/* * Copyright © 2011 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 bindattriblocation-scratch-name.c * Verify that glBindAttribLocation doesn't keep the applications name pointer. * * This reproduces Mesa bugzilla #41499 (bugzilla #41508 is a dup of the same * issue). * * \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; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END static const GLchar *vertShaderText = "attribute vec4 attrib;\n" "void main() { gl_Position = attrib; }\n"; enum piglit_result piglit_display(void) { return PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { static const char name[] = "attrib"; char alt_name[sizeof(name)]; GLint vs; GLint prog; GLint attrib_loc; piglit_require_vertex_shader(); vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vertShaderText); if (vs == 0) { piglit_report_result(PIGLIT_FAIL); } prog = glCreateProgram(); glAttachShader(prog, vs); /* Bind "attrib" to location 3. Once the attribute is bound, smash * the string containing the name. After smashing the name, link the * shader. If the implementation kept our name pointer, there will be * problems linking. */ memcpy(alt_name, name, sizeof(name)); glBindAttribLocation(prog, 3, alt_name); memset(alt_name, 0, sizeof(alt_name)); glLinkProgram(prog); if (!piglit_link_check_status(prog)) piglit_report_result(PIGLIT_FAIL); attrib_loc = glGetAttribLocation(prog, "attrib"); if (attrib_loc != 3) { fprintf(stderr, "Expected location 3, got location %d\n", attrib_loc); piglit_report_result(PIGLIT_FAIL); } piglit_report_result(PIGLIT_PASS); }