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/*
* 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.h"
int piglit_width = 250, piglit_height = 250;
int piglit_window_mode = GLUT_RGB | GLUT_DOUBLE;
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)
{
if (!GLEW_VERSION_2_0) {
printf("Requires OpenGL 2.0\n");
piglit_report_result(PIGLIT_SKIP);
}
}
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