/* * 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 createshaderprogram-attached-shaders.c * Call glCreateShaderProgramEXT, verify that there are 0 attached shaders * * \author Ian Romanick */ #include "piglit-util-gl.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 char vs_text[] = "void main() { gl_Position = gl_Vertex; }"; enum piglit_result piglit_display(void) { return PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { GLboolean pass = GL_TRUE; GLint count; GLuint prog; GLenum err; piglit_require_gl_version(20); piglit_require_extension("GL_EXT_separate_shader_objects"); prog = glCreateShaderProgramEXT(GL_VERTEX_SHADER, vs_text); err = glGetError(); if (err != 0) { printf("Unexpected OpenGL error state 0x%04x for " "glCreateShaderProgramEXT\n", err); pass = GL_FALSE; } count = -1; glGetProgramiv(prog, GL_ATTACHED_SHADERS, &count); if (count != 0) { printf("Expected attached shader count of 0, got %d.\n", count); pass = GL_FALSE; } piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL); }