/* * Copyright © 2017 Miklós Máté * * 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. */ /** * Tests basic API functionality for GL_ATI_fragment_shader: * - generating names * - deleting named shaders */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA; PIGLIT_GL_TEST_CONFIG_END enum piglit_result piglit_display(void) { /* UNREACHED */ return PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { unsigned id; bool pass = true; piglit_require_extension("GL_ATI_fragment_shader"); /* gen some shaders */ id = glGenFragmentShadersATI(3); pass &= piglit_check_gl_error(GL_NO_ERROR); if (id == 0) pass = false; /* delete them */ glDeleteFragmentShaderATI(id); pass &= piglit_check_gl_error(GL_NO_ERROR); glDeleteFragmentShaderATI(id+1); pass &= piglit_check_gl_error(GL_NO_ERROR); glDeleteFragmentShaderATI(id+2); pass &= piglit_check_gl_error(GL_NO_ERROR); /* gen a few more, leave them hanging */ id = glGenFragmentShadersATI(3); pass &= piglit_check_gl_error(GL_NO_ERROR); /* bind allocates the name, no need for gen */ glBindFragmentShaderATI(42); pass &= piglit_check_gl_error(GL_NO_ERROR); glDeleteFragmentShaderATI(42); pass &= piglit_check_gl_error(GL_NO_ERROR); /* bind an other one, leave it hanging */ glBindFragmentShaderATI(43); pass &= piglit_check_gl_error(GL_NO_ERROR); /* try to delete a non-existent one */ glDeleteFragmentShaderATI(628); pass &= piglit_check_gl_error(GL_NO_ERROR); piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL); }