#include "util/u_draw_quad.h"
#include "util/u_format.h"
#include "util/u_inlines.h"
+#include "util/u_memory.h"
#include "util/u_simple_shaders.h"
#include "util/u_surface.h"
#include "util/u_tile.h"
+#include "tgsi/tgsi_text.h"
#include "cso_cache/cso_context.h"
#include <stdio.h>
util_report_result(pass);
}
+static void
+null_constant_buffer(struct pipe_context *ctx)
+{
+ struct cso_context *cso;
+ struct pipe_resource *cb;
+ void *fs, *vs;
+ bool pass = true;
+ static const float zero[] = {0, 0, 0, 0};
+
+ cso = cso_create_context(ctx);
+ cb = util_create_texture2d(ctx->screen, 256, 256,
+ PIPE_FORMAT_R8G8B8A8_UNORM);
+ util_set_common_states_and_clear(cso, ctx, cb);
+
+ ctx->set_constant_buffer(ctx, PIPE_SHADER_FRAGMENT, 0, NULL);
+
+ /* Fragment shader. */
+ {
+ static const char *text = /* I don't like ureg... */
+ "FRAG\n"
+ "DCL CONST[0]\n"
+ "DCL OUT[0], COLOR\n"
+
+ "MOV OUT[0], CONST[0]\n"
+ "END\n";
+ struct tgsi_token tokens[1000];
+ struct pipe_shader_state state = {tokens};
+
+ if (!tgsi_text_translate(text, tokens, Elements(tokens))) {
+ puts("Can't compile a fragment shader.");
+ util_report_result(FAIL);
+ return;
+ }
+ fs = ctx->create_fs_state(ctx, &state);
+ cso_set_fragment_shader_handle(cso, fs);
+ }
+
+ /* Vertex shader. */
+ vs = util_set_passthrough_vertex_shader(cso, ctx, false);
+ util_draw_fullscreen_quad(cso);
+
+ /* Probe pixels. */
+ pass = pass && util_probe_rect_rgba(ctx, cb, 0, 0, cb->width0,
+ cb->height0, zero);
+
+ /* Cleanup. */
+ cso_destroy_context(cso);
+ ctx->delete_vs_state(ctx, vs);
+ ctx->delete_fs_state(ctx, fs);
+ pipe_resource_reference(&cb, NULL);
+
+ util_report_result(pass);
+}
+
/**
* Run all tests. This should be run with a clean context after
* context_create.
tgsi_vs_window_space_position(ctx);
null_sampler_view(ctx);
+ null_constant_buffer(ctx);
ctx->destroy(ctx);