/* Copyright © 2012 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 render-no-bo.c * * Tests that we can sample from the default texture buffer or a * texture buffer with no buffer bound, and not crash. * * From the GL_ARB_texture_buffer_object spec: * * "If no buffer object is bound to the buffer texture, the * results of the texel access are undefined." * * we interpret this as allowing any result to come back, but not * terminate the program. To test that, we glReadPixels the result * but don't test the values returned. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.supports_gl_core_version = 31; config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END enum piglit_result piglit_display(void) { static const char *vs_source = "#version 140\n" "in vec4 vertex;\n" "void main()\n" "{\n" " gl_Position = vertex;\n" "}\n"; static const char *fs_source = "#version 140\n" "uniform samplerBuffer s;\n" "void main()\n" "{\n" " gl_FragColor = texelFetch(s, 4096);\n" "}\n"; GLuint tex, vbo; uint8_t junk[4]; static const GLfloat verts[8] = { -1, -1, 1, -1, 1, 1, -1, 1 }; int vertex_location; GLuint prog; prog = piglit_build_simple_program(vs_source, fs_source); glUseProgram(prog); vertex_location = glGetAttribLocation(prog, "vertex"); if (piglit_get_gl_version() >= 31) { GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); } glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_READ); glVertexAttribPointer(vertex_location, 2, GL_FLOAT, GL_FALSE, 0, NULL); glEnableVertexAttribArray(vertex_location); /* First, draw with no texture buffer bound (so using the * default texture buffer object) */ glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &junk); /* Now, do it again with a texture buffer that doesn't have * any buffer bound yet. */ glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_BUFFER, tex); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &junk); glDeleteTextures(1, &tex); piglit_present_results(); return PIGLIT_PASS; } void piglit_init(int argc, char **argv) { piglit_require_GLSL_version(140); if (piglit_get_gl_version() < 31) piglit_require_extension("GL_ARB_texture_buffer_object"); }