diff options
author | Ian Romanick <ian.d.romanick@intel.com> | 2009-09-18 18:21:42 -0700 |
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committer | Ian Romanick <ian.d.romanick@intel.com> | 2009-09-18 18:22:30 -0700 |
commit | 0163ab7b40824584f2caaa6c35f844e822dd8925 (patch) | |
tree | 89a0e281108dd095f10801ee4c020695d0a7c75a /tests/shaders/glsl-dlist-getattriblocation.c | |
parent | e40e0cf00767b570ecd0c9ee271ef0b86b33ad3d (diff) |
Verify that glGetAttribLocation works within a display list
Test for bug #15202.
Diffstat (limited to 'tests/shaders/glsl-dlist-getattriblocation.c')
-rw-r--r-- | tests/shaders/glsl-dlist-getattriblocation.c | 115 |
1 files changed, 115 insertions, 0 deletions
diff --git a/tests/shaders/glsl-dlist-getattriblocation.c b/tests/shaders/glsl-dlist-getattriblocation.c new file mode 100644 index 000000000..7dd4a0113 --- /dev/null +++ b/tests/shaders/glsl-dlist-getattriblocation.c @@ -0,0 +1,115 @@ +/* + * Copyright © 2009 Intel Corporation + * + * 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 (including the next + * paragraph) 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 + * THE AUTHORS OR COPYRIGHT HOLDERS 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. + */ + +/** + * \file glsl-dlist-getattriblocation.c + * + * Validate the behavior of \c glGetAttribLocation while compiling a display + * list. See also bugzilla #15202. + * + * \author Ian Romanick <ian.d.romanick@intel.com> + */ + +#include <stdlib.h> +#include <stdio.h> +#include <string.h> +#include <GL/glew.h> +#if defined(__APPLE__) +#include <GLUT/glut.h> +#else +#include <GL/glut.h> +#endif + +#include "piglit-util.h" +#include "piglit-framework.h" + +int piglit_WindowMode = GLUT_RGB; +int piglit_Width = 100; +int piglit_Height = 100; + +static const GLchar *vertShaderText = + "attribute vec4 attrib;\n" + "void main()\n" + "{\n" + " gl_Position = gl_ModelViewProjectionMatrix * attrib;\n" + "} \n"; + + +int +piglit_Display(void) +{ + GLboolean pass = GL_TRUE; + GLint vs; + GLint prog; + GLint stat; + GLint attrib_loc; + GLint attrib_loc_in_dlist; + + + vs = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(vs, 1, &vertShaderText, NULL); + + glCompileShader(vs); + glGetShaderiv(vs, GL_COMPILE_STATUS, &stat); + if (!stat) { + printf("error compiling vertex shader1!\n"); + exit(1); + } + + prog = glCreateProgram(); + glAttachShader(prog, vs); + glBindAttribLocation(prog, 1, "attrib"); + glLinkProgram(prog); + + attrib_loc = glGetAttribLocation(prog, "attrib"); + if (!piglit_Automatic) + printf("attrib_loc = %d\n", attrib_loc); + + glNewList(1, GL_COMPILE); + + /* Notice the trickery here! glBindAttribLocation does not take effect + * until glLinkProgram is called! + */ + glBindAttribLocation(prog, 2, "attrib"); + attrib_loc_in_dlist = glGetAttribLocation(prog, "attrib"); + + if (!piglit_Automatic) + printf("attrib_loc_in_dlist = %d\n", attrib_loc_in_dlist); + glEndList(); + + pass = (attrib_loc == 1) && (attrib_loc == attrib_loc_in_dlist); + return pass ? PIGLIT_SUCCESS : PIGLIT_FAILURE; +} + + +void +piglit_Init(int argc, char **argv) +{ + if (!GLEW_VERSION_2_0) { + printf("Requires OpenGL 2.0\n"); + piglit_report_result(PIGLIT_SKIP); + exit(1); + } + + piglit_ortho_projection(piglit_Width, piglit_Height, GL_FALSE); +} |