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Diffstat (limited to 'tests/glgetattachedshaders.c')
-rw-r--r--tests/glgetattachedshaders.c93
1 files changed, 93 insertions, 0 deletions
diff --git a/tests/glgetattachedshaders.c b/tests/glgetattachedshaders.c
new file mode 100644
index 00000000..303e0f92
--- /dev/null
+++ b/tests/glgetattachedshaders.c
@@ -0,0 +1,93 @@
+#include <GLES2/gl2.h>
+#include <EGL/egl.h>
+#include <stdio.h>
+#include <stdlib.h>
+
+static void die(const char *msg)
+{
+ printf("%s\n", msg);
+ abort();
+}
+
+static void create_context(void)
+{
+ EGLint num_config;
+ EGLContext g_egl_ctx;
+ EGLDisplay g_egl_dpy;
+ EGLConfig g_config;
+
+ static const EGLint attribute_list[] =
+ {
+ EGL_RED_SIZE, 8,
+ EGL_GREEN_SIZE, 8,
+ EGL_BLUE_SIZE, 8,
+ EGL_ALPHA_SIZE, 8,
+ EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
+ EGL_NONE
+ };
+
+ static const EGLint context_attributes[] =
+ {
+ EGL_CONTEXT_CLIENT_VERSION, 2,
+ EGL_NONE
+ };
+
+ g_egl_dpy = eglGetDisplay(EGL_DEFAULT_DISPLAY);
+ if (!g_egl_dpy)
+ die("failed to create display");
+
+ if (!eglInitialize(g_egl_dpy, NULL, NULL))
+ die("failed to initialize egl");
+
+ if (!eglChooseConfig(g_egl_dpy, attribute_list, &g_config, 1, &num_config))
+ die("failed to choose config");
+
+ g_egl_ctx = eglCreateContext(g_egl_dpy, g_config, EGL_NO_CONTEXT, context_attributes);
+ if (!g_egl_ctx)
+ die("failed to create context");
+}
+
+int main(int argc, char *argv[])
+{
+ unsigned i;
+
+ create_context();
+
+ GLuint prog = glCreateProgram();
+ if (glGetError())
+ die("failed to create program");
+
+ GLuint vertex = glCreateShader(GL_VERTEX_SHADER);
+ if (glGetError())
+ die("failed to create vertex shader");
+ glAttachShader(prog, vertex);
+
+ GLuint fragment = glCreateShader(GL_FRAGMENT_SHADER);
+ if (glGetError())
+ die("failed to create fragment shader");
+ glAttachShader(prog, fragment);
+
+ GLuint shaders[2];
+ GLsizei count;
+
+ glGetAttachedShaders(prog, 2, &count, shaders);
+ if (glGetError())
+ die("failed to get attached shaders");
+ if (count != 2)
+ die("unknown number of shaders returned");
+ if (shaders[0] == shaders[1])
+ die("returned identical shaders");
+
+ for (i = 0; i < count; i++)
+ {
+ if (shaders[i] == 0)
+ die("returned 0");
+ if (shaders[i] != vertex && shaders[i] != fragment)
+ die("unknown shader returned");
+ }
+
+ int result = 1;
+ REPORT_RESULT();
+
+ return 0;
+}