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/*
* Copyright © 2010 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 glsl-link-empty-prog-02.c
*
* Verify behavior when a program object with no shaders attached is used.
* Neither the OpenGL spec nor the GLSL spec are explicit about what happens
* in this case. However, the correct behavior can be infered from a few bits
* in the spec. Section 2.15 of the GL 2.1 spec says:
*
* "When the program object currently in use includes a vertex shader, its
* vertex shader is considered active and is used to process vertices. If
* the program object has no vertex shader, or no program object is
* currently in use, the fixed-function method for processing vertices is
* used instead."
*
* Section 3.11 of the OpenGL 2.1 spec says:
*
* "When the program object currently in use includes a fragment shader,
* its fragment shader is considered active, and is used to process
* fragments. If the program object has no fragment shader, or no program
* object is currently in use, the fixed-function fragment processing
* operations described in previous sections are used."
*
* If there is no vertex shader in the program, fixed-function vertex state is
* used. If there is no fragment shader in the program, fixed-function
* fragment state is used. If there is no vertex shader and no fragment
* shader in the program, fixed-function vertex and fragment state are used.
*
* This test configures some simple fixed-function vertex and fragment state.
* It verifies that this state is used when an "empty" program is active.
*
* \author Ian Romanick <ian.d.romanick@intel.com>
*/
#include "piglit-util-gl-common.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_compat_version = 10;
config.window_width = 32;
config.window_height = 32;
config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
PIGLIT_GL_TEST_CONFIG_END
static GLuint prog = 0;
static GLuint tex = 0;
static const float black[4] = { 0.0, 0.0, 0.0, 1.0 };
static const float white[4] = { 1.0, 1.0, 1.0, 1.0 };
static const float green[4] = { 0.0, 1.0, 0.0, 1.0 };
enum piglit_result
piglit_display(void)
{
GLboolean pass = GL_TRUE;
glColor4fv(green);
piglit_draw_rect_tex(0.0, 0.0,
(float) piglit_width, (float) piglit_height,
0.0, 0.0, 1.0, 1.0);
pass &= piglit_probe_pixel_rgb(0, 0, black);
pass &= piglit_probe_pixel_rgb(piglit_width - 1, 0, green);
pass &= piglit_probe_pixel_rgb(0, piglit_height - 1, green);
pass &= piglit_probe_pixel_rgb(piglit_width - 1, piglit_height - 1,
black);
piglit_present_results();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
void
piglit_init(int argc, char **argv)
{
piglit_require_gl_version(20);
prog = glCreateProgram();
glLinkProgram(prog);
if (!piglit_link_check_status(prog))
piglit_report_result(PIGLIT_FAIL);
glUseProgram(prog);
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glEnable(GL_TEXTURE_2D);
piglit_checkerboard_texture(tex, 0, 16, 16, 2, 2, black, white);
piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
}
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