/* * Copyright 2011 VMware, Inc. * * 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-link-bug38015.c * * Reproduces i965 crash from FDO bug 38015. * * \author Vinson Lee */ #include "piglit-util-gl-common.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_width = 100; config.window_height = 100; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE; PIGLIT_GL_TEST_CONFIG_END static const char fs_text[] = "#extension GL_ARB_shader_texture_lod : enable\n" "uniform sampler2D S0;" "void main(void) {" " vec2 coord = vec2(0.0, 0.0);" " vec2 ddx = vec2(0.0, 0.0);" " vec2 ddy = vec2(0.0, 0.0);" " gl_FragColor = texture2DGradARB(S0, coord, ddx, ddy);" "}"; enum piglit_result piglit_display(void) { return PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { GLint frag; GLint prog; const char *fs_text_ptr = fs_text; piglit_require_gl_version(20); /* Intentionally omit check for GL_ARB_shader_texture_lod. */ frag = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(frag, 1, (const GLchar **) &fs_text_ptr, NULL); glCompileShader(frag); prog = glCreateProgram(); glAttachShader(prog, frag); glLinkProgram(prog); piglit_report_result(PIGLIT_PASS); }