X-Git-Url: https://git.cworth.org/git?a=blobdiff_plain;f=apps%2Fegl%2Fgl%2Ftri_glsl.ref.txt;fp=apps%2Fegl%2Fgl%2Ftri_glsl.ref.txt;h=c82f8f328a302e19b3995323b9a6885d6c4c8b56;hb=a7fed0ca7137f09c44c4dfe7fd7619cf19965bb4;hp=0000000000000000000000000000000000000000;hpb=59e9ab545ce076d9624d8bc0cb3a95b637e40476;p=apitrace-tests diff --git a/apps/egl/gl/tri_glsl.ref.txt b/apps/egl/gl/tri_glsl.ref.txt new file mode 100644 index 0000000..c82f8f3 --- /dev/null +++ b/apps/egl/gl/tri_glsl.ref.txt @@ -0,0 +1,48 @@ +eglBindAPI(api = EGL_OPENGL_API) = EGL_TRUE +glClearColor(red = 0.4, green = 0.4, blue = 0.4, alpha = 0) +glCreateShader(type = GL_FRAGMENT_SHADER) = 1 +glShaderSource(shader = 1, count = 1, string = &"varying vec4 v_color; +void main() { + gl_FragColor = v_color; +} +", length = NULL) +glCompileShader(shader = 1) +glGetShaderiv(shader = 1, pname = GL_COMPILE_STATUS, params = &1) +glCreateShader(type = GL_VERTEX_SHADER) = 2 +glShaderSource(shader = 2, count = 1, string = &"uniform mat4 modelviewProjection; +attribute vec4 pos; +attribute vec4 color; +varying vec4 v_color; +void main() { + gl_Position = modelviewProjection * pos; + v_color = color; +} +", length = NULL) +glCompileShader(shader = 2) +glGetShaderiv(shader = 2, pname = GL_COMPILE_STATUS, params = &1) +glCreateProgram() = 3 +glAttachShader(program = 3, shader = 1) +glAttachShader(program = 3, shader = 2) +glBindAttribLocation(program = 3, index = 1, name = "pos") +glBindAttribLocation(program = 3, index = 0, name = "color") +glLinkProgram(program = 3) +glGetProgramiv(program = 3, pname = GL_LINK_STATUS, params = &1) +glUseProgram(program = 3) +glBindAttribLocation(program = 3, index = 0, name = "pos") +glBindAttribLocation(program = 3, index = 1, name = "color") +glBindAttribLocation(program = 3, index = 0, name = "pos") +glBindAttribLocation(program = 3, index = 1, name = "color") +glLinkProgram(program = 3) +glGetUniformLocation(program = 3, name = "modelviewProjection") = 0 +glViewport(x = 0, y = 0, width = 300, height = 300) +glViewport(x = 0, y = 0, width = 300, height = 300) +glViewport(x = 0, y = 0, width = 300, height = 300) +glUniformMatrix4fv(location = 0, count = 1, transpose = false, value = {0.5, 0, 0, 0, 0, 0.5, 0, 0, 0, 0, 0.5, 0, 0, 0, 0, 1}) +glClear(mask = GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT) +glEnableVertexAttribArray(index = 0) +glEnableVertexAttribArray(index = 1) +glVertexAttribPointer(index = 0, size = 2, type = GL_FLOAT, normalized = false, stride = 0, pointer = blob(24)) +glVertexAttribPointer(index = 1, size = 3, type = GL_FLOAT, normalized = false, stride = 0, pointer = blob(36)) +glDrawArrays(mode = GL_TRIANGLES, first = 0, count = 3) +glDisableVertexAttribArray(index = 0) +glDisableVertexAttribArray(index = 1)