/* 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 * * From the OpenGL ES 2.0 spec, Section 2.10.3 Program Objects: * * Multiple shader objects of the same type may not be attached to * a single program object. [...] The error INVALID_OPERATION is * generated if [...] another shader object of the same type as shader is * already attached to program. * * This test checks that GL_INVALID_OPERATION is generated. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_es_version = 20; PIGLIT_GL_TEST_CONFIG_END enum piglit_result piglit_display(void) { return PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { bool pass = true; GLuint vs1 = glCreateShader(GL_VERTEX_SHADER); GLuint vs2 = glCreateShader(GL_VERTEX_SHADER); GLuint fs1 = glCreateShader(GL_FRAGMENT_SHADER); GLuint fs2 = glCreateShader(GL_FRAGMENT_SHADER); GLuint prog1 = glCreateProgram(); GLuint prog2 = glCreateProgram(); if (!piglit_check_gl_error(GL_NO_ERROR)) piglit_report_result(PIGLIT_FAIL); /* It's illegal to attach two vertex shaders. */ glAttachShader(prog1, vs1); pass &= piglit_check_gl_error(GL_NO_ERROR); glAttachShader(prog1, vs2); pass &= piglit_check_gl_error(GL_INVALID_OPERATION); /* It's illegal to attach two fragment shaders. */ glAttachShader(prog2, fs1); pass &= piglit_check_gl_error(GL_NO_ERROR); glAttachShader(prog2, fs2); pass &= piglit_check_gl_error(GL_INVALID_OPERATION); piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL); }