/* * 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. * * Authors: * Eric Anholt * */ /** @file arb_es2_compatibility-releasecompiler.c * * Tests that compiling a shader works again after doing * glReleaseShaderCompiler(). Note that it's important that one of the * shaders use builtins, as that tests some of the shader compiler's * innards. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE; PIGLIT_GL_TEST_CONFIG_END static const char vs_text[] = "#version 100\n" "uniform vec4 offset;\n" "attribute vec4 vertex;\n" "void main () {\n" " gl_Position = vertex + offset;" "}\n" ; static const char fs_text[] = "#version 100\n" "uniform mediump vec4 color;\n" "void main () {\n" " gl_FragColor = clamp(color, vec4(0), vec4(1));\n" "}\n" ; void draw(const float *color, float x_offset, bool release) { GLuint prog; GLint color_location; GLint offset_location; prog = piglit_build_simple_program(vs_text, fs_text); if (release) glReleaseShaderCompiler(); glBindAttribLocation(prog, 0, "vertex"); glLinkProgram(prog); piglit_link_check_status(prog); glUseProgram(prog); color_location = glGetUniformLocation(prog, "color"); offset_location = glGetUniformLocation(prog, "offset"); glUniform4fv(color_location, 1, color); glUniform4f(offset_location, x_offset, 0.0f, 0.0f, 0.0f); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDeleteProgram(prog); } enum piglit_result piglit_display(void) { GLboolean pass = GL_TRUE; float green[] = {0.0, 1.0, 0.0, 0.0}; float blue[] = {0.0, 0.0, 1.0, 0.0}; draw(green, 0.0f, false); glReleaseShaderCompiler(); draw(blue, 1.0f, true); glReleaseShaderCompiler(); pass &= piglit_probe_pixel_rgba(piglit_width / 4, piglit_height / 2, green); pass &= piglit_probe_pixel_rgba(piglit_width * 3 / 4, piglit_height / 2, blue); assert(!glGetError()); piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { static const float verts[] = { -1.0, 1.0, 0.0, 1.0, -1.0, -1.0, 0.0, 1.0, +0.0, 1.0, 0.0, 1.0, +0.0, -1.0, 0.0, 1.0, }; piglit_require_gl_version(20); if (!piglit_is_extension_supported("GL_ARB_ES2_compatibility")) { printf("Requires ARB_ES2_compatibility\n"); piglit_report_result(PIGLIT_SKIP); } glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4, verts); glEnableVertexAttribArray(0); }