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/* © 2011 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 mixed-immediate-and-vbo.c
*
* Tests for a bug in the i965 driver. When the index limits were
* unknown (because they were in a VBO which Mesa tries to avoid
* reading) and some VBOs plus immediate vertex data was used, the
* immediate vertex data would be trashed.
*
* https://bugs.freedesktop.org/show_bug.cgi?id=37934
*/
#include "piglit-util-gl-common.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_compat_version = 10;
config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_ALPHA;
PIGLIT_GL_TEST_CONFIG_END
static GLuint vbo;
void
piglit_init(int argc, char **argv)
{
piglit_require_extension("GL_ARB_vertex_buffer_object");
piglit_require_GLSL();
}
const char *vs_source = {
"void main() {"
" gl_Position = gl_Vertex;"
" gl_FrontColor = gl_Color;"
"}"
};
enum piglit_result
piglit_display(void)
{
bool pass = true;
float green[] = {0.0, 1.0, 0.0, 0.0};
float vertex_data[] = {
/* quad position */
-1.0, -1.0, 0.0, 1.0,
1.0, -1.0, 0.0, 1.0,
1.0, 1.0, 0.0, 1.0,
-1.0, 1.0, 0.0, 1.0,
};
uint32_t index_data[] = { 0, 1, 2, 3 };
uintptr_t index_offset = sizeof(vertex_data);
GLuint prog, vs;
glClearColor(1.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
/* Use a vertex shader. Otherwise mesa turns our immediate
* color data into a uniform in the fixed function vertex
* shader.
*/
vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_source);
prog = piglit_link_simple_program(vs, 0);
glUseProgram(prog);
glGenBuffersARB(1, &vbo);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, vbo);
glBufferDataARB(GL_ARRAY_BUFFER_ARB,
index_offset + sizeof(index_data),
NULL, GL_DYNAMIC_DRAW);
glBufferSubDataARB(GL_ARRAY_BUFFER_ARB,
0, sizeof(vertex_data),
vertex_data);
glBufferSubDataARB(GL_ARRAY_BUFFER_ARB,
index_offset, sizeof(index_data),
index_data);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(4, GL_FLOAT, 0, (void *)0);
glColor4f(0.0, 1.0, 0.0, 0.0);
glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_INT,
(void *)index_offset);
pass = piglit_probe_rect_rgba(0, 0, piglit_width, piglit_height, green);
piglit_present_results();
glDisableClientState(GL_VERTEX_ARRAY);
glDeleteBuffersARB(1, &vbo);
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
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