xenocara/dist/libepoxy/test/cgl_epoxy_api.c

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2020-01-26 06:45:49 -07:00
/*
* Copyright 2018 Emmanuele Bassi
*
* 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 (including the next
* paragraph) 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.
*/
/**
* @file cgl_epoxy_api.c
*
* Tests the Epoxy API using the CoreGraphics OpenGL framework.
*/
#include <epoxy/gl.h>
#include <Carbon/Carbon.h>
#include <OpenGL/OpenGL.h>
#include <OpenGL/CGLTypes.h>
#include <OpenGL/CGLCurrent.h>
#include <OpenGL/CGLContext.h>
int
main (void)
{
CGLPixelFormatAttribute attribs[] = {0};
CGLPixelFormatObj pix;
CGLContextObj ctx;
const char *string;
bool pass = true;
int npix;
GLint shader;
CGLChoosePixelFormat(attribs, &pix, &npix);
CGLCreateContext(pix, (void *) 0, &ctx);
CGLSetCurrentContext(ctx);
if (!epoxy_is_desktop_gl()) {
fputs("Claimed not to be desktop\n", stderr);
pass = false;
}
if (epoxy_gl_version() < 20) {
fprintf(stderr, "Claimed to be GL version %d\n",
epoxy_gl_version());
pass = false;
}
if (epoxy_glsl_version() < 100) {
fprintf(stderr, "Claimed to have GLSL version %d\n",
epoxy_glsl_version());
pass = false;
}
string = (const char *)glGetString(GL_VERSION);
printf("GL version: %s - Epoxy: %d\n", string, epoxy_gl_version());
string = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION);
printf("GLSL version: %s - Epoxy: %d\n", string, epoxy_glsl_version());
shader = glCreateShader(GL_FRAGMENT_SHADER);
pass = glIsShader(shader);
CGLSetCurrentContext(NULL);
CGLReleaseContext(ctx);
CGLReleasePixelFormat(pix);
return pass != true;
}