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/*
* 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 <shranzel@hotmail.com>
*/
/*
* tests for bug fdo 23746. The bug prevents glUseProgram from working when
* called within a display list.
*/
#include "piglit-util-gl-common.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;
}
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