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/*
* Copyright © 2017 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 unsuccessful-relink.c
*
* Render using a program with a uniform. Modify the uniform and then
* do a relink that will fail. This shouldn’t affect the original
* program and it should render with the new uniform value.
*
* GLSL 4.6 spec section 7.3:
*
* “If a program object that is active for any shader stage is
* re-linked unsuccessfully, the link status will be set to FALSE,
* but any existing executables and associated state will remain part
* of the current rendering state until a subsequent call to
* UseProgram, UseProgramStages, or BindProgramPipeline removes them
* from use.”
*/
#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_source[] =
"attribute vec4 piglit_vertex;\n"
"void main()\n"
"{\n"
" gl_Position = piglit_vertex;\n"
"}\n";
static const char fs_source[] =
"uniform vec4 color;\n"
"void main()\n"
"{\n"
" gl_FragColor = color;\n"
"}\n";
static const float green[] = { 0.0f, 1.0f, 0.0f, 1.0f };
static const float purple[] = { 0.5f, 0.0f, 0.5f, 1.0f };
static bool
try_render(GLuint vertex_attrib,
const float *color)
{
struct vertex { float x, y; };
static const struct vertex verts[] = {
{ -1, -1 }, { 1, -1 },
{ -1, 1 }, { 1, 1 }
};
bool pass;
GLuint buf;
/* This isn’t using piglit_draw_rect because that tries to
* call glGetAttribLocation which won’t work on the unlinked
* program
*/
glGenBuffers(1, &buf);
glBindBuffer(GL_ARRAY_BUFFER, buf);
glBufferData(GL_ARRAY_BUFFER, sizeof verts, verts, GL_STATIC_DRAW);
glVertexAttribPointer(vertex_attrib, 2, GL_FLOAT,
GL_FALSE, sizeof verts[0],
(void *) offsetof(struct vertex, x));
glEnableVertexAttribArray(vertex_attrib);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDeleteBuffers(1, &buf);
if (!piglit_check_gl_error(GL_NO_ERROR)) {
fprintf(stderr, "error while drawing\n");
piglit_report_result(PIGLIT_FAIL);
}
pass = piglit_probe_rect_rgb(0, 0,
piglit_width, piglit_height,
color);
if (!pass)
fprintf(stderr, "render failed\n");
return pass;
}
static void
unsuccessful_link(GLuint prog)
{
GLuint shader;
GLint status;
int i;
/* Add the fs shader again. This should cause a link error
* because there would be two main functions in the fragment
* stage. */
for (i = 0; i < 2; i++) {
shader = piglit_compile_shader_text(GL_FRAGMENT_SHADER,
fs_source);
glAttachShader(prog, shader);
}
glLinkProgram(prog);
glGetProgramiv(prog, GL_LINK_STATUS, &status);
if (status) {
fprintf(stderr, "Broken shader unexpectedly linked\n");
piglit_report_result(PIGLIT_FAIL);
}
}
enum piglit_result
piglit_display(void)
{
bool pass = true;
GLuint prog;
GLint color_uniform;
GLint vertex_attrib;
void *dummy_data[2048];
int i;
glViewport(0, 0, piglit_width, piglit_height);
glClear(GL_COLOR_BUFFER_BIT);
prog = piglit_build_simple_program(vs_source, fs_source);
color_uniform = glGetUniformLocation(prog, "color");
if (color_uniform == -1) {
fprintf(stderr, "color uniform missing\n");
piglit_report_result(PIGLIT_FAIL);
}
vertex_attrib = glGetAttribLocation(prog, "piglit_vertex");
if (vertex_attrib == -1) {
fprintf(stderr, "piglit_vertex attrib missing\n");
piglit_report_result(PIGLIT_FAIL);
}
glUseProgram(prog);
glUniform4fv(color_uniform, 1, purple);
if (!try_render(vertex_attrib, purple))
pass = false;
glUniform4fv(color_uniform, 1, green);
unsuccessful_link(prog);
/* This test currently causes a use-after-free error in Mesa
* which causes sporadic failures. In order to increase the
* chances of making the test fail, we will do lots of little
* redundant allocations in the hope of overwriting the data
* previously allocated and freed by Mesa.
*/
for (i = 0; i < ARRAY_SIZE(dummy_data); i++) {
dummy_data[i] = malloc(64);
memset(dummy_data[i], 0, 64);
}
for (i = 0; i < ARRAY_SIZE(dummy_data); i++)
free(dummy_data[i]);
if (!try_render(vertex_attrib, green))
pass = false;
piglit_present_results();
glDeleteProgram(prog);
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
void
piglit_init(int argc, char **argv)
{
piglit_require_gl_version(20);
piglit_require_GLSL_version(110);
}
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