440 lines
12 KiB
C
440 lines
12 KiB
C
/*
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* GL_ARB_shader_objects & GL_ARB_vertex_shader interface test application.
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* Neither compiler nor executor is being tested here, although some simple shader
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* compilation tests are performed.
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*
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* Perfectly valid behaviour produces output that does not have a line
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* beginning with three stars (***).
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*
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* Author: Michal Krol
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*/
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#include "framework.h"
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enum TEST_TYPE
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{
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TT_GETERROR_NOERROR,
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TT_GETERROR_INVALIDVALUE,
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TT_GETERROR_INVALIDOPERATION,
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TT_PARAM1_ZERO,
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TT_PARAM1_NONZERO
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};
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static enum TEST_TYPE current_test;
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static void begintest (enum TEST_TYPE type, const char *name)
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{
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current_test = type;
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printf ("\n BEGIN TEST: %s\n", name);
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while (glGetError () != GL_NO_ERROR)
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;
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}
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static void endtest1 (GLuint param1)
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{
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const char *msg = NULL;
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switch (current_test)
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{
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case TT_GETERROR_NOERROR:
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if (glGetError () != GL_NO_ERROR)
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msg = "glGetError () does not return GL_NO_ERROR";
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break;
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case TT_GETERROR_INVALIDVALUE:
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if (glGetError () != GL_INVALID_VALUE)
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msg = "glGetError () does not return GL_INVALID_VALUE";
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break;
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case TT_GETERROR_INVALIDOPERATION:
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if (glGetError () != GL_INVALID_OPERATION)
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msg = "glGetError () does not return GL_INVALID_OPERATION";
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break;
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case TT_PARAM1_ZERO:
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if (param1)
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msg = "The parameter is not zero";
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break;
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case TT_PARAM1_NONZERO:
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if (!param1)
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msg = "The parameter is not non-zero";
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break;
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default:
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assert (0);
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}
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if (msg == NULL)
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printf (" OK\n");
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else
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printf ("*** %s\n", msg);
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while (glGetError () != GL_NO_ERROR)
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;
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}
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static void endtest ()
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{
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endtest1 (0);
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}
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static GLhandleARB vert = 0;
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static GLhandleARB frag = 0;
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static GLhandleARB prog = 0;
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static GLhandleARB find_invalid_handle ()
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{
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GLhandleARB handle;
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for (handle = 1; handle < 16; handle++)
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if (handle != vert && handle != frag && handle != prog)
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return handle;
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assert (0);
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return 0;
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}
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static const char *invsynvertsrc =
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"void main () {\n"
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" gl_Position = gl_ModelViewMatrix ! gl_Vertex;\n" /* unexpected token */
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"}\n"
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;
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static const char *invsemvertsrc =
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"void main () {\n"
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" gl_Position = gl_ModelviewMatrix * gl_Vertex;\n" /* undeclared identifier */
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"}\n"
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;
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static const char *uniforms =
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"uniform vec4 CommonUniform;\n"
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;
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static const char *validvertsrc =
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"uniform vec4 VertexUniform;\n"
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"attribute vec4 FirstAttrib;\n"
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"attribute vec4 SecondAttrib;\n"
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"void main () {\n"
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" gl_Position = gl_ModelViewMatrix * gl_Vertex + CommonUniform + VertexUniform\n"
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" + FirstAttrib + SecondAttrib;\n"
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"}\n"
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;
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static const char *invsynfragsrc =
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"void main () {\n"
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" gl_FragColor = gl_Color\n" /* missing ; */
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"}\n"
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;
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static const char *invsemfragsrc =
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"void main () {\n"
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" gl_FragColor = gl_FrontColor;\n" /* gl_FrontColor only in vertex shader */
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"}\n"
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;
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static const char *validfragsrc =
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"uniform vec4 FragmentUniform;\n"
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"void main () {\n"
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" gl_FragColor = gl_Color + CommonUniform + FragmentUniform;\n"
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"}\n"
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;
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void InitScene (void)
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{
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GLint params[1];
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const char *tab[2];
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/*
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* GL should silently ignore calls that delete object 0.
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*/
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begintest (TT_GETERROR_NOERROR, "glDeleteObject(0)");
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glDeleteObjectARB (0);
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endtest ();
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/*
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* GL generates an error on invalid object handle.
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*/
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begintest (TT_GETERROR_INVALIDVALUE, "Pass invalid non-zero object handle");
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glDeleteObjectARB (find_invalid_handle ());
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endtest ();
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glUseProgramObjectARB (find_invalid_handle ());
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endtest ();
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/*
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* Create object. GL should return unique non-zero values.
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*/
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begintest (TT_PARAM1_NONZERO, "Create object");
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vert = glCreateShaderObjectARB (GL_VERTEX_SHADER_ARB);
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endtest1 (vert);
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frag = glCreateShaderObjectARB (GL_FRAGMENT_SHADER_ARB);
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endtest1 (frag);
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prog = glCreateProgramObjectARB ();
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endtest1 (prog);
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endtest1 (vert != frag && frag != prog && prog != vert);
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/*
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* Link empty program.
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*/
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begintest (TT_PARAM1_NONZERO, "Link empty program");
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glLinkProgramARB (prog);
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endtest1 (CheckObjectStatus (prog));
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/*
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* Use empty program object. Empty program objects are valid.
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*/
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begintest (TT_GETERROR_NOERROR, "Use empty program object");
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glUseProgramObjectARB (prog);
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endtest ();
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/*
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* Attach invalid object handles. Program object 0 should not be accepted.
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*/
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begintest (TT_GETERROR_INVALIDVALUE, "Attach invalid object handle");
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glAttachObjectARB (0, find_invalid_handle ());
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endtest ();
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glAttachObjectARB (0, frag);
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endtest ();
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glAttachObjectARB (find_invalid_handle (), find_invalid_handle ());
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endtest ();
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glAttachObjectARB (find_invalid_handle (), frag);
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endtest ();
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glAttachObjectARB (prog, find_invalid_handle ());
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endtest ();
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/*
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* Attach valid object handles with wrong semantics.
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*/
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begintest (TT_GETERROR_INVALIDOPERATION, "Attach object badly");
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glAttachObjectARB (vert, frag);
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endtest ();
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glAttachObjectARB (vert, prog);
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endtest ();
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glAttachObjectARB (prog, prog);
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endtest ();
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/*
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* Detach non-attached object.
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*/
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begintest (TT_GETERROR_INVALIDOPERATION, "Detach non-attached object");
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glDetachObjectARB (prog, vert);
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endtest ();
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glDetachObjectARB (prog, frag);
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endtest ();
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/*
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* Attach shader.
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*/
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begintest (TT_GETERROR_NOERROR, "Attach shader to program object");
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glAttachObjectARB (prog, vert);
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endtest ();
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glAttachObjectARB (prog, frag);
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endtest ();
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/*
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* Attach object twice.
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*/
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begintest (TT_GETERROR_INVALIDOPERATION, "Attach object twice");
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glAttachObjectARB (prog, vert);
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endtest ();
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glAttachObjectARB (prog, frag);
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endtest ();
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/*
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* Detach attached object.
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*/
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begintest (TT_GETERROR_NOERROR, "Detach attached object");
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glDetachObjectARB (prog, vert);
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endtest ();
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glDetachObjectARB (prog, frag);
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endtest ();
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/*
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* Attach shader again.
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*/
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begintest (TT_GETERROR_NOERROR, "Attach shader again");
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glAttachObjectARB (prog, vert);
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endtest ();
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glAttachObjectARB (prog, frag);
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endtest ();
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/*
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* Delete attached object.
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*/
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begintest (TT_GETERROR_NOERROR, "Delete attached object");
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glDeleteObjectARB (vert);
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endtest ();
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glDeleteObjectARB (frag);
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endtest ();
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/*
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* Query delete status. It should return TRUE. Object handles are still valid
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* as they are referenced by program object container.
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*/
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begintest (TT_PARAM1_NONZERO, "Query delete status");
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glGetObjectParameterivARB (vert, GL_OBJECT_DELETE_STATUS_ARB, params);
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endtest1 (params[0]);
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glGetObjectParameterivARB (frag, GL_OBJECT_DELETE_STATUS_ARB, params);
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endtest1 (params[0]);
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/*
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* Delete already deleted attached object. The behaviour is undefined, but we
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* check for no errors. The object still exists, so the handle value is okay.
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* In other words, these calls should be silently ignored by GL.
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*/
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begintest (TT_GETERROR_NOERROR, "Delete already deleted attached object");
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glDeleteObjectARB (vert);
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endtest ();
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glDeleteObjectARB (frag);
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endtest ();
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/*
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* Compile shader source with syntax error.
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*/
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begintest (TT_PARAM1_ZERO, "Compile shader source with syntax error");
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glShaderSourceARB (vert, 1, &invsynvertsrc, NULL);
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glCompileShaderARB (vert);
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endtest1 (CheckObjectStatus (vert));
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glShaderSourceARB (frag, 1, &invsynfragsrc, NULL);
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glCompileShaderARB (frag);
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endtest1 (CheckObjectStatus (frag));
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/*
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* Compile shader source with semantic error.
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*/
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begintest (TT_PARAM1_ZERO, "Compile shader source with semantic error");
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glShaderSourceARB (vert, 1, &invsemvertsrc, NULL);
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glCompileShaderARB (vert);
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endtest1 (CheckObjectStatus (vert));
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glShaderSourceARB (frag, 1, &invsemfragsrc, NULL);
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glCompileShaderARB (frag);
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endtest1 (CheckObjectStatus (frag));
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/*
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* Link ill-formed vertex-fragment program.
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*/
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begintest (TT_PARAM1_ZERO, "Link ill-formed vertex-fragment program");
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glLinkProgramARB (prog);
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endtest1 (CheckObjectStatus (prog));
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/*
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* Use badly linked program object.
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*/
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begintest (TT_GETERROR_INVALIDOPERATION, "Use badly linked program object");
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glUseProgramObjectARB (prog);
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endtest ();
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/*
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* Compile well-formed shader source. Check if multi-string sources can be handled.
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*/
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begintest (TT_PARAM1_NONZERO, "Compile well-formed shader source");
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tab[0] = uniforms;
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tab[1] = validvertsrc;
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glShaderSourceARB (vert, 2, tab, NULL);
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glCompileShaderARB (vert);
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endtest1 (CheckObjectStatus (vert));
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tab[0] = uniforms;
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tab[1] = validfragsrc;
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glShaderSourceARB (frag, 2, tab, NULL);
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glCompileShaderARB (frag);
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endtest1 (CheckObjectStatus (frag));
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/*
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* Link vertex-fragment program.
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*/
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begintest (TT_PARAM1_NONZERO, "Link vertex-fragment program");
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glLinkProgramARB (prog);
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endtest1 (CheckObjectStatus (prog));
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/*
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* Use valid linked program object.
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*/
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begintest (TT_GETERROR_NOERROR, "Use linked program object");
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glUseProgramObjectARB (prog);
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endtest ();
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/*
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* Get current program.
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*/
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begintest (TT_PARAM1_NONZERO, "Get current program");
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endtest1 (glGetHandleARB (GL_PROGRAM_OBJECT_ARB) == prog);
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/*
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* Use 0 program object.
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*/
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begintest (TT_GETERROR_NOERROR, "Use 0 program object");
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glUseProgramObjectARB (0);
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endtest ();
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/*
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* Query uniform location. Uniforms with gl_ prefix cannot be queried.
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*/
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begintest (TT_PARAM1_NONZERO, "Query uniform location");
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endtest1 (glGetUniformLocationARB (prog, "gl_ModelViewMatrix") == -1);
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endtest1 (glGetUniformLocationARB (prog, "UniformThatDoesNotExist") == -1);
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endtest1 (glGetUniformLocationARB (prog, "") == -1);
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endtest1 (glGetUniformLocationARB (prog, "CommonUniform") != -1);
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endtest1 (glGetUniformLocationARB (prog, "VertexUniform") != -1);
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endtest1 (glGetUniformLocationARB (prog, "FragmentUniform") != -1);
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/*
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* Query attrib location. Attribs with gl_ prefix cannot be queried.
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* When gl_Vertex is used, none of the generic attribs can have index 0.
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*/
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begintest (TT_PARAM1_NONZERO, "Query attrib location");
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endtest1 (glGetAttribLocationARB (prog, "gl_Vertex") == -1);
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endtest1 (glGetAttribLocationARB (prog, "AttribThatDoesNotExist") == -1);
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endtest1 (glGetAttribLocationARB (prog, "") == -1);
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endtest1 (glGetAttribLocationARB (prog, "FirstAttrib") > 0);
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endtest1 (glGetAttribLocationARB (prog, "SecondAttrib") > 0);
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/*
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* Bind attrib locations, link and check if locations are correct.
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*/
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begintest (TT_PARAM1_NONZERO, "Bind attrib location #1");
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glBindAttribLocationARB (prog, 1, "FirstAttrib");
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glBindAttribLocationARB (prog, 2, "SecondAttrib");
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glLinkProgramARB (prog);
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endtest1 (CheckObjectStatus (prog));
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endtest1 (glGetAttribLocationARB (prog, "FirstAttrib") == 1);
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endtest1 (glGetAttribLocationARB (prog, "SecondAttrib") == 2);
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/*
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* Bind attrib locations in different order. Link and check if locations are correct.
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*/
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begintest (TT_PARAM1_NONZERO, "Bind attrib location #2");
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glBindAttribLocationARB (prog, 1, "SecondAttrib");
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glBindAttribLocationARB (prog, 2, "FirstAttrib");
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glLinkProgramARB (prog);
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endtest1 (CheckObjectStatus (prog));
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endtest1 (glGetAttribLocationARB (prog, "SecondAttrib") == 1);
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endtest1 (glGetAttribLocationARB (prog, "FirstAttrib") == 2);
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/*
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* Detach deleted object.
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*/
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begintest (TT_GETERROR_NOERROR, "Detach deleted object");
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glDetachObjectARB (prog, vert);
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endtest ();
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glDetachObjectARB (prog, frag);
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endtest ();
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/*
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* Delete deleted detached object.
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*/
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begintest (TT_GETERROR_INVALIDVALUE, "Delete deleted detached object");
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glDeleteObjectARB (vert);
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endtest ();
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glDeleteObjectARB (frag);
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endtest ();
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exit (0);
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}
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void RenderScene (void)
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{
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/* never reached */
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assert (0);
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}
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int main (int argc, char *argv[])
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{
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InitFramework (&argc, argv);
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return 0;
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}
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