/* * Copyright © 2010 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 glsl-link-empty-prog-02.c * * Verify behavior when a program object with no shaders attached is used. * Neither the OpenGL spec nor the GLSL spec are explicit about what happens * in this case. However, the correct behavior can be infered from a few bits * in the spec. Section 2.15 of the GL 2.1 spec says: * * "When the program object currently in use includes a vertex shader, its * vertex shader is considered active and is used to process vertices. If * the program object has no vertex shader, or no program object is * currently in use, the fixed-function method for processing vertices is * used instead." * * Section 3.11 of the OpenGL 2.1 spec says: * * "When the program object currently in use includes a fragment shader, * its fragment shader is considered active, and is used to process * fragments. If the program object has no fragment shader, or no program * object is currently in use, the fixed-function fragment processing * operations described in previous sections are used." * * If there is no vertex shader in the program, fixed-function vertex state is * used. If there is no fragment shader in the program, fixed-function * fragment state is used. If there is no vertex shader and no fragment * shader in the program, fixed-function vertex and fragment state are used. * * This test configures some simple fixed-function vertex and fragment state. * It verifies that this state is used when an "empty" program is active. * * \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 GLuint prog = 0; static GLuint tex = 0; static const float black[4] = { 0.0, 0.0, 0.0, 1.0 }; static const float white[4] = { 1.0, 1.0, 1.0, 1.0 }; static const float green[4] = { 0.0, 1.0, 0.0, 1.0 }; enum piglit_result piglit_display(void) { GLboolean pass = GL_TRUE; glColor4fv(green); piglit_draw_rect_tex(0.0, 0.0, (float) piglit_width, (float) piglit_height, 0.0, 0.0, 1.0, 1.0); pass &= piglit_probe_pixel_rgb(0, 0, black); pass &= piglit_probe_pixel_rgb(piglit_width - 1, 0, green); pass &= piglit_probe_pixel_rgb(0, piglit_height - 1, green); pass &= piglit_probe_pixel_rgb(piglit_width - 1, piglit_height - 1, black); piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { piglit_require_gl_version(20); prog = glCreateProgram(); glLinkProgram(prog); if (!piglit_link_check_status(prog)) piglit_report_result(PIGLIT_FAIL); glUseProgram(prog); if (!piglit_check_gl_error(GL_NO_ERROR)) piglit_report_result(PIGLIT_FAIL); glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D, tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glEnable(GL_TEXTURE_2D); piglit_checkerboard_texture(tex, 0, 16, 16, 2, 2, black, white); piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE); }