X-Git-Url: https://git.cworth.org/git?a=blobdiff_plain;f=apps%2Fegl%2Fgles2%2Ftri.ref.txt;fp=apps%2Fegl%2Fgles2%2Ftri.ref.txt;h=4894610dfa610fb73e4425e6d1a3fde6a24e9124;hb=ce8d26ecebe771ab246075f5782dd440c56dcea8;hp=0000000000000000000000000000000000000000;hpb=c40e80b266adafc32558599446b72b89e5cfd3f9;p=apitrace-tests diff --git a/apps/egl/gles2/tri.ref.txt b/apps/egl/gles2/tri.ref.txt new file mode 100644 index 0000000..4894610 --- /dev/null +++ b/apps/egl/gles2/tri.ref.txt @@ -0,0 +1,48 @@ +eglBindAPI(api = EGL_OPENGL_ES_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)