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/*
* Copyright © 2016 Jamey Sharp
*
* 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 shadersource-no-compile.c
* OpenGL 4.5 Core Profile section 7.1, in the documentation for CompileShader,
* says: "Changing the source code of a shader object with ShaderSource does not
* change its compile status or the compiled shader code."
*
* This test creates a shader, compiles it, changes its source, and links it.
* The spec requires rendering done with this shader to be consistent with the
* old source, not the new source, since the shader isn't compiled again after
* the source is changed.
*
* According to Karol Herbst, the game "Divinity: Original Sin - Enhanced
* Edition" depends on this odd quirk of the spec. See:
* https://lists.freedesktop.org/archives/mesa-dev/2016-March/109789.html
*/
#include "piglit-util-gl.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_compat_version = 20;
config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
PIGLIT_GL_TEST_CONFIG_END
static const char vs_text[] =
"void main() { gl_Position = gl_Vertex; }";
/* good_fs_text uses a constant green color, while bad_fs_text uses a
* constant red color, so that we can tell which version of the fragment
* shader got executed. Both are distinct from the clear-color so we can
* tell if the shader ran at all.
*/
static const char good_fs_text[] =
"void main() { gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); }";
static const char bad_fs_text[] =
"void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }";
enum piglit_result
piglit_display(void)
{
static const float green[3] = { 0.0, 1.0, 0.0 };
glClear(GL_COLOR_BUFFER_BIT);
piglit_draw_rect(-1, -1, 2, 2);
if (!piglit_probe_pixel_rgb(15, 15, green))
return PIGLIT_FAIL;
return PIGLIT_PASS;
}
void
piglit_init(int argc, char **argv)
{
GLuint vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_text);
GLuint fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, good_fs_text);
const GLchar *bad_fs_texts[] = { bad_fs_text };
GLuint prog;
/* Change the shader source, but don't recompile it before linking. */
glShaderSource(fs, 1, bad_fs_texts, NULL);
prog = piglit_link_simple_program(vs, fs);
if (!prog)
piglit_report_result(PIGLIT_FAIL);
glDeleteShader(vs);
glDeleteShader(fs);
glUseProgram(prog);
glClearColor(0.3, 0.3, 0.3, 0.0);
}
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