/* * Copyright © 2013 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 link-no-vsfs.c * * From the GLES 2.0.25 spec (page 30): * * "Linking can fail for a variety of reasons as specified in the * OpenGL ES Shading Language Specification. Linking will also * fail if one or more of the shader objects, attached to program * are not compiled successfully, if program does not contain * both a vertex shader and a fragment shader, or if more active * uniform or active sampler variables are used in program than * allowed (see section 2.10.4). * * This also appears in the 3.0.2 spec, page 48. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_es_version = 20; config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE; PIGLIT_GL_TEST_CONFIG_END enum piglit_result piglit_display(void) { /* UNREACHED */ return PIGLIT_FAIL; } static bool test_link_fail(GLenum target, const char *source) { GLuint shader, prog; GLint ok; shader = piglit_compile_shader_text(target, source); prog = glCreateProgram(); glAttachShader(prog, shader); glLinkProgram(prog); glDeleteShader(shader); glGetProgramiv(prog, GL_LINK_STATUS, &ok); glDeleteProgram(prog); if (ok) { fprintf(stderr, "Linking with only a %s succeeded when it should have " "failed:\n", piglit_get_gl_enum_name(target)); return false; } return true; } void piglit_init(int argc, char **argv) { const char *vs_source = "void main()\n" "{" " gl_Position = vec4(0);" "}"; const char *fs_source = "precision mediump float;\n" "void main()\n" "{" " gl_FragColor = vec4(0);" "}"; if (!test_link_fail(GL_VERTEX_SHADER, vs_source)) piglit_report_result(PIGLIT_FAIL); if (!test_link_fail(GL_FRAGMENT_SHADER, fs_source)) piglit_report_result(PIGLIT_FAIL); piglit_report_result(PIGLIT_PASS); }