/* * Copyright © 2017 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 unsuccessful-relink.c * * Render using a program with a uniform. Modify the uniform and then * do a relink that will fail. This shouldn’t affect the original * program and it should render with the new uniform value. * * GLSL 4.6 spec section 7.3: * * “If a program object that is active for any shader stage is * re-linked unsuccessfully, the link status will be set to FALSE, * but any existing executables and associated state will remain part * of the current rendering state until a subsequent call to * UseProgram, UseProgramStages, or BindProgramPipeline removes them * from use.” */ #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_source[] = "attribute vec4 piglit_vertex;\n" "void main()\n" "{\n" " gl_Position = piglit_vertex;\n" "}\n"; static const char fs_source[] = "uniform vec4 color;\n" "void main()\n" "{\n" " gl_FragColor = color;\n" "}\n"; static const float green[] = { 0.0f, 1.0f, 0.0f, 1.0f }; static const float purple[] = { 0.5f, 0.0f, 0.5f, 1.0f }; static bool try_render(GLuint vertex_attrib, const float *color) { struct vertex { float x, y; }; static const struct vertex verts[] = { { -1, -1 }, { 1, -1 }, { -1, 1 }, { 1, 1 } }; bool pass; GLuint buf; /* This isn’t using piglit_draw_rect because that tries to * call glGetAttribLocation which won’t work on the unlinked * program */ glGenBuffers(1, &buf); glBindBuffer(GL_ARRAY_BUFFER, buf); glBufferData(GL_ARRAY_BUFFER, sizeof verts, verts, GL_STATIC_DRAW); glVertexAttribPointer(vertex_attrib, 2, GL_FLOAT, GL_FALSE, sizeof verts[0], (void *) offsetof(struct vertex, x)); glEnableVertexAttribArray(vertex_attrib); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glBindBuffer(GL_ARRAY_BUFFER, 0); glDeleteBuffers(1, &buf); if (!piglit_check_gl_error(GL_NO_ERROR)) { fprintf(stderr, "error while drawing\n"); piglit_report_result(PIGLIT_FAIL); } pass = piglit_probe_rect_rgb(0, 0, piglit_width, piglit_height, color); if (!pass) fprintf(stderr, "render failed\n"); return pass; } static void unsuccessful_link(GLuint prog) { GLuint shader; GLint status; int i; /* Add the fs shader again. This should cause a link error * because there would be two main functions in the fragment * stage. */ for (i = 0; i < 2; i++) { shader = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_source); glAttachShader(prog, shader); } glLinkProgram(prog); glGetProgramiv(prog, GL_LINK_STATUS, &status); if (status) { fprintf(stderr, "Broken shader unexpectedly linked\n"); piglit_report_result(PIGLIT_FAIL); } } enum piglit_result piglit_display(void) { bool pass = true; GLuint prog; GLint color_uniform; GLint vertex_attrib; void *dummy_data[2048]; int i; glViewport(0, 0, piglit_width, piglit_height); glClear(GL_COLOR_BUFFER_BIT); prog = piglit_build_simple_program(vs_source, fs_source); color_uniform = glGetUniformLocation(prog, "color"); if (color_uniform == -1) { fprintf(stderr, "color uniform missing\n"); piglit_report_result(PIGLIT_FAIL); } vertex_attrib = glGetAttribLocation(prog, "piglit_vertex"); if (vertex_attrib == -1) { fprintf(stderr, "piglit_vertex attrib missing\n"); piglit_report_result(PIGLIT_FAIL); } glUseProgram(prog); glUniform4fv(color_uniform, 1, purple); if (!try_render(vertex_attrib, purple)) pass = false; glUniform4fv(color_uniform, 1, green); unsuccessful_link(prog); /* This test currently causes a use-after-free error in Mesa * which causes sporadic failures. In order to increase the * chances of making the test fail, we will do lots of little * redundant allocations in the hope of overwriting the data * previously allocated and freed by Mesa. */ for (i = 0; i < ARRAY_SIZE(dummy_data); i++) { dummy_data[i] = malloc(64); memset(dummy_data[i], 0, 64); } for (i = 0; i < ARRAY_SIZE(dummy_data); i++) free(dummy_data[i]); if (!try_render(vertex_attrib, green)) pass = false; piglit_present_results(); glDeleteProgram(prog); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { piglit_require_gl_version(20); piglit_require_GLSL_version(110); }