/* * Copyright © 2016 Jamey Sharp * * 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 shadersource-no-compile.c * OpenGL 4.5 Core Profile section 7.1, in the documentation for CompileShader, * says: "Changing the source code of a shader object with ShaderSource does not * change its compile status or the compiled shader code." * * This test creates a shader, compiles it, changes its source, and links it. * The spec requires rendering done with this shader to be consistent with the * old source, not the new source, since the shader isn't compiled again after * the source is changed. * * According to Karol Herbst, the game "Divinity: Original Sin - Enhanced * Edition" depends on this odd quirk of the spec. See: * https://lists.freedesktop.org/archives/mesa-dev/2016-March/109789.html */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 20; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE; PIGLIT_GL_TEST_CONFIG_END static const char vs_text[] = "void main() { gl_Position = gl_Vertex; }"; /* good_fs_text uses a constant green color, while bad_fs_text uses a * constant red color, so that we can tell which version of the fragment * shader got executed. Both are distinct from the clear-color so we can * tell if the shader ran at all. */ static const char good_fs_text[] = "void main() { gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); }"; static const char bad_fs_text[] = "void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }"; enum piglit_result piglit_display(void) { static const float green[3] = { 0.0, 1.0, 0.0 }; glClear(GL_COLOR_BUFFER_BIT); piglit_draw_rect(-1, -1, 2, 2); if (!piglit_probe_pixel_rgb(15, 15, green)) return PIGLIT_FAIL; return PIGLIT_PASS; } void piglit_init(int argc, char **argv) { GLuint vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_text); GLuint fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, good_fs_text); const GLchar *bad_fs_texts[] = { bad_fs_text }; GLuint prog; /* Change the shader source, but don't recompile it before linking. */ glShaderSource(fs, 1, bad_fs_texts, NULL); prog = piglit_link_simple_program(vs, fs); if (!prog) piglit_report_result(PIGLIT_FAIL); glDeleteShader(vs); glDeleteShader(fs); glUseProgram(prog); glClearColor(0.3, 0.3, 0.3, 0.0); }