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/*
* Copyright © 2016 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 uniform-invalid-operation.c
*
* From the GL_ARB_gpu_shader_fp64 spec:
* "regarding INVALID_OPERATION errors in Uniform* comamnds, if the type of
* the uniform declared in the shader does not match the component type and
* count indicated in the Uniform* command name (where a boolean uniform
* component type is considered to match any of the Uniform*i{v},
* Uniform*ui{v}, or Uniform*f{v} commands)"
*/
#include "piglit-util-gl.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_core_version = 32;
config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
config.khr_no_error_support = PIGLIT_HAS_ERRORS;
PIGLIT_GL_TEST_CONFIG_END
static const char vs_text[] =
"#version 150\n"
"#extension GL_ARB_gpu_shader_fp64 : require\n"
"\n"
"uniform double d;\n"
"uniform dvec3 v;\n"
"uniform bool b;\n"
"\n"
"out vec4 vscolor;\n"
"\n"
"void main()\n"
"{\n"
" if (b)\n"
" gl_Position = vec4(v, d);\n"
" else\n"
" gl_Position = vec4(v, 0.0);\n"
" vscolor = vec4(v, d);\n"
"}\n";
static const char fs_text[] =
"#version 150\n"
"\n"
"in vec4 vscolor;\n"
"out vec4 fscolor;\n"
"\n"
"void main()\n"
"{\n"
" fscolor = vscolor;\n"
"}\n";
enum piglit_result
piglit_display(void)
{
/* never called */
return PIGLIT_FAIL;
}
void
piglit_init(int argc, char **argv)
{
bool piglit_pass = true;
GLuint vs, fs, prog;
GLint loc;
float vf[] = { 1.0, 2.0, 3.0 };
double vd[] = { 1.0, 2.0, 3.0, 4.0, 5.0};
piglit_require_extension("GL_ARB_gpu_shader_fp64");
vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_text);
fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_text);
prog = piglit_link_simple_program(vs, fs);
glUseProgram(prog);
// Setting different type should fail
loc = glGetUniformLocation(prog, "d");
glUniform1i(loc, 3);
piglit_pass = piglit_pass
&& piglit_check_gl_error(GL_INVALID_OPERATION);
glUniform1f(loc, 3.0);
piglit_pass = piglit_pass
&& piglit_check_gl_error(GL_INVALID_OPERATION);
glUniform1d(loc, 3.0);
piglit_pass = piglit_pass && piglit_check_gl_error(GL_NO_ERROR);
loc = glGetUniformLocation(prog, "v");
glUniform3fv(loc, 1, vf);
piglit_pass = piglit_pass
&& piglit_check_gl_error(GL_INVALID_OPERATION);
glUniform3d(loc, vd[0], vd[1], vd[2]);
piglit_pass = piglit_pass && piglit_check_gl_error(GL_NO_ERROR);
// Setting different size should fail
loc = glGetUniformLocation(prog, "v");
glUniform2d(loc, vd[0], vd[1]);
piglit_pass = piglit_pass
&& piglit_check_gl_error(GL_INVALID_OPERATION);
glUniform4d(loc, vd[0], vd[1], vd[2], vd[3]);
piglit_pass = piglit_pass
&& piglit_check_gl_error(GL_INVALID_OPERATION);
glUniform3d(loc, vd[0], vd[1], vd[2]);
piglit_pass = piglit_pass && piglit_check_gl_error(GL_NO_ERROR);
// Special case for booleans
loc = glGetUniformLocation(prog, "b");
glUniform1d(loc, 1.0);
piglit_pass = piglit_pass
&& piglit_check_gl_error(GL_INVALID_OPERATION);
glUniform1f(loc, 1.0);
piglit_pass = piglit_pass
&& piglit_check_gl_error(GL_NO_ERROR);
piglit_report_result(piglit_pass ? PIGLIT_PASS : PIGLIT_FAIL);
}
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