/* * Copyright © 2009 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: * Ben Holmes */ /* * tests for bug fdo 23746. The bug prevents glUseProgram from working when * called within a display list. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE; PIGLIT_GL_TEST_CONFIG_END static GLint progr; static GLint progg; static GLuint list; static const char vertShaderText[] = "void main() { gl_Position = gl_Vertex; }"; static const char fragShaderTextRed[] = "void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }"; static const char fragShaderTextGreen[] = "void main() { gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); }"; void piglit_init(int argc, char **argv) { GLint fsr; GLint fsg; GLint vs; piglit_require_gl_version(20); glClearColor(0.2, 0.2, 0.2, 1.0); vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vertShaderText); fsr = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fragShaderTextRed); fsg = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fragShaderTextGreen); progr = piglit_link_simple_program(vs, fsr); progg = piglit_link_simple_program(vs, fsg); list = glGenLists(1); glNewList(list, GL_COMPILE); glUseProgram(progg); glEndList(); } enum piglit_result piglit_display(void) { static const GLfloat green[3] = {0.0, 1.0, 0.0}; GLboolean pass = GL_TRUE; glClear(GL_COLOR_BUFFER_BIT); glUseProgram(progr); glCallList(list); piglit_draw_rect(-0.5, -0.5, 1.0, 1.0); pass = piglit_probe_pixel_rgb(piglit_width / 2, piglit_height / 2, green); piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; }