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/*
* 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;
}
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