/* * 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. */ /** Paragraph 4 of the Errors section: * * The error INVALID_OPERATION is generated by EndFragmentShaderATI if * passed to ColorFragmentOp[1..3]ATI or * AlphaFragmentOp[1..3]ATI is PRIMARY_COLOR_ARB or * SECONDARY_INTERPOLATOR_ATI on the first pass of a two-pass shader, * or if the shader cannot be compiled due to some other * implementation-dependent limitation. EndFragmentShaderATI will * still have a side-effect if this error is encountered: the * Begin/EndFragmentShaderATI pair will be closed, and the current * shader will be undefined. */ #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) { bool pass = true; piglit_require_extension("GL_ATI_fragment_shader"); /* use GL_PRIMARY_COLOR_ARB in the first pass */ glBeginFragmentShaderATI(); glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_PRIMARY_COLOR_ARB, GL_NONE, GL_NONE); glPassTexCoordATI(GL_REG_0_ATI, GL_REG_0_ATI, GL_SWIZZLE_STR_ATI); /* note: Mesa requires at least 1 arith instruction per pass, * but this is not in the spec */ glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_REG_0_ATI, GL_NONE, GL_NONE); pass &= piglit_check_gl_error(GL_NO_ERROR); glEndFragmentShaderATI(); pass &= piglit_check_gl_error(GL_INVALID_OPERATION); /* see if EndFragmentShaderATI really ended the shader */ glEndFragmentShaderATI(); pass &= piglit_check_gl_error(GL_INVALID_OPERATION); /* use GL_SECONDARY_INTERPOLATOR_ATI in the first pass */ glBeginFragmentShaderATI(); glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_SECONDARY_INTERPOLATOR_ATI, GL_NONE, GL_NONE); glPassTexCoordATI(GL_REG_0_ATI, GL_REG_0_ATI, GL_SWIZZLE_STR_ATI); /* note: Mesa requires at least 1 arith instruction per pass, * but this is not in the spec */ glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_REG_0_ATI, GL_NONE, GL_NONE); pass &= piglit_check_gl_error(GL_NO_ERROR); glEndFragmentShaderATI(); pass &= piglit_check_gl_error(GL_INVALID_OPERATION); /* see if EndFragmentShaderATI really ended the shader */ glEndFragmentShaderATI(); pass &= piglit_check_gl_error(GL_INVALID_OPERATION); /* use them in a single-pass shader */ glBeginFragmentShaderATI(); glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_PRIMARY_COLOR_ARB, GL_NONE, GL_NONE); glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_SECONDARY_INTERPOLATOR_ATI, GL_NONE, GL_NONE); glEndFragmentShaderATI(); pass &= piglit_check_gl_error(GL_NO_ERROR); /* use them in the second pass */ glBeginFragmentShaderATI(); glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_REG_0_ATI, GL_NONE, GL_NONE); glPassTexCoordATI(GL_REG_0_ATI, GL_REG_0_ATI, GL_SWIZZLE_STR_ATI); glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_PRIMARY_COLOR_ARB, GL_NONE, GL_NONE); glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_SECONDARY_INTERPOLATOR_ATI, GL_NONE, GL_NONE); glEndFragmentShaderATI(); pass &= piglit_check_gl_error(GL_NO_ERROR); /* use color in first pass, but the instruction is not added because * the other argument is invalid, so EndFragmentShader should not * complain about color in first pass */ glBeginFragmentShaderATI(); glColorFragmentOp2ATI(GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_PRIMARY_COLOR_ARB, GL_NONE, GL_NONE, GL_TEXTURE0_ARB, GL_NONE, GL_NONE); pass &= piglit_check_gl_error(GL_INVALID_ENUM); glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_REG_0_ATI, GL_NONE, GL_NONE); glPassTexCoordATI(GL_REG_0_ATI, GL_REG_0_ATI, GL_SWIZZLE_STR_ATI); glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_REG_0_ATI, GL_NONE, GL_NONE); glEndFragmentShaderATI(); pass &= piglit_check_gl_error(GL_NO_ERROR); /* use color, then start a second pass, but the PassTexCoord is * invalid, so it should register as a valid single pass shader */ glBeginFragmentShaderATI(); glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_PRIMARY_COLOR_ARB, GL_NONE, GL_NONE); glPassTexCoordATI(GL_TEXTURE0_ARB, GL_REG_0_ATI, GL_SWIZZLE_STR_ATI); pass &= piglit_check_gl_error(GL_INVALID_ENUM); glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_REG_0_ATI, GL_NONE, GL_NONE); glEndFragmentShaderATI(); pass &= piglit_check_gl_error(GL_NO_ERROR); /* TODO what implementation-dependent limitation to check here? */ piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL); }