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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2022 Baldur Karlsson
*
* 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 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 "gl_test.h"
#ifdef WIN64
extern "C" __declspec(dllexport) GLenum APIENTRY InternalFunction()
{
return GL_QUERY_BUFFER;
}
#endif
RD_TEST(GL_Parameter_Zoo, OpenGLGraphicsTest)
{
static constexpr const char *Description =
"General tests of parameters known to cause problems - e.g. optional values that should be "
"ignored, edge cases, special values, etc.";
const char *vertex = R"EOSHADER(
#version 450 core
layout(location = 0) in vec3 Position;
layout(location = 1) in vec4 Color;
layout(location = 2) in vec2 UV;
uniform int mode;
out vec4 v2fcol;
void main()
{
gl_Position = vec4(Position.xyz * (mode == 1 ? 5.0f : 1.0f), 1);
v2fcol = Color;
}
!!!!)EOSHADER";
const char *pixel = R"EOSHADER(
#version 450 core
in vec4 v2fcol;
layout(location = 0, index = 0) out vec4 Color;
uniform int mode;
void main()
{
if(mode == 1)
Color = vec4(0, 0, 1, 0.5);
else
Color = v2fcol;
}
)EOSHADER";
int main()
{
// don't use core profile so that we can check glGetString(GL_EXTENSIONS)
coreProfile = false;
// initialise, create window, create context, etc
if(!Init())
return 3;
std::vector<std::string> exts;
GLint num = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &num);
exts.resize(num);
for(GLint i = 0; i < num; i++)
exts[i] = (const char *)glGetStringi(GL_EXTENSIONS, i);
std::string ext_string = (const char *)glGetString(GL_EXTENSIONS);
std::vector<std::string> exts_split;
while(!ext_string.empty())
{
std::string e = ext_string.substr(0, ext_string.find(' '));
ext_string.erase(0, e.length() + 1);
exts_split.push_back(e);
}
std::sort(exts_split.begin(), exts_split.end());
std::sort(exts.begin(), exts.end());
if(exts != exts_split)
{
TEST_ERROR("Extension string from glGetString doesn't match glGetStringi extensions");
return 4;
}
if(std::unique(exts.begin(), exts.end()) != exts.end())
{
TEST_ERROR("Extensions from glGetStringi contains duplicates");
return 5;
}
if(std::unique(exts_split.begin(), exts_split.end()) != exts_split.end())
{
TEST_ERROR("Extension string from glGetString contains duplicates");
return 5;
}
GLuint trashvao = MakeVAO();
glBindVertexArray(trashvao);
GLuint vao = MakeVAO();
glBindVertexArray(vao);
GLuint vb = MakeBuffer();
glBindBuffer(GL_ARRAY_BUFFER, vb);
glBufferStorage(GL_ARRAY_BUFFER, sizeof(DefaultTri), DefaultTri, 0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), (void *)(0));
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), (void *)(sizeof(Vec3f)));
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V),
(void *)(sizeof(Vec3f) + sizeof(Vec4f)));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
GLuint program = MakeProgram();
GLint len = (int)strlen(vertex) - 5;
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &vertex, &len);
glCompileShader(vs);
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs, 1, &pixel, NULL);
glCompileShader(fs);
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glDetachShader(program, vs);
glDetachShader(program, fs);
glDeleteShader(vs);
glDeleteShader(fs);
GLuint trash = MakeBuffer();
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, trash);
glBufferStorage(GL_PIXEL_UNPACK_BUFFER, 1024, 0, 0);
glBindBuffer(GL_PIXEL_PACK_BUFFER, trash);
if(GLAD_GL_ARB_query_buffer_object)
glBindBuffer(GL_QUERY_BUFFER, trash);
#if defined(WIN64)
PFNGLGETERRORPROC internalFunc =
(PFNGLGETERRORPROC)GetProcAddress(GetModuleHandleA(NULL), "InternalFunction");
if(internalFunc == NULL || internalFunc() != GL_QUERY_BUFFER)
{
TEST_ERROR("Couldn't query own module for a function");
program = 0;
}
#endif
ActivateContext(mainWindow, NULL);
ActivateContext(mainWindow, mainContext, true);
while(Running())
{
// trash the texture pack/unpack state
glPixelStorei(GL_UNPACK_ROW_LENGTH, screenWidth + screenHeight + 99);
glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, 5);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 8180);
glPixelStorei(GL_UNPACK_SKIP_ROWS, 17);
glPixelStorei(GL_UNPACK_ALIGNMENT, 8);
glPixelStorei(GL_PACK_ROW_LENGTH, screenWidth + screenHeight * 1 + 37);
glPixelStorei(GL_PACK_SKIP_PIXELS, 9734);
glPixelStorei(GL_PACK_SKIP_ROWS, 33);
glPixelStorei(GL_PACK_ALIGNMENT, 8);
for(int i = 0; i < 100; i++)
glGetError();
glBindProgramPipeline(0);
if(glGetError() != GL_NONE)
{
TEST_ERROR("Got an error from glBindProgramPipeline");
}
glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
glBindBuffersBase(GL_SHADER_STORAGE_BUFFER, 0, 4, NULL);
glBindVertexArray(trashvao);
glBindVertexBuffers(0, 4, NULL, NULL, NULL);
glBindTextures(0, 10, NULL);
glBindSamplers(0, 10, NULL);
glBindImageTextures(0, 4, NULL);
glBindVertexArray(vao);
float col[] = {1.0f, 0.0f, 1.0f, 1.0f};
glClearBufferfv(GL_COLOR, 0, col);
setMarker("NoScissor");
glDisable(GL_SCISSOR_TEST);
glScissor(0, 0, 1, 1);
glProgramUniform1i(program, glGetUniformLocation(program, "mode"), 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
glClearBufferfv(GL_COLOR, 0, col);
glBindVertexArray(vao);
glUseProgram(program);
glProgramUniform1i(program, glGetUniformLocation(program, "mode"), 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glScissor(320, 50, 1, 1);
glProgramUniform1i(program, glGetUniformLocation(program, "mode"), 1);
glDrawArrays(GL_TRIANGLES, 0, 3);
if(GLAD_GL_GREMEDY_frame_terminator)
glFrameTerminatorGREMEDY();
Present();
}
return 0;
}
};
REGISTER_TEST();
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