/* * Copyright © 2019 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 fface-invariant.c * * The OpenGL ES Shading Language 1.00 specification says: * * "(4.6.4 Invariance and Linkage): [...] * It is an error to declare gl_FrontFacing as invariant. The invariance * of gl_FrontFacing is the same as the invariance of gl_Position." * * Most of the errors in this section must be enforced at link time, but * disallowing the invariant qualifier on gl_FrontFacing could easily be * done as a compile time error (and earlier is usually preferable). We * allow either in this test. */ #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) { /* unreachable */ return PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { GLuint vs_shader, fs_shader, prog; const char *vs_source = "void main() { gl_Position = vec4(0); }\n"; const char *fs_source = "invariant gl_FrontFacing;\n" "void main() { gl_FragColor = vec4(0); }\n"; vs_shader = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_source); fs_shader = piglit_compile_shader_text_nothrow(GL_FRAGMENT_SHADER, fs_source); /* A compile error is allowed. */ if (!fs_shader) piglit_report_result(PIGLIT_PASS); prog = piglit_link_simple_program(vs_shader, fs_shader); /* A link error is allowed. */ if (!prog) piglit_report_result(PIGLIT_PASS); piglit_report_result(PIGLIT_FAIL); }