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/*
* Copyright © 2010 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 arb_es2_compatibility-releasecompiler.c
*
* Tests that compiling a shader works again after doing
* glReleaseShaderCompiler().
*/
#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_ALPHA | PIGLIT_GL_VISUAL_DOUBLE;
PIGLIT_GL_TEST_CONFIG_END
#ifdef GL_ARB_ES2_compatibility
static const char vs_text[] =
"#version 100\n"
"uniform vec4 offset;\n"
"attribute vec4 vertex;\n"
"void main () {\n"
" gl_Position = vertex + offset;"
"}\n"
;
static const char fs_text[] =
"#version 100\n"
"uniform mediump vec4 color;\n"
"void main () {\n"
" gl_FragColor = color;\n"
"}\n"
;
void
draw(const float *color, float x_offset)
{
GLuint vs, fs, prog;
GLint color_location;
GLint offset_location;
vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_text);
fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_text);
prog = piglit_link_simple_program(vs, fs);
glBindAttribLocation(prog, 0, "vertex");
glLinkProgram(prog);
piglit_link_check_status(prog);
glDeleteShader(vs);
glDeleteShader(fs);
glUseProgram(prog);
color_location = glGetUniformLocation(prog, "color");
offset_location = glGetUniformLocation(prog, "offset");
glUniform4fv(color_location, 1, color);
glUniform4f(offset_location, x_offset, 0.0f, 0.0f, 0.0f);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDeleteProgram(prog);
}
#endif
enum piglit_result
piglit_display(void)
{
#ifdef GL_ARB_ES2_compatibility
GLboolean pass = GL_TRUE;
float green[] = {0.0, 1.0, 0.0, 0.0};
float blue[] = {0.0, 0.0, 1.0, 0.0};
draw(green, 0.0f);
glReleaseShaderCompiler();
draw(blue, 1.0f);
pass &= piglit_probe_pixel_rgba(piglit_width / 4, piglit_height / 2,
green);
pass &= piglit_probe_pixel_rgba(piglit_width * 3 / 4, piglit_height / 2,
blue);
assert(!glGetError());
piglit_present_results();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
#else
return PIGLIT_SKIP;
#endif /* GL_ARB_ES2_compatibility */
}
void
piglit_init(int argc, char **argv)
{
#ifdef GL_ARB_ES2_compatibility
static const float verts[] = {
-1.0, 1.0, 0.0, 1.0,
-1.0, -1.0, 0.0, 1.0,
+0.0, 1.0, 0.0, 1.0,
+0.0, -1.0, 0.0, 1.0,
};
piglit_require_gl_version(20);
if (!piglit_is_extension_supported("GL_ARB_ES2_compatibility")) {
printf("Requires ARB_ES2_compatibility\n");
piglit_report_result(PIGLIT_SKIP);
}
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4,
verts);
glEnableVertexAttribArray(0);
#endif
}
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