[Piglit] [PATCH] gles2: Add a test for the "No linking without a VS or FS" requirement.

Eric Anholt eric at anholt.net
Fri Jun 14 11:52:13 PDT 2013


I didn't see an existing test for this when I thought there was a bug.
It was working correctly in Mesa already, though.
---
 tests/all.tests                          |   1 +
 tests/spec/gles-2.0/CMakeLists.gles2.txt |   1 +
 tests/spec/gles-2.0/link-no-vsfs.c       | 103 +++++++++++++++++++++++++++++++
 3 files changed, 105 insertions(+)
 create mode 100644 tests/spec/gles-2.0/link-no-vsfs.c

diff --git a/tests/all.tests b/tests/all.tests
index 6c521fa..c067019 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -2861,6 +2861,7 @@ gles20 = Group()
 spec['!OpenGL ES 2.0'] = gles20
 gles20['glsl-fs-pointcoord'] = concurrent_test('glsl-fs-pointcoord_gles2')
 add_concurrent_test(gles20, 'invalid-es3-queries_gles2')
+gles20['link-no-vsfs'] = concurrent_test('link-no-vsfs_gles2')
 add_concurrent_test(gles20, 'minmax_gles2')
 add_concurrent_test(gles20, 'multiple-shader-objects_gles2')
 add_concurrent_test(gles20, 'fbo_discard_gles2')
diff --git a/tests/spec/gles-2.0/CMakeLists.gles2.txt b/tests/spec/gles-2.0/CMakeLists.gles2.txt
index 007e9f6..e2e5433 100644
--- a/tests/spec/gles-2.0/CMakeLists.gles2.txt
+++ b/tests/spec/gles-2.0/CMakeLists.gles2.txt
@@ -4,6 +4,7 @@ link_libraries(
 
 piglit_add_executable(glsl-fs-pointcoord_gles2 glsl-fs-pointcoord.c)
 piglit_add_executable(invalid-es3-queries_gles2 invalid-es3-queries.c)
+piglit_add_executable(link-no-vsfs_gles2 link-no-vsfs.c)
 piglit_add_executable(minmax_gles2 minmax.c)
 piglit_add_executable(multiple-shader-objects_gles2 multiple-shader-objects.c)
 piglit_add_executable(fbo_discard_gles2 fbo-discard.c)
diff --git a/tests/spec/gles-2.0/link-no-vsfs.c b/tests/spec/gles-2.0/link-no-vsfs.c
new file mode 100644
index 0000000..96599ec
--- /dev/null
+++ b/tests/spec/gles-2.0/link-no-vsfs.c
@@ -0,0 +1,103 @@
+/*
+ * 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-common.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);
+}
-- 
1.8.3.rc0



More information about the Piglit mailing list