On 01/22/2016 11:56 AM, Ian Romanick wrote:
> +static bool
> +verify_glGetAttachedShaders(GLenum target)
> +{
> +     GLuint prog;
> +     GLuint shader;
> +     const GLchar *const source = (target == GL_VERTEX_SHADER)
> +             ? vertex_shader_text : fragment_shader_text;
> +     static const GLuint expected_handles[8] = {
> +             0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF,
> +             0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF
> +     };
> +     GLuint handles[ARRAY_SIZE(expected_handles)];
> +     GLsizei count = 0xBADC0DE;
> +     bool pass = true;
> +
> +     printf("Testing glGetAttachedShaders...\n");
> +
> +     prog = glCreateProgram();
> +     if (prog == 0) {
> +             printf("    Could not create program object.\n");
> +             return false;
> +     }
> +
> +     shader = glCreateShaderObjectARB(target);
> +     if (shader == 0) {
> +             printf("    Could not create shader object.\n");
> +             return false;
> +     }
> +
> +     glShaderSource(shader, 1, &source, NULL);
> +     glCompileShader(shader);
> +     glAttachShader(prog, shader);
> +
> +     /*  The GL_ARB_shader_objects says:
> +      *
> +      *     "If an error occurred, the return parameters <count> and <obj>
> +      *     will be unmodified."
> +      *
> +      * The GL_ARB_shader_objects spec makes no mention of maxCount==0
> +      * being an error.  It's also somewhat unclear whether or not it
> +      * should set *count to zero.
> +      */

I'll update all the references in this function to refer to the OpenGL
2.0 spec before pushing.

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