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/*
* Copyright © 2012 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.
*
* Authors:
* Eric Anholt <eric@anholt.net>
*
*/
/** @file glsl-render-bad-attach.c
*
* Tests that rendering with a good program after attaching a bad
* shader to it still works.
*/
#include "piglit-util-gl-common.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_compat_version = 10;
config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE;
PIGLIT_GL_TEST_CONFIG_END
const char *vs_source =
"void main()\n"
"{\n"
" gl_Position = gl_Vertex;\n"
"}\n";
const char *good_fs_source =
"void main()\n"
"{\n"
" gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0);\n"
"}\n";
const char *bad_fs_source =
"void BAD_FUNC()\n"
"{\n"
" BAD;\n"
"}\n";
enum piglit_result
piglit_display(void)
{
bool pass = GL_TRUE;
GLint ok;
float green[4] = {0, 1, 0, 0};
GLuint good_fs, bad_fs, vs, prog;
glClearColor(0.0, 1.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_source);
good_fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER,
good_fs_source);
prog = piglit_link_simple_program(vs, good_fs);
if (!vs || !good_fs || !prog)
piglit_report_result(PIGLIT_FAIL);
glUseProgram(prog);
piglit_draw_rect(-1, -1, 1, 2);
bad_fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(bad_fs, 1, (const GLchar **) &bad_fs_source, NULL);
glCompileShader(bad_fs);
glGetShaderiv(bad_fs, GL_COMPILE_STATUS, &ok);
if (ok)
piglit_report_result(PIGLIT_FAIL);
glAttachShader(prog, bad_fs);
piglit_draw_rect(0, -1, 1, 2);
pass = piglit_probe_rect_rgba(0, 0,
piglit_width, piglit_height,
green);
piglit_present_results();
glDeleteShader(good_fs);
glDeleteShader(bad_fs);
glDeleteShader(vs);
glDeleteProgram(prog);
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
void
piglit_init(int argc, char **argv)
{
piglit_require_GLSL();
}
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