/* * Copyright © 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. */ #include "piglit-util-gl.h" /** * @file unused-name.c * * Tests that TBOs don't require glGenTextures() for their names. * * From the GL_ARB_texture_buffer_object spec: * * "A texture object is created by binding an unused name to * TEXTURE_1D, TEXTURE_2D, TEXTURE_3D, TEXTURE_CUBE_MAP, or * TEXTURE_BUFFER_ARB." */ PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END enum piglit_result piglit_display(void) { /* UNREACHED */ return PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { bool pass = true; GLuint tex = 1001, bo; piglit_require_extension("GL_ARB_texture_buffer_object"); assert(!glIsTexture(tex)); glBindTexture(GL_TEXTURE_BUFFER, tex); if (!glIsTexture(tex)) { fprintf(stderr, "Binding %d to GL_TEXTURE_BINDING_BUFFER didn't " "create a texture.\n", tex); } /* Do something to the newly-genned texture. */ glGenBuffers(1, &bo); glBindBuffer(GL_TEXTURE_BUFFER, bo); if (!piglit_check_gl_error(0)) pass = false; piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL); }