/* * Copyright © 2012 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. * * Authors: * Eric Anholt * */ /** @file glsl-render-bad-attach.c * * Tests that rendering with a good program after attaching a bad * shader to it still works. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE; PIGLIT_GL_TEST_CONFIG_END const char *vs_source = "void main()\n" "{\n" " gl_Position = gl_Vertex;\n" "}\n"; const char *good_fs_source = "void main()\n" "{\n" " gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0);\n" "}\n"; const char *bad_fs_source = "void BAD_FUNC()\n" "{\n" " BAD;\n" "}\n"; enum piglit_result piglit_display(void) { bool pass = GL_TRUE; GLint ok; float green[4] = {0, 1, 0, 0}; GLuint good_fs, bad_fs, vs, prog; glClearColor(0.0, 1.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_source); good_fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, good_fs_source); prog = piglit_link_simple_program(vs, good_fs); if (!vs || !good_fs || !prog) piglit_report_result(PIGLIT_FAIL); glUseProgram(prog); piglit_draw_rect(-1, -1, 1, 2); bad_fs = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(bad_fs, 1, (const GLchar **) &bad_fs_source, NULL); glCompileShader(bad_fs); glGetShaderiv(bad_fs, GL_COMPILE_STATUS, &ok); if (ok) piglit_report_result(PIGLIT_FAIL); glAttachShader(prog, bad_fs); piglit_draw_rect(0, -1, 1, 2); pass = piglit_probe_rect_rgba(0, 0, piglit_width, piglit_height, green); piglit_present_results(); glDeleteShader(good_fs); glDeleteShader(bad_fs); glDeleteShader(vs); glDeleteProgram(prog); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { piglit_require_GLSL(); }