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/* Copyright © 2012 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 render-no-bo.c
*
* Tests that we can sample from the default texture buffer or a
* texture buffer with no buffer bound, and not crash.
*
* From the GL_ARB_texture_buffer_object spec:
*
* "If no buffer object is bound to the buffer texture, the
* results of the texel access are undefined."
*
* we interpret this as allowing any result to come back, but not
* terminate the program. To test that, we glReadPixels the result
* but don't test the values returned.
*/
#include "piglit-util-gl.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_compat_version = 10;
config.supports_gl_core_version = 31;
config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA;
config.khr_no_error_support = PIGLIT_NO_ERRORS;
PIGLIT_GL_TEST_CONFIG_END
enum piglit_result
piglit_display(void)
{
static const char *vs_source =
"#version 140\n"
"in vec4 vertex;\n"
"void main()\n"
"{\n"
" gl_Position = vertex;\n"
"}\n";
static const char *fs_source =
"#version 140\n"
"uniform samplerBuffer s;\n"
"void main()\n"
"{\n"
" gl_FragColor = texelFetch(s, 4096);\n"
"}\n";
GLuint tex, vbo;
uint8_t junk[4];
static const GLfloat verts[8] = {
-1, -1,
1, -1,
1, 1,
-1, 1
};
int vertex_location;
GLuint prog;
prog = piglit_build_simple_program(vs_source, fs_source);
glUseProgram(prog);
vertex_location = glGetAttribLocation(prog, "vertex");
if (piglit_get_gl_version() >= 31) {
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
}
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_READ);
glVertexAttribPointer(vertex_location, 2, GL_FLOAT,
GL_FALSE, 0, NULL);
glEnableVertexAttribArray(vertex_location);
/* First, draw with no texture buffer bound (so using the
* default texture buffer object)
*/
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &junk);
/* Now, do it again with a texture buffer that doesn't have
* any buffer bound yet.
*/
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_BUFFER, tex);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &junk);
glDeleteTextures(1, &tex);
piglit_present_results();
return PIGLIT_PASS;
}
void
piglit_init(int argc, char **argv)
{
piglit_require_GLSL_version(140);
if (piglit_get_gl_version() < 31)
piglit_require_extension("GL_ARB_texture_buffer_object");
}
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