/* © 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. */ /** @file mixed-immediate-and-vbo.c * * Tests for a bug in the i965 driver. When the index limits were * unknown (because they were in a VBO which Mesa tries to avoid * reading) and some VBOs plus immediate vertex data was used, the * immediate vertex data would be trashed. * * https://bugs.freedesktop.org/show_bug.cgi?id=37934 */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END static GLuint vbo; void piglit_init(int argc, char **argv) { piglit_require_extension("GL_ARB_vertex_buffer_object"); piglit_require_vertex_shader(); } const char *vs_source = { "void main() {" " gl_Position = gl_Vertex;" " gl_FrontColor = gl_Color;" "}" }; enum piglit_result piglit_display(void) { bool pass = true; float green[] = {0.0, 1.0, 0.0, 0.0}; float vertex_data[] = { /* quad position */ -1.0, -1.0, 0.0, 1.0, 1.0, -1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, -1.0, 1.0, 0.0, 1.0, }; uint32_t index_data[] = { 0, 1, 2, 3 }; uintptr_t index_offset = sizeof(vertex_data); GLuint prog; glClearColor(1.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); /* Use a vertex shader. Otherwise mesa turns our immediate * color data into a uniform in the fixed function vertex * shader. */ prog = piglit_build_simple_program(vs_source, NULL); glUseProgram(prog); glGenBuffersARB(1, &vbo); glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo); glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, vbo); glBufferDataARB(GL_ARRAY_BUFFER_ARB, index_offset + sizeof(index_data), NULL, GL_DYNAMIC_DRAW); glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(vertex_data), vertex_data); glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, index_offset, sizeof(index_data), index_data); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(4, GL_FLOAT, 0, (void *)0); glColor4f(0.0, 1.0, 0.0, 0.0); glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_INT, (void *)index_offset); pass = piglit_probe_rect_rgba(0, 0, piglit_width, piglit_height, green); piglit_present_results(); glDisableClientState(GL_VERTEX_ARRAY); glDeleteBuffersARB(1, &vbo); return pass ? PIGLIT_PASS : PIGLIT_FAIL; }