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/*
* Copyright © 2014 Red Hat
*
* 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 double_in_bool_uniform.c
*
* Tests that glUniform works as specified for trying to using the double
* interfaces with a bool uniform.
*
* The GL_ARB_gpu_shader_fp64 specification says in the Issues section:
* "(15) Can the 64-bit uniform APIs be used to load values for uniforms of
* type "bool", "bvec2", "bvec3", or "bvec4"?
* RESOLVED: No. OpenGL 2.0 and beyond did allow "bool" variable to be
* set with Uniform*i* and Uniform*f APIs, and OpenGL 3.0 extended that
* support to Uniform*ui* for orthogonality. But it seems pointless to
* extended this capability forward to 64-bit Uniform APIs as well."
*/
#include "piglit-util-gl.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_core_version = 33;
config.window_visual = PIGLIT_GL_VISUAL_RGB;
config.khr_no_error_support = PIGLIT_HAS_ERRORS;
PIGLIT_GL_TEST_CONFIG_END
enum piglit_result
piglit_display(void)
{
return PIGLIT_FAIL;
}
static const char vs_text[] =
"vec4 vertex;\n"
"void main() {\n"
"gl_Position = vertex;\n"
"}";
static const char fs_text[] =
"#version 330\n"
"uniform bool var;\n"
"void main() {\n"
"gl_FragColor = vec4(float(var), 0.0, 1.0, 1.0);\n"
"}";
void
piglit_init(int argc, char **argv)
{
GLuint prog;
GLint loc;
piglit_require_extension("GL_ARB_gpu_shader_fp64");
prog = piglit_build_simple_program(vs_text, fs_text);
glUseProgram(prog);
loc = glGetUniformLocation(prog, "var");
/* verify that glUniform1d generates an error */
glUniform1d(loc, 0.1);
if (!piglit_check_gl_error(GL_INVALID_OPERATION))
piglit_report_result(PIGLIT_FAIL);
glDeleteProgram(prog);
piglit_report_result(PIGLIT_PASS);
}
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