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/*
* Copyright © 2011 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 getattriblocation-conventional.c
* Verify that glGetAttribLocation on a conventional attribute returns -1.
*
* \author Ian Romanick
*/
#include "piglit-util-gl-common.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
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 *vs_code =
"attribute vec4 not_used;\n"
"void main() { gl_Position = gl_Vertex; }"
;
enum piglit_result
piglit_display(void)
{
return PIGLIT_FAIL;
}
void piglit_init(int argc, char **argv)
{
GLint vert;
GLint prog;
GLint loc;
piglit_require_vertex_shader();
vert = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_code);
prog = piglit_link_simple_program(vert, 0);
loc = piglit_GetAttribLocation(prog, "gl_Vertex");
printf("Attribute location reported for gl_Vertex is %d.\n", loc);
piglit_report_result(loc == -1 ? PIGLIT_PASS : PIGLIT_FAIL);
}
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