/* * Copyright © 2013 The Piglit project * * 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 common.h * * Common code for glProgramParameter testing. */ #include "piglit-util-gl.h" struct primitive_geom_info { GLenum type; GLenum error; }; /* Primitive types passed as geometry shader input type and expected error. */ static const struct primitive_geom_info primitives_in[] = { {GL_POINTS, GL_NO_ERROR}, {GL_LINES, GL_NO_ERROR}, {GL_LINE_STRIP, GL_INVALID_VALUE}, {GL_LINE_LOOP, GL_INVALID_VALUE}, {GL_TRIANGLES, GL_NO_ERROR}, {GL_TRIANGLE_STRIP, GL_INVALID_VALUE}, {GL_TRIANGLE_FAN, GL_INVALID_VALUE}, {GL_LINES_ADJACENCY, GL_NO_ERROR}, {GL_LINE_STRIP_ADJACENCY, GL_INVALID_VALUE}, {GL_TRIANGLES_ADJACENCY, GL_NO_ERROR}, {GL_TRIANGLE_STRIP_ADJACENCY, GL_INVALID_VALUE}, {GL_QUADS, GL_INVALID_VALUE}, {GL_QUAD_STRIP, GL_INVALID_VALUE}, {GL_POLYGON, GL_INVALID_VALUE}, }; static const char vs_text[] = "void main()\n" "{\n" " gl_Position = vec4(0);\n" "}\n"; static const char gs_text[] = "#extension GL_ARB_geometry_shader4: enable\n" "uniform int vertex_count;\n" "void main()\n" "{\n" " for (int i = 0; i < vertex_count; i++) {\n" " gl_Position = vec4(0.0);\n" " EmitVertex();\n" " }\n" "}\n"; static const char fs_text[] = "void main()\n" "{\n" " gl_FragColor = vec4(1.0);\n" "}\n"; static GLuint create_shader(const char *const vs_text, const char *const gs_text, const char *const fs_text) { const char *const varying = "var"; GLuint vs, gs, fs, prog; prog = glCreateProgram(); vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_text); glAttachShader(prog, vs); glDeleteShader(vs); gs = piglit_compile_shader_text(GL_GEOMETRY_SHADER, gs_text); glAttachShader(prog, gs); glDeleteShader(gs); if (fs_text) { fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_text); glAttachShader(prog, fs); glDeleteShader(fs); } else { glTransformFeedbackVaryings(prog, 1, &varying, GL_INTERLEAVED_ATTRIBS); } if (!piglit_check_gl_error(GL_NO_ERROR)) piglit_report_result(PIGLIT_FAIL); return prog; }