Add more structure constructor tests.
[piglit/hramrach.git] / tests / shaders / glsl-vs-loop-nested.c
blobe8a1298b506f04aba4d58c7eb863d929daa1dbf0
1 /*
2 * Copyright © 2009-2010 Intel Corporation
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
23 * Authors:
24 * Eric Anholt <eric@anholt.net>
25 * Ian Romanick <idr@freedesktop.org>
29 /** @file glsl-vs-loop-nested.c
31 * Tests that nested loops in the vertex shader work.
33 * Since a value from an attribute is used for the loop counters, the
34 * compiler cannot simply unroll the loop. This verifies that GLSL
35 * loops can be correctly generated in the vertex shader.
37 * This was conceived as a test case for freedesktop.org bug #25173.
40 #include "piglit-util.h"
42 int piglit_width = 100, piglit_height = 100;
43 int piglit_window_mode = GLUT_RGB | GLUT_DOUBLE;
45 static GLint prog;
47 enum piglit_result
48 piglit_display(void)
50 GLboolean pass = GL_TRUE;
52 float color[] = {1.0, 0.0, 0.0, 0.0};
54 unsigned i;
55 unsigned j;
57 glClearColor(0.5, 0.5, 0.5, 0.5);
58 glClear(GL_COLOR_BUFFER_BIT);
60 for (i = 0; i < 3; i++) {
61 float temp;
62 float line_color[4];
63 unsigned x = 5 + (25 * i);
65 for (j = 0; j < 3; j++) {
66 int y = 5 + (25 * j);
67 int rotate;
69 memcpy(line_color, color, sizeof(line_color));
70 for (rotate = 0; rotate < i * j; rotate++) {
71 temp = line_color[2];
72 line_color[2] = line_color[1];
73 line_color[1] = line_color[0];
74 line_color[0] = temp;
76 line_color[3] = (float) i * 4 + j;
78 glColor4fv(line_color);
79 piglit_draw_rect(x, y, 20, 20);
81 pass &= piglit_probe_pixel_rgb(x + 5, y + 5, color);
84 temp = color[2];
85 color[2] = color[1];
86 color[1] = color[0];
87 color[0] = temp;
91 glutSwapBuffers();
93 return pass ? PIGLIT_SUCCESS : PIGLIT_FAILURE;
96 void
97 piglit_init(int argc, char **argv)
99 GLint vs, fs;
101 /* Set up projection matrix so we can just draw using window
102 * coordinates.
104 piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
106 if (!GLEW_VERSION_2_0) {
107 printf("Requires OpenGL 2.0\n");
108 piglit_report_result(PIGLIT_SKIP);
111 vs = piglit_compile_shader(GL_VERTEX_SHADER,
112 "shaders/glsl-vs-loop-nested.vert");
113 fs = piglit_compile_shader(GL_FRAGMENT_SHADER,
114 "shaders/glsl-color.frag");
116 prog = piglit_link_simple_program(vs, fs);
118 glUseProgram(prog);