[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
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