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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.
*/
#include "piglit-util-gl-common.h"
/**
* @file unused-name.c
*
* Tests that TBOs don't require glGenTextures() for their names.
*
* From the GL_ARB_texture_buffer_object spec:
*
* "A texture object is created by binding an unused name to
* TEXTURE_1D, TEXTURE_2D, TEXTURE_3D, TEXTURE_CUBE_MAP, or
* TEXTURE_BUFFER_ARB."
*/
PIGLIT_GL_TEST_CONFIG_BEGIN
config.window_width = 32;
config.window_height = 32;
config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_ALPHA;
PIGLIT_GL_TEST_CONFIG_END
enum piglit_result
piglit_display(void)
{
/* UNREACHED */
return PIGLIT_FAIL;
}
void
piglit_init(int argc, char **argv)
{
bool pass = true;
GLuint tex = 1001, bo;
piglit_require_extension("GL_ARB_texture_buffer_object");
assert(!glIsTexture(tex));
glBindTexture(GL_TEXTURE_BUFFER, tex);
if (!glIsTexture(tex)) {
fprintf(stderr,
"Binding %d to GL_TEXTURE_BINDING_BUFFER didn't "
"create a texture.\n", tex);
}
/* Do something to the newly-genned texture. */
glGenBuffers(1, &bo);
glBindBuffer(GL_TEXTURE_BUFFER, bo);
if (!piglit_check_gl_error(0))
pass = false;
piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL);
}
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