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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-initializer-04.c
* Test non-conflicting variable initializers.
*
* Each of the 2 shaders involved in this test have a global variable called
* \c global_variable. Each has the same initializer for the variable. The
* test verifies that linking the shaders together is successful.
*
* \author Ian Romanick
*/
#include "piglit-util.h"
int piglit_width = 100, piglit_height = 100;
int piglit_window_mode = GLUT_RGB | GLUT_DOUBLE;
enum piglit_result
piglit_display(void)
{
return PIGLIT_FAILURE;
}
void piglit_init(int argc, char **argv)
{
GLint vert[2];
GLint prog;
GLboolean ok;
if (!GLEW_VERSION_2_0) {
printf("Requires OpenGL 2.0\n");
piglit_report_result(PIGLIT_SKIP);
}
vert[0] =
piglit_compile_shader(GL_VERTEX_SHADER,
"shaders/glsl-link-initializer-04a.vert");
vert[1] =
piglit_compile_shader(GL_VERTEX_SHADER,
"shaders/glsl-link-initializer-04b.vert");
prog = glCreateProgram();
glAttachShader(prog, vert[0]);
glAttachShader(prog, vert[1]);
glLinkProgram(prog);
ok = piglit_link_check_status(prog);
piglit_report_result(ok ? PIGLIT_SUCCESS : PIGLIT_FAILURE);
}
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