { \n"
- " } \n"
- " gl_FragColor = vec4(0.5); \n"
- "} \n",
- { 0.5, 0.5, 0.5, 0.5 },
- DONT_CARE_Z,
- FLAG_ILLEGAL_SHADER
- },
-
- {
- "break with no loop",
- NO_VERTEX_SHADER,
- "void main() { \n"
- " break; \n"
- " gl_FragColor = vec4(0.5); \n"
- "} \n",
- { 0.5, 0.5, 0.5, 0.5 },
- DONT_CARE_Z,
- FLAG_ILLEGAL_SHADER
- },
-
- {
- "continue with no loop",
- NO_VERTEX_SHADER,
- "void main() { \n"
- " continue; \n"
- " gl_FragColor = vec4(0.5); \n"
- "} \n",
- { 0.5, 0.5, 0.5, 0.5 },
- DONT_CARE_Z,
- FLAG_ILLEGAL_SHADER
- },
-
- {
- "illegal assignment",
- NO_VERTEX_SHADER,
- "void main() { \n"
- " float x = main; \n"
- " gl_FragColor = vec4(0.5); \n"
- "} \n",
- { 0.5, 0.5, 0.5, 0.5 },
- DONT_CARE_Z,
- FLAG_ILLEGAL_SHADER
- },
-
- {
- "syntax error check (1)",
- NO_VERTEX_SHADER,
- "void main() { \n"
- " float x = ; \n"
- " gl_FragColor = vec4(0.5); \n"
- "} \n",
- { 0.5, 0.5, 0.5, 0.5 },
- DONT_CARE_Z,
- FLAG_ILLEGAL_SHADER
- },
-
- {
- "syntax error check (2)",
- NO_VERTEX_SHADER,
- "main() { \n"
- " gl_FragColor = vec4(0.5); \n"
- "} \n",
- { 0.5, 0.5, 0.5, 0.5 },
- DONT_CARE_Z,
- FLAG_ILLEGAL_SHADER
- },
-
- {
- "syntax error check (3)",
- NO_VERTEX_SHADER,
- "main() { \n"
- " float x = 1.0 2.0; \n"
- " gl_FragColor = vec4(0.5); \n"
- "} \n",
- { 0.5, 0.5, 0.5, 0.5 },
- DONT_CARE_Z,
- FLAG_ILLEGAL_SHADER
- },
-
- {
- "TIntermediate::addUnaryMath",
- NO_VERTEX_SHADER,
- "void main() { \n"
- " -vec4(x ? 1.0 : -1.0); \n"
- "} \n",
- { 0.5, 0.5, 0.5, 0.5 },
- DONT_CARE_Z,
- FLAG_ILLEGAL_SHADER
- },
-
- // Other new GLSL 1.20, 1.30 features (just parse/compile tests)
- {
- "GLSL 1.30 precision qualifiers",
- NO_VERTEX_SHADER,
- "#version 130 \n"
- "highp float f1; \n"
- "mediump float f2; \n"
- "lowp float f3; \n"
- "precision mediump float; \n"
- "precision lowp int; \n"
- "precision highp float; \n"
- "void main() { \n"
- " gl_FragColor = vec4(1); \n"
- "} \n",
- { 1.0, 1.0, 1.0, 1.0 },
- DONT_CARE_Z,
- FLAG_VERSION_1_30
- },
- {
- "GLSL 1.20 invariant, centroid qualifiers",
- NO_VERTEX_SHADER,
- "#version 120 \n"
- "invariant varying vec4 v1; \n"
- "centroid varying vec4 v2; \n"
- "invariant centroid varying vec4 v3; \n"
- "varying vec4 v4; \n"
- "invariant v4; \n"
- "void main() { \n"
- " gl_FragColor = vec4(1); \n"
- "} \n",
- { 1.0, 1.0, 1.0, 1.0 },
- DONT_CARE_Z,
- FLAG_VERSION_1_20
- },
-
-#if 0
- // Check behaviour of inf/nan =========================================
- {
- "Divide by zero",
- NO_VERTEX_SHADER,
- "uniform vec4 uniform1; \n"
- "void main() { \n"
- " float div = uniform1.y / uniform1.w; // div by zero\n"
- " div = div * uniform1.w; // mul by zero \n"
- " gl_FragColor = vec4(0.5 + div); \n"
- "} \n",
- { 0.5, 0.5, 0.5, 0.5 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-#endif
-
- // Illegal link test ==================================================
- {
- "gl_Position not written check",
- "void main() { \n"
- " gl_FrontColor = vec4(0.3); \n"
- "} \n",
- NO_FRAGMENT_SHADER,
- { 0.5, 0.5, 0.5, 0.5 },
- DONT_CARE_Z,
- FLAG_ILLEGAL_LINK
- },
-
- {
- "varying var mismatch",
- // vert shader:
- "varying vec4 foo; \n"
- "void main() { \n"
- " foo = gl_Color; \n"
- " gl_Position = ftransform(); \n"
- "} \n",
- // frag shader:
- "varying vec4 bar; \n"
- "void main() { \n"
- " gl_FragColor = bar; \n"
- "} \n",
- { 0.0, 0.0, 0.0, 0.0 },
- DONT_CARE_Z,
- FLAG_ILLEGAL_LINK
- },
-
- {
- "varying read but not written",
- // vert shader:
- "varying vec4 foo; \n"
- "void main() { \n"
- " gl_Position = ftransform(); \n"
- "} \n",
- // frag shader:
- "varying vec4 foo; \n"
- "void main() { \n"
- " gl_FragColor = foo; \n"
- "} \n",
- { 0.0, 0.0, 0.0, 0.0 },
- DONT_CARE_Z,
- FLAG_ILLEGAL_LINK
- },
-
- {
- "texcoord varying",
- // Does the linker correctly recognize that texcoord[1] is
- // written by the vertex shader and read by the fragment shader?
- // vert shader:
- "varying vec4 gl_TexCoord[4]; \n"
- "void main() { \n"
- " int i = 1; \n"
- " gl_TexCoord[i] = vec4(0.5, 0, 0, 0); \n"
- " gl_Position = ftransform(); \n"
- "} \n",
- // frag shader:
- "varying vec4 gl_TexCoord[4]; \n"
- "void main() { \n"
- " gl_FragColor = gl_TexCoord[1]; \n"
- "} \n",
- { 0.5, 0.0, 0.0, 0.0 },
- DONT_CARE_Z,
- FLAG_NONE
- },
-
- { NULL, NULL, NULL, {0,0,0,0}, 0, FLAG_NONE } // end of list sentinal
-};
-
-
-void
-GLSLTest::setupTextures(void)
-{
- GLubyte teximage0[16][16][4];
- GLubyte teximage1[8][8][4];
- GLubyte teximage2[4][4][4];
- GLubyte teximage3D[16][16][16][4];
- GLfloat teximageZ[16][16];
- GLint i, j, k;
- GLuint obj1D, obj2D, obj3D, objZ;
-
- glGenTextures(1, &obj1D);
- glGenTextures(1, &obj2D);
- glGenTextures(1, &obj3D);
- glGenTextures(1, &objZ);
-
- glActiveTexture(GL_TEXTURE0);
-
- //
- // 2D texture, w/ mipmap
- //
- glBindTexture(GL_TEXTURE_2D, obj2D);
- // +-------+-------+
- // | blue | white |
- // +-------+-------+
- // | red | green |
- // +-------+-------+
- for (i = 0; i < 16; i++) {
- for (j = 0; j < 16; j++) {
- if (i < 8) {
- // bottom half
- if (j < 8) {
- // red
- teximage0[i][j][0] = 255;
- teximage0[i][j][1] = 0;
- teximage0[i][j][2] = 0;
- teximage0[i][j][3] = 255;
- }
- else {
- // green
- teximage0[i][j][0] = 0;
- teximage0[i][j][1] = 255;
- teximage0[i][j][2] = 0;
- teximage0[i][j][3] = 255;
- }
- }
- else {
- // top half
- if (j < 8) {
- // blue
- teximage0[i][j][0] = 0;
- teximage0[i][j][1] = 0;
- teximage0[i][j][2] = 255;
- teximage0[i][j][3] = 255;
- }
- else {
- // white
- teximage0[i][j][0] = 255;
- teximage0[i][j][1] = 255;
- teximage0[i][j][2] = 255;
- teximage0[i][j][3] = 255;
- }
- }
- }
- }
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, teximage0);
-
- // level 1: same colors, half intensity
- for (i = 0; i < 8; i++) {
- for (j = 0; j < 8; j++) {
- teximage1[i][j][0] = teximage0[i*2][j*2][0] / 2;
- teximage1[i][j][1] = teximage0[i*2][j*2][1] / 2;
- teximage1[i][j][2] = teximage0[i*2][j*2][2] / 2;
- teximage1[i][j][3] = teximage0[i*2][j*2][3] / 2;
- }
- }
- glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 8, 8, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, teximage1);
-
- // level 2: 1/4 intensity
- for (i = 0; i < 4; i++) {
- for (j = 0; j < 4; j++) {
- teximage2[i][j][0] = teximage0[i*4][j*4][0] / 4;
- teximage2[i][j][1] = teximage0[i*4][j*4][1] / 4;
- teximage2[i][j][2] = teximage0[i*4][j*4][2] / 4;
- teximage2[i][j][3] = teximage0[i*4][j*4][3] / 4;
- }
- }
- glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, 4, 4, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, teximage2);
-
- // level 3, 4: don't care
- glTexImage2D(GL_TEXTURE_2D, 3, GL_RGBA, 2, 2, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, teximage0);
- glTexImage2D(GL_TEXTURE_2D, 4, GL_RGBA, 1, 1, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, teximage0);
-
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-
- //
- // 1D texture: just bottom row of the 2D texture
- //
- glBindTexture(GL_TEXTURE_1D, obj1D);
- glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 16, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, teximage0);
-
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-
- //
- // 3D texture: 2D texture, depth = 1
- //
- for (i = 0; i < 16; i++) {
- for (j = 0; j < 16; j++) {
- for (k = 0; k < 16; k++) {
- if (i < 8) {
- teximage3D[i][j][k][0] = teximage0[j][k][0];
- teximage3D[i][j][k][1] = teximage0[j][k][1];
- teximage3D[i][j][k][2] = teximage0[j][k][2];
- teximage3D[i][j][k][3] = teximage0[j][k][3];
- }
- else {
- // back half: half intensity
- teximage3D[i][j][k][0] = teximage0[j][k][0] / 2;
- teximage3D[i][j][k][1] = teximage0[j][k][1] / 2;
- teximage3D[i][j][k][2] = teximage0[j][k][2] / 2;
- teximage3D[i][j][k][3] = teximage0[j][k][3] / 2;
- }
- }
- }
- }
- glBindTexture(GL_TEXTURE_3D, obj3D);
- glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 16, 16, 16, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, teximage3D);
-
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-
- //
- // 2D GL_DEPTH_COMPONENT texture (for shadow sampler tests)
- // Left half = 0.25, right half = 0.75
- //
- for (i = 0; i < 16; i++) {
- for (j = 0; j < 16; j++) {
- if (j < 8)
- teximageZ[i][j] = 0.25;
- else
- teximageZ[i][j] = 0.75;
- }
- }
- glActiveTexture(GL_TEXTURE1); // NOTE: Unit 1
- glBindTexture(GL_TEXTURE_2D, objZ);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 16, 16, 0,
- GL_DEPTH_COMPONENT, GL_FLOAT, teximageZ);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB,
- GL_COMPARE_R_TO_TEXTURE_ARB);
-
- glActiveTexture(GL_TEXTURE0);
-}
-
-
-void
-GLSLTest::setupTextureMatrix1(void)
-{
- // This matrix is used by some of the general matrix tests
- static const GLfloat m[16] = {
- 1.0, 0.5, 0.6, 0.0, // col 0
- 0.0, 1.0, 0.0, 0.7, // col 1
- 0.0, 0.0, 1.0, 0.8, // col 2
- 0.1, 0.2, 0.3, 1.0 // col 3
- };
- glMatrixMode(GL_TEXTURE);
- glActiveTexture(GL_TEXTURE1);
- glLoadMatrixf(m);
- glActiveTexture(GL_TEXTURE0);
- glMatrixMode(GL_MODELVIEW);
-}
-
-
-bool
-GLSLTest::setup(void)
-{
- // check GLSL version
-#ifdef GL_SHADING_LANGUAGE_VERSION
- const char *glslVersion = (const char *) glGetString(GL_SHADING_LANGUAGE_VERSION);
-#else
- const char *glslVersion = NULL;
-#endif
- const float version = atof(glslVersion);
- if (version < 1.00) {
- env->log << "GLSL 1.x not supported\n";
- return false;
- }
- glsl_120 = version >= 1.20;
- glsl_130 = version >= 1.30;
-
- setupTextures();
- setupTextureMatrix1();
-
- // load program inputs
- glColor4fv(PrimaryColor);
- glSecondaryColor3fv(SecondaryColor);
-
- // other GL state
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, Ambient);
- glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MatDiffuse);
- glPointSize(PSIZE);
- glPointParameterf(GL_POINT_SIZE_MIN, PSIZE_MIN);
- glPointParameterf(GL_POINT_SIZE_MAX, PSIZE_MAX);
- glPointParameterf(GL_POINT_FADE_THRESHOLD_SIZE, PSIZE_THRESH);
- glPointParameterfv(GL_POINT_DISTANCE_ATTENUATION, PointAtten);
- glFogf(GL_FOG_START, FOG_START);
- glFogf(GL_FOG_END, FOG_END);
- glFogfv(GL_FOG_COLOR, FogColor);
-
- GLenum err = glGetError();
- assert(!err); // should be OK
-
- // setup vertex transform (we'll draw a quad in middle of window)
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(-4.0, 4.0, -4.0, 4.0, 0.0, 1.0);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glDrawBuffer(GL_FRONT);
- glReadBuffer(GL_FRONT);
-
- // compute error tolerances (may need fine-tuning)
- int bufferBits[5];
- glGetIntegerv(GL_RED_BITS, &bufferBits[0]);
- glGetIntegerv(GL_GREEN_BITS, &bufferBits[1]);
- glGetIntegerv(GL_BLUE_BITS, &bufferBits[2]);
- glGetIntegerv(GL_ALPHA_BITS, &bufferBits[3]);
- glGetIntegerv(GL_DEPTH_BITS, &bufferBits[4]);
-
- tolerance[0] = 2.0 / (1 << bufferBits[0]);
- tolerance[1] = 2.0 / (1 << bufferBits[1]);
- tolerance[2] = 2.0 / (1 << bufferBits[2]);
- if (bufferBits[3])
- tolerance[3] = 2.0 / (1 << bufferBits[3]);
- else
- tolerance[3] = 1.0;
- if (bufferBits[4])
- tolerance[4] = 16.0 / (1 << bufferBits[4]);
- else
- tolerance[4] = 1.0;
-
- // Some tests request a looser tolerance:
- // XXX a factor of 4 may be too much...
- for (int i = 0; i < 5; i++)
- looseTolerance[i] = 4.0 * tolerance[i];
-
- return true;
-}
-
-
-void
-GLSLTest::reportFailure(const char *programName,
- const GLfloat expectedColor[4],
- const GLfloat actualColor[4] ) const
-{
- env->log << "FAILURE:\n";
- env->log << " Shader test: " << programName << "\n";
- env->log << " Expected color: ";
- env->log << expectedColor[0] << ", ";
- env->log << expectedColor[1] << ", ";
- env->log << expectedColor[2] << ", ";
- env->log << expectedColor[3] << "\n";
- env->log << " Observed color: ";
- env->log << actualColor[0] << ", ";
- env->log << actualColor[1] << ", ";
- env->log << actualColor[2] << ", ";
- env->log << actualColor[3] << "\n";
-}
-
-void
-GLSLTest::reportZFailure(const char *programName,
- GLfloat expectedZ, GLfloat actualZ) const
-{
- env->log << "FAILURE:\n";
- env->log << " Shader test: " << programName << "\n";
- env->log << " Expected Z: " << expectedZ << "\n";
- env->log << " Observed Z: " << actualZ << "\n";
-}
-
-
-// Compare actual and expected colors
-bool
-GLSLTest::equalColors(const GLfloat act[4], const GLfloat exp[4], int flags) const
-{
- const GLfloat *tol;
- if (flags & FLAG_LOOSE)
- tol = looseTolerance;
- else
- tol = tolerance;
- if ((fabsf(act[0] - exp[0]) > tol[0]) ||
- (fabsf(act[1] - exp[1]) > tol[1]) ||
- (fabsf(act[2] - exp[2]) > tol[2]) ||
- (fabsf(act[3] - exp[3]) > tol[3]))
- return false;
- else
- return true;
-}
-
-
-bool
-GLSLTest::equalDepth(GLfloat z0, GLfloat z1) const
-{
- if (fabsf(z0 - z1) > tolerance[4])
- return false;
- else
- return true;
-}
-
-
-GLuint
-GLSLTest::loadAndCompileShader(GLenum target, const char *str)
-{
- GLuint shader;
- shader = glCreateShader(target);
- glShaderSource(shader, 1, (const GLchar **) &str, NULL);
- glCompileShader(shader);
- return shader;
-}
-
-
-// Check the compile status of the just compiled shader.
-// If the outcome is unexpected, report an error.
-bool
-GLSLTest::checkCompileStatus(GLenum target, GLuint shader,
- const ShaderProgram &p)
-{
- GLint stat;
- GLchar infoLog[1000];
- GLsizei len;
-
- glGetShaderiv(shader, GL_COMPILE_STATUS, &stat);
- if (!stat) {
- glGetShaderInfoLog(shader, 1000, &len, infoLog);
- // env->log << infoLog << "\n";
- }
-
- if (!stat && (p.flags & FLAG_ILLEGAL_SHADER) == 0) {
- // this _should_ have compiled
- env->log << "FAILURE:\n";
- env->log << " Shader test: " << p.name << "\n";
- if (target == GL_FRAGMENT_SHADER)
- env->log << "Fragment shader did not compile:\n";
- else
- env->log << "Vertex shader did not compile:\n";
- env->log << infoLog;
- return false;
- }
- else if (stat && (p.flags & FLAG_ILLEGAL_SHADER)) {
- // this should _not_ have compiled!
- env->log << "FAILURE:\n";
- env->log << " Shader test: " << p.name << "\n";
- env->log << " Shader should not have compiled, but it did.\n";
- return false;
- }
- return true;
-}
-
-
-bool
-GLSLTest::testProgram(const ShaderProgram &p)
-{
- static const GLfloat uniformMatrix[16] = {
- 1.0, 0.1, 0.2, 0.3, // col 0
- 0.0, 1.0, 0.0, 0.4, // col 1
- 0.0, 1.0, 1.0, 0.5, // col 2
- 0.6, 0.7, 0.8, 1.0 // col 3
- };
- static const GLfloat uniformMatrix2x4[8] = {
- 0.0, 0.1, 0.2, 0.3, // col 0
- 0.4, 0.5, 0.6, 0.7 // col 1
- };
- static const GLfloat uniformMatrix4x3[12] = {
- 0.0, 0.1, 0.2, // col 0
- 0.3, 0.4, 0.5, // col 1
- 0.6, 0.7, 0.8, // col 2
- 0.9, 1.0, 0.0 // col 3
- };
- const GLfloat r = 0.62; // XXX draw 16x16 pixel quad
- GLuint fragShader = 0, vertShader = 0, program = 0;
- GLint u1, uArray, uArray4, utex1d, utex2d, utex3d, utexZ, umat4, umat4t;
- GLint umat2x4, umat2x4t, umat4x3, umat4x3t;
- bool retVal = false;
-
- if (p.flags & FLAG_ARB_DRAW_BUFFERS &&
- !GLUtils::haveExtensions("GL_ARB_draw_buffers")) {
- // skip
- retVal = true;
- goto cleanup;
- }
-
-
- if (p.fragShaderString) {
- fragShader = loadAndCompileShader(GL_FRAGMENT_SHADER,
- p.fragShaderString);
- if (!checkCompileStatus(GL_FRAGMENT_SHADER, fragShader, p)) {
- retVal = false;
- goto cleanup;
- }
- }
- if (p.vertShaderString) {
- vertShader = loadAndCompileShader(GL_VERTEX_SHADER,
- p.vertShaderString);
- if (!checkCompileStatus(GL_VERTEX_SHADER, vertShader, p)) {
- retVal = false;
- goto cleanup;
- }
- }
- if (!fragShader && !vertShader) {
- // must have had a compilation errror
- retVal = false;
- goto cleanup;
- }
-
- if (p.flags & FLAG_ILLEGAL_SHADER) {
- // don't render/test
- retVal = true;
- goto cleanup;
- }
-
- program = glCreateProgram();
- if (fragShader)
- glAttachShader(program, fragShader);
- if (vertShader)
- glAttachShader(program, vertShader);
- glLinkProgram(program);
-
- // check link
- {
- GLint stat;
- glGetProgramiv(program, GL_LINK_STATUS, &stat);
- if (!stat) {
- if (p.flags & FLAG_ILLEGAL_LINK) {
- // this is the expected outcome
- retVal = true;
- goto cleanup;
- }
- else {
- GLchar log[1000];
- GLsizei len;
- glGetProgramInfoLog(program, 1000, &len, log);
- env->log << "FAILURE:\n";
- env->log << " Shader test: " << p.name << "\n";
- env->log << " Link error: ";
- env->log << log;
- retVal = false;
- goto cleanup;
- }
- }
- else {
- // link successful
- if (p.flags & FLAG_ILLEGAL_LINK) {
- // the shaders should _not_ have linked
- env->log << "FAILURE:\n";
- env->log << " Shader test: " << p.name << "\n";
- env->log << " Program linked, but shouldn't have.\n";
- retVal = false;
- goto cleanup;
- }
- }
- }
-
- glUseProgram(program);
-
- if (p.flags & FLAG_VERTEX_TEXTURE) {
- // check if vertex texture units are available
- GLint n;
- glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &n);
- if (n == 0) {
- // can't run the test
- retVal = true;
- goto cleanup;
- }
- }
-
- // load uniform vars
- u1 = glGetUniformLocation(program, "uniform1");
- if (u1 >= 0)
- glUniform4fv(u1, 1, Uniform1);
-
- uArray = glGetUniformLocation(program, "uniformArray");
- if (uArray >= 0)
- glUniform1fv(uArray, 4, UniformArray);
-
- uArray4 = glGetUniformLocation(program, "uniformArray4");
- if (uArray4 >= 0)
- glUniform4fv(uArray4, 4, (float *) UniformArray4);
-
- utex1d = glGetUniformLocation(program, "tex1d");
- if (utex1d >= 0)
- glUniform1i(utex1d, 0); // bind to tex unit 0
-
- utex2d = glGetUniformLocation(program, "tex2d");
- if (utex2d >= 0)
- glUniform1i(utex2d, 0); // bind to tex unit 0
-
- utex3d = glGetUniformLocation(program, "tex3d");
- if (utex3d >= 0)
- glUniform1i(utex3d, 0); // bind to tex unit 0
-
- utexZ = glGetUniformLocation(program, "texZ");
- if (utexZ >= 0)
- glUniform1i(utexZ, 1); // bind to tex unit 1
-
- umat4 = glGetUniformLocation(program, "uniformMat4");
- if (umat4 >= 0)
- glUniformMatrix4fv(umat4, 1, GL_FALSE, uniformMatrix);
-
- umat4t = glGetUniformLocation(program, "uniformMat4t");
- if (umat4t >= 0)
- glUniformMatrix4fv(umat4t, 1, GL_TRUE, uniformMatrix);
-
- umat2x4 = glGetUniformLocation(program, "uniformMat2x4");
- if (umat2x4 >= 0)
- glUniformMatrix2x4fv(umat2x4, 1, GL_FALSE, uniformMatrix2x4);
-
- umat2x4t = glGetUniformLocation(program, "uniformMat2x4t");
- if (umat2x4t >= 0)
- glUniformMatrix2x4fv(umat2x4t, 1, GL_TRUE, uniformMatrix2x4);
-
- umat4x3 = glGetUniformLocation(program, "uniformMat4x3");
- if (umat4x3 >= 0)
- glUniformMatrix4x3fv(umat4x3, 1, GL_FALSE, uniformMatrix4x3);
-
- umat4x3t = glGetUniformLocation(program, "uniformMat4x3t");
- if (umat4x3t >= 0)
- glUniformMatrix4x3fv(umat4x3t, 1, GL_TRUE, uniformMatrix4x3);
-
-
- // to avoid potential issue with undefined result.depth.z
- if (p.expectedZ == DONT_CARE_Z)
- glDisable(GL_DEPTH_TEST);
- else
- glEnable(GL_DEPTH_TEST);
-
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- if (p.flags & FLAG_WINDING_CW) {
- /* Clockwise */
- glBegin(GL_POLYGON);
- glTexCoord2f(0, 0); glVertex2f(-r, -r);
- glTexCoord2f(0, 1); glVertex2f(-r, r);
- glTexCoord2f(1, 1); glVertex2f( r, r);
- glTexCoord2f(1, 0); glVertex2f( r, -r);
- glEnd();
- }
- else {
- /* Counter Clockwise */
- glBegin(GL_POLYGON);
- glTexCoord2f(0, 0); glVertex2f(-r, -r);
- glTexCoord2f(1, 0); glVertex2f( r, -r);
- glTexCoord2f(1, 1); glVertex2f( r, r);
- glTexCoord2f(0, 1); glVertex2f(-r, r);
- glEnd();
- }
-
- // env->log << " Shader test: " << p.name << "\n";
-
- // read a pixel from lower-left corder of rendered quad
- GLfloat pixel[4];
- glReadPixels(windowSize / 2 - 2, windowSize / 2 - 2, 1, 1,
- GL_RGBA, GL_FLOAT, pixel);
- if (0) // debug
- printf("%s: Expect: %.3f %.3f %.3f %.3f found: %.3f %.3f %.3f %.3f\n",
- p.name,
- p.expectedColor[0], p.expectedColor[1],
- p.expectedColor[2], p.expectedColor[3],
- pixel[0], pixel[1], pixel[2], pixel[3]);
-
- if (!equalColors(pixel, p.expectedColor, p.flags)) {
- reportFailure(p.name, p.expectedColor, pixel);
- retVal = false;
- goto cleanup;
- }
-
- if (p.expectedZ != DONT_CARE_Z) {
- GLfloat z;
- // read z at center of quad
- glReadPixels(windowSize / 2, windowSize / 2, 1, 1,
- GL_DEPTH_COMPONENT, GL_FLOAT, &z);
- if (!equalDepth(z, p.expectedZ)) {
- reportZFailure(p.name, p.expectedZ, z);
- retVal = false;
- goto cleanup;
- }
- }
-
- // passed!
- retVal = true;
-
- if (0) // debug
- printf("%s passed\n", p.name);
-
- cleanup:
- if (fragShader)
- glDeleteShader(fragShader);
- if (vertShader)
- glDeleteShader(vertShader);
- glDeleteProgram(program);
-
- return retVal;
-}
-
-
-void
-GLSLTest::runOne(MultiTestResult &r, Window &w)
-{
- (void) w;
- if (!setup()) {
- r.pass = false;
- return;
- }
-
- // If you just want to run a single sub-test, assign the name to singleTest.
- const char *singleTest = getenv("PIGLIT_TEST");
- if (singleTest) {
- env->log << "glsl1: Running single test: " << singleTest << "\n";
- for (int i = 0; Programs[i].name; i++) {
- if (strcmp(Programs[i].name, singleTest) == 0) {
-
- if ((Programs[i].flags & FLAG_VERSION_1_20) && !glsl_120)
- break; // skip non-applicable tests
- if ((Programs[i].flags & FLAG_VERSION_1_30) && !glsl_130)
- break; // skip non-applicable tests
-
- r.numPassed = testProgram(Programs[i]);
- r.numFailed = 1 - r.numPassed;
- break;
- }
- }
- }
- else {
- // loop over all tests
- for (int i = 0; Programs[i].name; i++) {
- if ((Programs[i].flags & FLAG_VERSION_1_20) && !glsl_120)
- continue; // skip non-applicable tests
- if ((Programs[i].flags & FLAG_VERSION_1_30) && !glsl_130)
- continue; // skip non-applicable tests
- if (testProgram(Programs[i])) {
- r.numPassed++;
- }
- else {
- r.numFailed++;
- }
- }
- }
- r.pass = (r.numFailed == 0);
-}
-
-
-// We need OpenGL 2.0, 2.1 or 3.0
-bool
-GLSLTest::isApplicable() const
-{
- const char *version = (const char *) glGetString(GL_VERSION);
- const float v = atof(version);
- if (v >= 2.0) {
- return true;
- }
- else {
- env->log << name
- << ": skipped. Requires GL 2.0 or later.\n";
- return false;
- }
-}
-
-
-// The test object itself:
-GLSLTest glslTest("glsl1", "window, rgb, z",
- "", // no extension filter but see isApplicable()
- "GLSL test 1: test basic Shading Language functionality.\n"
- );
-
-
-
-} // namespace GLEAN
diff --git a/tests/glean/tglsl1.h b/tests/glean/tglsl1.h
deleted file mode 100644
index 933fa3e..0000000
--- a/tests/glean/tglsl1.h
+++ /dev/null
@@ -1,97 +0,0 @@
-// BEGIN_COPYRIGHT -*- glean -*-
-//
-// Copyright (C) 1999 Allen Akin All Rights Reserved.
-//
-// 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 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 ALLEN AKIN 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.
-//
-// END_COPYRIGHT
-
-// tglsl1.h: Test OpenGL shading language
-// Brian Paul 6 March 2007
-
-#ifndef __tglsl1_h__
-#define __tglsl1_h__
-
-#include "tmultitest.h"
-
-namespace GLEAN {
-
-#define windowSize 100
-
-
-class ShaderProgram
-{
-public:
- const char *name;
- const char *vertShaderString;
- const char *fragShaderString;
- GLfloat expectedColor[4];
- GLfloat expectedZ;
- int flags;
-};
-
-
-
-class GLSLTest: public MultiTest
-{
-public:
- GLSLTest(const char* testName, const char* filter,
- const char *extensions, const char* description):
- MultiTest(testName, filter, extensions, description),
- tolerance(),
- looseTolerance(),
- glsl_120(false),
- glsl_130(false)
- {
- testOne = true; // test with just one surface config
- }
-
- bool isApplicable() const;
-
- virtual void runOne(MultiTestResult &r, Window &w);
-
-private:
- GLfloat tolerance[5];
- GLfloat looseTolerance[5];
- bool glsl_120; // GLSL 1.20 or higher supported?
- bool glsl_130; // GLSL 1.30 or higher supported?
- void setupTextures(void);
- void setupTextureMatrix1(void);
- bool setup(void);
- bool equalColors(const GLfloat a[4], const GLfloat b[4], int flags) const;
- bool equalDepth(GLfloat z0, GLfloat z1) const;
- GLuint loadAndCompileShader(GLenum target, const char *str);
- bool checkCompileStatus(GLenum target, GLuint shader,
- const ShaderProgram &p);
- bool testProgram(const ShaderProgram &p);
- void reportFailure(const char *programName,
- const GLfloat expectedColor[4],
- const GLfloat actualColor[4] ) const;
- void reportZFailure(const char *programName,
- GLfloat expectedZ, GLfloat actualZ) const;
-
-};
-
-} // namespace GLEAN
-
-#endif // __tglsl1_h__
--
2.1.0
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