glx-multithread-texture: Avoid front-buffer rendering.
[piglit.git] / tests / shaders / shadersource-no-compile.c
blob8a2264f28119a1b482354fe78b59796bf10e5d40
1 /*
2 * Copyright © 2016 Jamey Sharp
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
24 /**
25 * \file shadersource-no-compile.c
26 * OpenGL 4.5 Core Profile section 7.1, in the documentation for CompileShader,
27 * says: "Changing the source code of a shader object with ShaderSource does not
28 * change its compile status or the compiled shader code."
30 * This test creates a shader, compiles it, changes its source, and links it.
31 * The spec requires rendering done with this shader to be consistent with the
32 * old source, not the new source, since the shader isn't compiled again after
33 * the source is changed.
35 * According to Karol Herbst, the game "Divinity: Original Sin - Enhanced
36 * Edition" depends on this odd quirk of the spec. See:
37 * https://lists.freedesktop.org/archives/mesa-dev/2016-March/109789.html
39 #include "piglit-util-gl.h"
41 PIGLIT_GL_TEST_CONFIG_BEGIN
43 config.supports_gl_compat_version = 20;
45 config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
47 PIGLIT_GL_TEST_CONFIG_END
49 static const char vs_text[] =
50 "void main() { gl_Position = gl_Vertex; }";
52 /* good_fs_text uses a constant green color, while bad_fs_text uses a
53 * constant red color, so that we can tell which version of the fragment
54 * shader got executed. Both are distinct from the clear-color so we can
55 * tell if the shader ran at all.
58 static const char good_fs_text[] =
59 "void main() { gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); }";
61 static const char bad_fs_text[] =
62 "void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }";
64 enum piglit_result
65 piglit_display(void)
67 static const float green[3] = { 0.0, 1.0, 0.0 };
69 glClear(GL_COLOR_BUFFER_BIT);
71 piglit_draw_rect(-1, -1, 2, 2);
72 if (!piglit_probe_pixel_rgb(15, 15, green))
73 return PIGLIT_FAIL;
75 return PIGLIT_PASS;
78 void
79 piglit_init(int argc, char **argv)
81 GLuint vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_text);
82 GLuint fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, good_fs_text);
83 const GLchar *bad_fs_texts[] = { bad_fs_text };
84 GLuint prog;
86 /* Change the shader source, but don't recompile it before linking. */
87 glShaderSource(fs, 1, bad_fs_texts, NULL);
88 prog = piglit_link_simple_program(vs, fs);
89 if (!prog)
90 piglit_report_result(PIGLIT_FAIL);
92 glDeleteShader(vs);
93 glDeleteShader(fs);
95 glUseProgram(prog);
97 glClearColor(0.3, 0.3, 0.3, 0.0);