/* * Copyright © 2014 Red Hat * * 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 double_in_bool_uniform.c * * Tests that glUniform works as specified for trying to using the double * interfaces with a bool uniform. * * The GL_ARB_gpu_shader_fp64 specification says in the Issues section: * "(15) Can the 64-bit uniform APIs be used to load values for uniforms of * type "bool", "bvec2", "bvec3", or "bvec4"? * RESOLVED: No. OpenGL 2.0 and beyond did allow "bool" variable to be * set with Uniform*i* and Uniform*f APIs, and OpenGL 3.0 extended that * support to Uniform*ui* for orthogonality. But it seems pointless to * extended this capability forward to 64-bit Uniform APIs as well." */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_core_version = 33; config.window_visual = PIGLIT_GL_VISUAL_RGB; config.khr_no_error_support = PIGLIT_HAS_ERRORS; PIGLIT_GL_TEST_CONFIG_END enum piglit_result piglit_display(void) { return PIGLIT_FAIL; } static const char vs_text[] = "vec4 vertex;\n" "void main() {\n" "gl_Position = vertex;\n" "}"; static const char fs_text[] = "#version 330\n" "uniform bool var;\n" "void main() {\n" "gl_FragColor = vec4(float(var), 0.0, 1.0, 1.0);\n" "}"; void piglit_init(int argc, char **argv) { GLuint prog; GLint loc; piglit_require_extension("GL_ARB_gpu_shader_fp64"); prog = piglit_build_simple_program(vs_text, fs_text); glUseProgram(prog); loc = glGetUniformLocation(prog, "var"); /* verify that glUniform1d generates an error */ glUniform1d(loc, 0.1); if (!piglit_check_gl_error(GL_INVALID_OPERATION)) piglit_report_result(PIGLIT_FAIL); glDeleteProgram(prog); piglit_report_result(PIGLIT_PASS); }