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"""Test to verify some basic functionality of our OpenGL API. We cover
much more in the test_functionality. Together, these two tests should
touch *all* ES 2.0 API calls.
The only exception is glCompressedTexImage2D and glCompressedTexSubImage2D.
"""
import sys
from vispy.app import Canvas
from numpy.testing import assert_almost_equal
from vispy.testing import (requires_application, requires_pyopengl, SkipTest,
run_tests_if_main, assert_equal, assert_true)
from vispy.util import use_log_level
from vispy.gloo import gl
def teardown_module():
gl.use_gl() # Reset to default
@requires_application()
def test_basics_desktop():
"""Test desktop GL backend for basic functionality."""
_test_basics('gl2')
with Canvas():
_test_setting_parameters()
_test_enabling_disabling()
_test_setting_stuff()
_test_object_creation_and_deletion()
_test_fbo()
try:
gl.gl2._get_gl_func('foo', None, ())
except RuntimeError as exp:
exp = str(exp)
assert 'version' in exp
assert 'unknown' not in exp
gl.glFinish()
@requires_application()
def test_functionality_proxy():
"""Test GL proxy class for basic functionality."""
# By using debug mode, we are using the proxy class
_test_basics('gl2 debug')
@requires_application()
@requires_pyopengl()
def test_basics_pypengl():
"""Test pyopengl GL backend for basic functionality."""
_test_basics('pyopengl2')
@requires_application()
def test_functionality_es2():
"""Test es2 GL backend for basic functionality."""
if True:
raise SkipTest('Skip es2 functionality test for now.')
if sys.platform.startswith('win'):
raise SkipTest('Can only test es2 functionality on Windows.')
_test_basics('es2')
def _test_basics(backend):
"""Create app and canvas so we have a context. Then run tests."""
# use the backend
with use_log_level('error', print_msg=False):
gl.use_gl(backend) # pyopengl throws warning on injection
with Canvas():
_test_setting_parameters()
_test_enabling_disabling()
_test_setting_stuff()
_test_object_creation_and_deletion()
_test_fbo()
gl.glFinish()
def _test_setting_parameters():
# Set some parameters and get result
clr = 1.0, 0.1, 0.2, 0.7
gl.glClearColor(*clr)
assert_almost_equal(gl.glGetParameter(gl.GL_COLOR_CLEAR_VALUE), clr)
#
gl.glCullFace(gl.GL_FRONT)
assert_equal(gl.glGetParameter(gl.GL_CULL_FACE_MODE), gl.GL_FRONT)
gl.glCullFace(gl.GL_BACK)
assert_equal(gl.glGetParameter(gl.GL_CULL_FACE_MODE), gl.GL_BACK)
#
gl.glDepthFunc(gl.GL_NOTEQUAL)
assert_equal(gl.glGetParameter(gl.GL_DEPTH_FUNC), gl.GL_NOTEQUAL)
#
val = 0.2, 0.3
gl.glDepthRange(*val)
assert_almost_equal(gl.glGetParameter(gl.GL_DEPTH_RANGE), val)
gl.check_error()
def _test_enabling_disabling():
# Enabling/disabling
gl.glEnable(gl.GL_DEPTH_TEST)
assert_equal(gl.glIsEnabled(gl.GL_DEPTH_TEST), True)
assert_equal(gl.glGetParameter(gl.GL_DEPTH_TEST), 1)
gl.glDisable(gl.GL_DEPTH_TEST)
assert_equal(gl.glIsEnabled(gl.GL_DEPTH_TEST), False)
assert_equal(gl.glGetParameter(gl.GL_DEPTH_TEST), 0)
#
gl.glEnable(gl.GL_BLEND)
assert_equal(gl.glIsEnabled(gl.GL_BLEND), True)
assert_equal(gl.glGetParameter(gl.GL_BLEND), 1)
gl.glDisable(gl.GL_BLEND)
assert_equal(gl.glIsEnabled(gl.GL_BLEND), False)
assert_equal(gl.glGetParameter(gl.GL_BLEND), 0)
gl.check_error()
def _test_setting_stuff():
# Set stuff to touch functions
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
#
gl.glBlendColor(1.0, 1.0, 1.0, 1.0)
gl.glBlendEquation(gl.GL_FUNC_ADD)
gl.glBlendEquationSeparate(gl.GL_FUNC_ADD, gl.GL_FUNC_ADD)
gl.glBlendFunc(gl.GL_ONE, gl.GL_ZERO)
gl.glBlendFuncSeparate(gl.GL_ONE, gl.GL_ZERO, gl.GL_ONE, gl.GL_ZERO)
#
gl.glClearColor(0.0, 0.0, 0.0, 1.0)
gl.glClearDepth(1)
gl.glClearStencil(0)
#
gl.glColorMask(True, True, True, True)
gl.glDepthMask(False)
gl.glStencilMask(255)
gl.glStencilMaskSeparate(gl.GL_FRONT, 128)
#
gl.glStencilFunc(gl.GL_ALWAYS, 0, 255)
gl.glStencilFuncSeparate(gl.GL_FRONT, gl.GL_ALWAYS, 0, 255)
gl.glStencilOp(gl.GL_KEEP, gl.GL_KEEP, gl.GL_KEEP)
gl.glStencilOpSeparate(gl.GL_FRONT, gl.GL_KEEP, gl.GL_KEEP, gl.GL_KEEP)
#
gl.glFrontFace(gl.GL_CW)
gl.glHint(gl.GL_GENERATE_MIPMAP_HINT, gl.GL_FASTEST)
gl.glLineWidth(2.0)
gl.glPolygonOffset(0.0, 0.0)
gl.glSampleCoverage(1.0, False)
# And getting stuff
try:
with use_log_level('error', print_msg=False):
r, p = gl.glGetShaderPrecisionFormat(gl.GL_FRAGMENT_SHADER,
gl.GL_HIGH_FLOAT)
gl.check_error() # Sometimes the func is there but OpenGL errs
except Exception:
pass # accept if the function is not there ...
# We should catch RuntimeError and GL.error.NullFunctionError,
# but PyOpenGL may not be available.
# On Travis this function was not there on one machine according
# to PyOpenGL, but our desktop backend worked fine ...
#
v = gl.glGetParameter(gl.GL_VERSION)
assert_true(isinstance(v, str))
assert_true(len(v) > 0)
gl.check_error()
def _test_object_creation_and_deletion():
# Stuff that is originally glGenX
# Note that if we test glIsTexture(x), we cannot assume x to be a
# nonexisting texture; we might have created a texture in another
# test and failed to clean it up.
# Create/delete texture
# assert_equal(gl.glIsTexture(12), False)
handle = gl.glCreateTexture()
gl.glBindTexture(gl.GL_TEXTURE_2D, handle)
assert_equal(gl.glIsTexture(handle), True)
gl.glDeleteTexture(handle)
assert_equal(gl.glIsTexture(handle), False)
# Create/delete buffer
# assert_equal(gl.glIsBuffer(12), False)
handle = gl.glCreateBuffer()
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, handle)
assert_equal(gl.glIsBuffer(handle), True)
gl.glDeleteBuffer(handle)
assert_equal(gl.glIsBuffer(handle), False)
# Create/delete framebuffer
# assert_equal(gl.glIsFramebuffer(12), False)
handle = gl.glCreateFramebuffer()
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, handle)
assert_equal(gl.glIsFramebuffer(handle), True)
gl.glDeleteFramebuffer(handle)
assert_equal(gl.glIsFramebuffer(handle), False)
# Create/delete renderbuffer
# assert_equal(gl.glIsRenderbuffer(12), False)
handle = gl.glCreateRenderbuffer()
gl.glBindRenderbuffer(gl.GL_RENDERBUFFER, handle)
assert_equal(gl.glIsRenderbuffer(handle), True)
gl.glDeleteRenderbuffer(handle)
assert_equal(gl.glIsRenderbuffer(handle), False)
# Stuff that is originally called glCreate
# Create/delete program
# assert_equal(gl.glIsProgram(12), False)
handle = gl.glCreateProgram()
assert_equal(gl.glIsProgram(handle), True)
gl.glDeleteProgram(handle)
assert_equal(gl.glIsProgram(handle), False)
# Create/delete shader
# assert_equal(gl.glIsShader(12), False)
handle = gl.glCreateShader(gl.GL_VERTEX_SHADER)
assert_equal(gl.glIsShader(handle), True)
gl.glDeleteShader(handle)
assert_equal(gl.glIsShader(handle), False)
gl.check_error()
def _test_fbo():
w, h = 120, 130
# Create frame buffer
hframebuf = gl.glCreateFramebuffer()
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, hframebuf)
# Create render buffer (for depth)
hrenderbuf = gl.glCreateRenderbuffer()
gl.glBindRenderbuffer(gl.GL_RENDERBUFFER, hrenderbuf)
gl.glRenderbufferStorage(gl.GL_RENDERBUFFER, gl.GL_DEPTH_COMPONENT16, w, h)
gl.glFramebufferRenderbuffer(gl.GL_FRAMEBUFFER, gl.GL_DEPTH_ATTACHMENT,
gl.GL_RENDERBUFFER, hrenderbuf)
# Create texture (for color)
htex = gl.glCreateTexture()
gl.glBindTexture(gl.GL_TEXTURE_2D, htex)
gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGB, gl.GL_RGB,
gl.GL_UNSIGNED_BYTE, (h, w))
gl.glFramebufferTexture2D(gl.GL_FRAMEBUFFER, gl.GL_COLOR_ATTACHMENT0,
gl.GL_TEXTURE_2D, htex, 0)
# Check framebuffer status
status = gl.glCheckFramebufferStatus(gl.GL_FRAMEBUFFER)
assert_equal(status, gl.GL_FRAMEBUFFER_COMPLETE)
# Tests renderbuffer params
name = gl.glGetFramebufferAttachmentParameter(
gl.GL_FRAMEBUFFER, gl.GL_DEPTH_ATTACHMENT,
gl.GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)
assert_equal(name, hrenderbuf)
#
width = gl.glGetRenderbufferParameter(gl.GL_RENDERBUFFER,
gl.GL_RENDERBUFFER_WIDTH)
assert_equal(width, w)
# Touch copy tex functions
gl.glBindTexture(gl.GL_TEXTURE_2D, htex)
gl.glCopyTexSubImage2D(gl.GL_TEXTURE_2D, 0, 5, 5, 5, 5, 20, 20)
gl.glCopyTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGB, 0, 0, 30, 30, 0)
gl.check_error()
# Clean up
gl.glDeleteTexture(htex)
gl.glDeleteRenderbuffer(hrenderbuf)
gl.glDeleteFramebuffer(hframebuf)
gl.check_error()
run_tests_if_main()
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