Fix SM1 shaders on SPIR-V after TEX* opcodes changes:
- Fix implicit input attribute on SPIR-V profile
- Remove texcoord attribs from other TEX* opcodes
#ifdef _WINDOWS
#define WIN32_LEAN_AND_MEAN 1
#include <windows.h>
#endif
#include <stdio.h>
#define GL_GLEXT_LEGACY 1
#include "GL/gl.h"
#include "GL/glext.h"
#include "SDL.h"
#ifndef WINGDIAPI
#define WINGDIAPI
#endif
typedef WINGDIAPI void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *params);
typedef WINGDIAPI const GLubyte * (APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
#ifndef GL_MAX_VERTEX_BINDABLE_UNIFORMS_EXT
#define GL_MAX_VERTEX_BINDABLE_UNIFORMS_EXT 0x8DE2
#endif
#ifndef GL_MAX_FRAGMENT_BINDABLE_UNIFORMS_EXT
#define GL_MAX_FRAGMENT_BINDABLE_UNIFORMS_EXT 0x8DE3
#endif
#ifndef GL_MAX_GEOMETRY_BINDABLE_UNIFORMS_EXT
#define GL_MAX_GEOMETRY_BINDABLE_UNIFORMS_EXT 0x8DE4
#endif
#ifndef GL_MAX_BINDABLE_UNIFORM_SIZE_EXT
#define GL_MAX_BINDABLE_UNIFORM_SIZE_EXT 0x8DED
#endif
static int is_atleast_gl3(const char *str)
{
int maj, min;
sscanf(str, "%d.%d", &maj, &min);
return ( ((maj << 16) | min) >= ((3 << 16) | 0) );
}
int main(int argc, char **argv)
{
int retval = 1;
GLint val = 0;
const char *str = NULL;
SDL_Window *sdlwindow = NULL;
if (SDL_Init(SDL_INIT_VIDEO) == -1)
fprintf(stderr, "SDL_Init() error: %s\n", SDL_GetError());
else if (SDL_GL_LoadLibrary(NULL) == -1)
fprintf(stderr, "SDL_GL_LoadLibrary() error: %s\n", SDL_GetError());
else if ((sdlwindow = SDL_CreateWindow(argv[0], SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_OPENGL)) == NULL)
fprintf(stderr, "SDL_CreateWindow() error: %s\n", SDL_GetError());
if (SDL_GL_CreateContext(sdlwindow) == NULL)
fprintf(stderr, "SDL_GL_CreateContext() error: %s\n", SDL_GetError());
else
retval = 0;
if (retval != 0)
{
SDL_Quit();
return retval;
} // if
PFNGLGETSTRINGPROC pglGetString = (PFNGLGETSTRINGPROC) SDL_GL_GetProcAddress("glGetString");
PFNGLGETINTEGERVPROC pglGetIntegerv = (PFNGLGETINTEGERVPROC) SDL_GL_GetProcAddress("glGetIntegerv");
PFNGLGETPROGRAMIVARBPROC pglGetProgramivARB = (PFNGLGETPROGRAMIVARBPROC) SDL_GL_GetProcAddress("glGetProgramivARB");
PFNGLGETSTRINGIPROC pglGetStringi = (PFNGLGETSTRINGIPROC) SDL_GL_GetProcAddress("glGetStringi");
printf("Basic strings...\n\n");
#define getval(x) printf(#x ": %s\n", pglGetString(x))
getval(GL_RENDERER);
getval(GL_VERSION);
getval(GL_VENDOR);
#undef getval
printf("\nExtensions...\n\n");
if (is_atleast_gl3((const char *) pglGetString(GL_VERSION)))
{
GLint i;
GLint num_exts = 0;
pglGetIntegerv(GL_NUM_EXTENSIONS, &num_exts);
for (i = 0; i < num_exts; i++)
printf("%s\n", (const char *) pglGetStringi(GL_EXTENSIONS, i));
}
else
{
const GLubyte *ext = pglGetString(GL_EXTENSIONS);
while (*ext)
{
fputc((*ext == ' ') ? '\n' : ((int) *ext), stdout);
ext++;
} // while
ext--;
if (*ext != ' ')
printf("\n");
}
printf("\nARB1 values...\n\n");
if (pglGetProgramivARB == NULL)
printf(" (unsupported.)\n");
else
{
#define getval(x) \
val = -1; \
pglGetProgramivARB(GL_VERTEX_PROGRAM_ARB, x, &val); \
printf(#x ": %d\n", (int) val);
getval(GL_MAX_PROGRAM_INSTRUCTIONS_ARB);
getval(GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB);
getval(GL_MAX_PROGRAM_TEMPORARIES_ARB);
getval(GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB);
getval(GL_MAX_PROGRAM_PARAMETERS_ARB);
getval(GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB);
getval(GL_MAX_PROGRAM_ATTRIBS_ARB);
getval(GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB);
getval(GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB);
getval(GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB);
getval(GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB);
getval(GL_MAX_PROGRAM_ENV_PARAMETERS_ARB);
getval(GL_MAX_PROGRAM_PARAMETERS_ARB);
#undef getval
} // else
printf("\nGLSL values...\n\n");
#define getval(x) \
val = -1; \
pglGetIntegerv(x, &val); \
printf(#x ": %d\n", (int) val);
str = (const char *) pglGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
printf("GL_SHADING_LANGUAGE_VERSION_ARB: %s\n", str);
getval(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB);
getval(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB);
getval(GL_MAX_VARYING_FLOATS_ARB);
getval(GL_MAX_VERTEX_ATTRIBS_ARB);
getval(GL_MAX_TEXTURE_IMAGE_UNITS_ARB);
getval(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB);
getval(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB);
getval(GL_MAX_TEXTURE_COORDS_ARB);
printf("\nGL_EXT_bindable_uniform values...\n\n");
getval(GL_MAX_VERTEX_BINDABLE_UNIFORMS_EXT);
getval(GL_MAX_FRAGMENT_BINDABLE_UNIFORMS_EXT);
getval(GL_MAX_GEOMETRY_BINDABLE_UNIFORMS_EXT);
getval(GL_MAX_BINDABLE_UNIFORM_SIZE_EXT);
#undef getval
SDL_Quit();
printf("\n");
return 0;
}