/* * Copyright © 2018 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. */ #include "piglit-util-gl.h" /** * @file delete-object-0.c * * The OpenGL 4.6 Core Profile specification (dated May 14, 2018) says: * * Unused names in arrays that have been marked as used for the purposes of * GenVertexArrays are marked as unused again. Unused names in arrays are * silently ignored, as is the value zero. * * This test verifies the no errors are generated for 0 or for names from * glGenVertexArrays that have not been bound. */ PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; PIGLIT_GL_TEST_CONFIG_END enum piglit_result piglit_display(void) { /* UNREACHED */ return PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { GLuint id[3] = { 0, 0, 0 }; bool pass = true; piglit_require_gl_version(15); piglit_require_extension("GL_ARB_vertex_array_object"); /* After this call to Gen, the id array will contain { 0, id1, id2 }. */ glGenVertexArrays(2, &id[1]); glBindVertexArray(id[1]); glBindVertexArray(0); glDeleteVertexArrays(3, id); pass = piglit_check_gl_error(GL_NO_ERROR); piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL); }