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/*
* Copyright © 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 bindattriblocation-scratch-name.c
* Verify that glBindAttribLocation doesn't keep the applications name pointer.
*
* This reproduces Mesa bugzilla #41499 (bugzilla #41508 is a dup of the same
* issue).
*
* \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_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
PIGLIT_GL_TEST_CONFIG_END
static const GLchar *vertShaderText =
"attribute vec4 attrib;\n"
"void main() { gl_Position = attrib; }\n";
enum piglit_result
piglit_display(void)
{
return PIGLIT_FAIL;
}
void
piglit_init(int argc, char **argv)
{
static const char name[] = "attrib";
char alt_name[sizeof(name)];
GLint vs;
GLint prog;
GLint attrib_loc;
piglit_require_vertex_shader();
vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vertShaderText);
if (vs == 0) {
piglit_report_result(PIGLIT_FAIL);
}
prog = glCreateProgram();
glAttachShader(prog, vs);
/* Bind "attrib" to location 3. Once the attribute is bound, smash
* the string containing the name. After smashing the name, link the
* shader. If the implementation kept our name pointer, there will be
* problems linking.
*/
memcpy(alt_name, name, sizeof(name));
glBindAttribLocation(prog, 3, alt_name);
memset(alt_name, 0, sizeof(alt_name));
glLinkProgram(prog);
if (!piglit_link_check_status(prog))
piglit_report_result(PIGLIT_FAIL);
attrib_loc = glGetAttribLocation(prog, "attrib");
if (attrib_loc != 3) {
fprintf(stderr, "Expected location 3, got location %d\n",
attrib_loc);
piglit_report_result(PIGLIT_FAIL);
}
piglit_report_result(PIGLIT_PASS);
}
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