Convert to 0/1 when setting boolean uniforms
Also add some extra tests to the shader_api regression tests
diff --git a/progs/tests/shader_api.c b/progs/tests/shader_api.c
index d6e11fe..598f029 100644
--- a/progs/tests/shader_api.c
+++ b/progs/tests/shader_api.c
@@ -49,7 +49,7 @@
query(id, pname, &status);
if (!status)
{
- char info[1024];
+ char info[65536];
fprintf(stderr, "Compilation/link failure:\n");
glGetInfoLogARB(id, sizeof(info), NULL, info);
@@ -272,6 +272,42 @@
glUniformMatrix2fv(-1, 1, GL_FALSE, data);
assert_no_error();
glUniformMatrix2fv(-200, 1, GL_FALSE, data);
+ assert_error(GL_INVALID_OPERATION);
+}
+
+static void test_uniform_bool_conversion(void)
+{
+ GLuint program;
+ GLint location;
+ GLint value[16]; /* in case glGetUniformiv goes nuts on the stack */
+
+ assert_no_error();
+ program = make_program("uniform bool b;\nvoid main() { gl_Position.x = b ? 1.5 : 0.5; }\n", NULL);
+ location = glGetUniformLocation(program, "b");
+ assert(location != -1);
+ assert_no_error();
+ glUniform1i(location, 5);
+ assert_no_error();
+ glGetUniformiv(program, location, &value[0]);
+ assert_no_error();
+ assert(value[0] == 1);
+}
+
+static void test_uniform_multiple_samplers(void)
+{
+ GLuint program;
+ GLint location;
+ GLint values[2] = {0, 1};
+
+ assert_no_error();
+ program = make_program(NULL, "uniform sampler2D s[2];\nvoid main() { gl_FragColor = texture2D(s[1], vec2(0.0, 0.0)); }\n");
+ location = glGetUniformLocation(program, "s[0]");
+ if (location == -1) /* Mesa doesn't currently support indexing */
+ location = glGetUniformLocation(program, "s");
+ assert(location != -1);
+ assert_no_error();
+ glUniform1iv(location, 2, values);
+ assert_no_error();
}
static void run_test(const char *name, void (*callback)(void))
@@ -294,5 +330,8 @@
RUN_TEST(test_uniform_scalar_count);
RUN_TEST(test_uniform_query_matrix);
RUN_TEST(test_uniform_neg_location);
+ RUN_TEST(test_uniform_bool_conversion);
+ /* Leave this one at the end, since it crashes Mesa's shader compiler */
+ RUN_TEST(test_uniform_multiple_samplers);
return 0;
}