/* * Copyright © 2018 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 * Test that vertex attribute aliasing is disallowed. * * From OpenGL ES 3.0.5 spec "2.12.5 Vertex Attributes": * * "Binding more than one attribute name to the same location is referred * to as aliasing, and is not permitted in OpenGL ES Shading Language 3.00 * vertex shaders. LinkProgram will fail when this condition exists." * * From OpenGL ES SL 3.10/3.20 spec: * * "The existence of aliasing is determined by declarations present * after preprocessing." */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_es_version = 30; PIGLIT_GL_TEST_CONFIG_END static const char vs_source[] = "#version 300 es\n" "in highp float a;\n" "in highp float b;\n" "void main()\n" "{\n" " gl_Position = vec4(0.0);\n" "}\n"; static const char fs_source[] = "#version 300 es\n" "out highp vec4 color;\n" "void main()\n" "{\n" " color = vec4(0.0);\n" "}\n"; enum piglit_result piglit_display(void) { return PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { GLuint vs, fs, prog; prog = glCreateProgram(); /* Bind 2 attributes to the same location. */ glBindAttribLocation(prog, 0, "a"); glBindAttribLocation(prog, 0, "b"); vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_source); fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_source); glAttachShader(prog, vs); glAttachShader(prog, fs); glLinkProgram(prog); if (piglit_link_check_status_quiet(prog)) piglit_report_result(PIGLIT_FAIL); glDeleteShader(vs); glDeleteShader(fs); glDeleteProgram(prog); piglit_report_result(PIGLIT_PASS); }