1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
|
/*
* Copyright 2009 VMware, Inc.
* All Rights Reserved.
*
* 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, sub license, 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 NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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:
* Alex Corscadden
* Vinson Lee
*/
/*
* Test an empty GLSL vertex shader without a fragment shader. The program
* may not link, but if it does, should not trigger a driver crash.
*
*/
#include "piglit-util-gl-common.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_compat_version = 10;
config.window_width = 250;
config.window_height = 250;
config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
PIGLIT_GL_TEST_CONFIG_END
static const char *vs_source = "void main() {}";
enum piglit_result
piglit_display(void)
{
GLint vs;
GLint prog;
GLint linked;
int i;
for (i = 0; i < 32; i++) {
vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &vs_source, NULL);
glCompileShader(vs);
prog = glCreateProgram();
glAttachShader(prog, vs);
glLinkProgram(prog);
glGetProgramiv(prog, GL_LINK_STATUS, &linked);
if (linked) {
glUseProgram(prog);
}
glFlush();
glDeleteProgram(prog);
glDeleteShader(vs);
}
return PIGLIT_PASS;
}
void
piglit_init(int argc, char **argv)
{
piglit_require_gl_version(20);
}
|