xenocara/dist/Mesa/progs/tests/getprocaddress.c

3735 lines
128 KiB
C

/*
* Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
*
* 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
* BRIAN PAUL 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.
*/
/*
* Test that glXGetProcAddress works.
*/
#define GLX_GLXEXT_PROTOTYPES
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <GL/gl.h>
#include <GL/glx.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
typedef void (*generic_func)();
#define EQUAL(X, Y) (fabs((X) - (Y)) < 0.001)
/* This macro simplifies the task of querying an extension function
* pointer and checking to see whether it resolved.
*/
#define DECLARE_GLFUNC_PTR(name,type) \
type name = (type) glXGetProcAddressARB((const GLubyte *) "gl" #name)
/********************************************************************
* Generic helper functions used by the test functions.
*/
static void CheckGLError(int line, const char *file, const char *function)
{
int errorCode;
glFinish();
errorCode = glGetError();
if (errorCode == GL_NO_ERROR) return;
while (errorCode != GL_NO_ERROR) {
fprintf(stderr, "OpenGL error 0x%x (%s) at line %d of file %s in function %s()\n",
errorCode,
errorCode == GL_INVALID_VALUE? "GL_INVALID_VALUE":
errorCode == GL_INVALID_ENUM? "GL_INVALID_ENUM":
errorCode == GL_INVALID_OPERATION? "GL_INVALID_OPERATION":
errorCode == GL_STACK_OVERFLOW? "GL_STACK_OVERFLOW":
errorCode == GL_STACK_UNDERFLOW? "GL_STACK_UNDERFLOW":
errorCode == GL_OUT_OF_MEMORY? "GL_OUT_OF_MEMORY":
"unknown",
line, file, function);
errorCode = glGetError();
}
fflush(stderr);
}
static GLboolean
compare_bytes(const char *errorLabel, GLuint expectedSize,
const GLubyte *expectedData, GLuint actualSize, const GLubyte *actualData)
{
int i;
if (expectedSize == actualSize &&
memcmp(expectedData, actualData, actualSize) == 0) {
/* All is well */
return GL_TRUE;
}
/* Trouble; we don't match. Print out why. */
fprintf(stderr, "%s: actual data is not as expected\n", errorLabel);
for (i = 0; i <= 1; i++) {
const GLubyte *ptr;
int size;
char *label;
int j;
switch(i) {
case 0:
label = "expected";
size = expectedSize;
ptr = expectedData;
break;
case 1:
label = " actual";
size = actualSize;
ptr = actualData;
break;
}
fprintf(stderr, " %s: size %d: {", label, size);
for (j = 0; j < size; j++) {
fprintf(stderr, "%s0x%02x", j > 0 ? ", " : "", ptr[j]);
}
fprintf(stderr, "}\n");
}
/* We fail if the data is unexpected. */
return GL_FALSE;
}
static GLboolean
compare_ints(const char *errorLabel, GLuint expectedSize,
const GLint *expectedData, GLuint actualSize, const GLint *actualData)
{
int i;
if (expectedSize == actualSize &&
memcmp(expectedData, actualData, actualSize*sizeof(*expectedData)) == 0) {
/* All is well */
return GL_TRUE;
}
/* Trouble; we don't match. Print out why. */
fprintf(stderr, "%s: actual data is not as expected\n", errorLabel);
for (i = 0; i <= 1; i++) {
const GLint *ptr;
int size;
char *label;
int j;
switch(i) {
case 0:
label = "expected";
size = expectedSize;
ptr = expectedData;
break;
case 1:
label = " actual";
size = actualSize;
ptr = actualData;
break;
}
fprintf(stderr, " %s: size %d: {", label, size);
for (j = 0; j < size; j++) {
fprintf(stderr, "%s%d", j > 0 ? ", " : "", ptr[j]);
}
fprintf(stderr, "}\n");
}
/* We fail if the data is unexpected. */
return GL_FALSE;
}
#define MAX_CONVERTED_VALUES 4
static GLboolean
compare_shorts_to_ints(const char *errorLabel, GLuint expectedSize,
const GLshort *expectedData, GLuint actualSize, const GLint *actualData)
{
int i;
GLint convertedValues[MAX_CONVERTED_VALUES];
if (expectedSize > MAX_CONVERTED_VALUES) {
fprintf(stderr, "%s: too much data [need %d values, have %d values]\n",
errorLabel, expectedSize, MAX_CONVERTED_VALUES);
return GL_FALSE;
}
for (i = 0; i < expectedSize; i++) {
convertedValues[i] = (GLint) expectedData[i];
}
return compare_ints(errorLabel, expectedSize, convertedValues,
actualSize, actualData);
}
static GLboolean
compare_floats(const char *errorLabel, GLuint expectedSize,
const GLfloat *expectedData, GLuint actualSize, const GLfloat *actualData)
{
int i;
if (expectedSize == actualSize &&
memcmp(expectedData, actualData, actualSize*sizeof(*expectedData)) == 0) {
/* All is well */
return GL_TRUE;
}
/* Trouble; we don't match. Print out why. */
fprintf(stderr, "%s: actual data is not as expected\n", errorLabel);
for (i = 0; i <= 1; i++) {
const GLfloat *ptr;
int size;
char *label;
int j;
switch(i) {
case 0:
label = "expected";
size = expectedSize;
ptr = expectedData;
break;
case 1:
label = " actual";
size = actualSize;
ptr = actualData;
break;
}
fprintf(stderr, " %s: size %d: {", label, size);
for (j = 0; j < size; j++) {
fprintf(stderr, "%s%f", j > 0 ? ", " : "", ptr[j]);
}
fprintf(stderr, "}\n");
}
/* We fail if the data is unexpected. */
return GL_FALSE;
}
static GLboolean
compare_doubles(const char *errorLabel, GLuint expectedSize,
const GLdouble *expectedData, GLuint actualSize, const GLdouble *actualData)
{
int i;
if (expectedSize == actualSize ||
memcmp(expectedData, actualData, actualSize*sizeof(*expectedData)) == 0) {
/* All is well */
return GL_TRUE;
}
/* Trouble; we don't match. Print out why. */
fprintf(stderr, "%s: actual data is not as expected\n", errorLabel);
for (i = 0; i <= 1; i++) {
const GLdouble *ptr;
int size;
char *label;
int j;
switch(i) {
case 0:
label = "expected";
size = expectedSize;
ptr = expectedData;
break;
case 1:
label = " actual";
size = actualSize;
ptr = actualData;
break;
}
fprintf(stderr, " %s: size %d: {", label, size);
for (j = 0; j < size; j++) {
fprintf(stderr, "%s%f", j > 0 ? ", " : "", ptr[j]);
}
fprintf(stderr, "}\n");
}
/* We fail if the data is unexpected. */
return GL_FALSE;
}
/********************************************************************
* Functions to assist with GL_ARB_texture_compressiong testing
*/
static GLboolean
check_texture_format_supported(GLenum format)
{
GLint numFormats;
GLint *formats;
register int i;
glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB, &numFormats);
formats = malloc(numFormats * sizeof(GLint));
if (formats == NULL) {
fprintf(stderr, "check_texture_format_supported: could not allocate memory for %d GLints\n",
numFormats);
return GL_FALSE;
}
memset(formats, 0, numFormats * sizeof(GLint));
glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS_ARB, formats);
for (i = 0; i < numFormats; i++) {
if (formats[i] == format) {
free(formats);
return GL_TRUE;
}
}
/* We didn't find the format we were looking for. Give an error. */
#define FORMAT_NAME(x) (\
x == GL_COMPRESSED_RGB_FXT1_3DFX ? "GL_COMPRESSED_RGB_FXT1_3DFX" : \
x == GL_COMPRESSED_RGBA_FXT1_3DFX ? "GL_COMPRESSED_RGBA_FXT1_3DFX" : \
x == GL_COMPRESSED_RGB_S3TC_DXT1_EXT ? "GL_COMPRESSED_RGB_S3TC_DXT1_EXT" : \
x == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ? "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT" : \
x == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ? "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT" : \
x == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ? "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT" : \
x == GL_RGB_S3TC ? "GL_RGB_S3TC" : \
x == GL_RGB4_S3TC ? "GL_RGB4_S3TC" : \
x == GL_RGBA_S3TC ? "GL_RGBA_S3TC" : \
x == GL_RGBA4_S3TC ? "GL_RGBA4_S3TC" : \
"unknown")
fprintf(stderr, "check_texture_format_supported: unsupported format 0x%04x [%s]\n",
format, FORMAT_NAME(format));
fprintf(stderr, "supported formats:");
for (i = 0; i < numFormats; i++) {
fprintf(stderr, " 0x%04x [%s]", formats[i], FORMAT_NAME(formats[i]));
}
fprintf(stderr, "\n");
return GL_FALSE;
}
/* This helper function compresses an RGBA texture and compares it
* against the expected compressed data. It returns GL_TRUE if all
* went as expected, or GL_FALSE in the case of error.
*/
static GLboolean
check_texture_compression(const char *message, GLenum dimension,
GLint width, GLint height, GLint depth, const GLubyte *texture,
int expectedCompressedSize, const GLubyte *expectedCompressedData)
{
/* These are the data we query about the texture. */
GLint isCompressed;
GLenum compressedFormat;
GLint compressedSize;
GLubyte *compressedData;
/* We need this function pointer to operate. */
DECLARE_GLFUNC_PTR(GetCompressedTexImageARB, PFNGLGETCOMPRESSEDTEXIMAGEARBPROC);
if (GetCompressedTexImageARB == NULL) {
fprintf(stderr,
"%s: could not query GetCompressedTexImageARB function pointer\n",
message);
return GL_FALSE;
}
/* Verify that we actually have the GL_COMPRESSED_RGBA_S3TC_DXT3_EXT format available. */
if (!check_texture_format_supported(GL_COMPRESSED_RGBA_S3TC_DXT3_EXT)) {
return GL_FALSE;
}
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Set up the base image, requesting that the GL library compress it. */
switch(dimension) {
case GL_TEXTURE_1D:
glTexImage1D(GL_TEXTURE_1D, 0, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,
width, 0,
GL_RGBA, GL_UNSIGNED_BYTE, texture);
break;
case GL_TEXTURE_2D:
glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,
width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, texture);
break;
case GL_TEXTURE_3D:
glTexImage3D(GL_TEXTURE_3D, 0, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,
width, height, depth, 0,
GL_RGBA, GL_UNSIGNED_BYTE, texture);
break;
default:
fprintf(stderr, "%s: unknown dimension 0x%04x.\n", message, dimension);
return GL_FALSE;
}
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Make sure the texture is compressed, and pull it out if it is. */
glGetTexLevelParameteriv(dimension, 0, GL_TEXTURE_COMPRESSED_ARB,
&isCompressed);
if (!isCompressed) {
fprintf(stderr, "%s: could not compress GL_COMPRESSED_RGBA_S3TC_DXT3_EXT texture\n",
message);
return GL_FALSE;
}
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
glGetTexLevelParameteriv(dimension, 0, GL_TEXTURE_INTERNAL_FORMAT,
(GLint *)&compressedFormat);
if (compressedFormat != GL_COMPRESSED_RGBA_S3TC_DXT3_EXT) {
fprintf(stderr, "%s: got internal format 0x%04x, expected GL_COMPRESSED_RGBA_S3TC_DXT3_EXT [0x%04x]\n",
__FUNCTION__, compressedFormat, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT);
return GL_FALSE;
}
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
glGetTexLevelParameteriv(dimension, 0, GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB, &compressedSize);
compressedData = malloc(compressedSize);
if (compressedData == NULL) {
fprintf(stderr, "%s: could not malloc %d bytes for compressed texture\n",
message, compressedSize);
return GL_FALSE;
}
memset(compressedData, 0, compressedSize);
(*GetCompressedTexImageARB)(dimension, 0, compressedData);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Compare it to the expected compressed data. The compare_bytes()
* call will print out diagnostics in the case of failure.
*/
if (!compare_bytes(message,
expectedCompressedSize, expectedCompressedData,
compressedSize, compressedData)) {
free(compressedData);
return GL_FALSE;
}
/* All done. Free our allocated data and return success. */
free(compressedData);
return GL_TRUE;
}
/* We'll use one function to exercise 1D, 2D, and 3D textures. */
/* The test function for compressed 3D texture images requires several
* different function pointers that have to be queried. This function
* gets all the function pointers it needs itself, and so is suitable for
* use to test any and all of the incorporated functions.
*/
static GLboolean
exercise_CompressedTextures(GLenum dimension)
{
/* Set up a basic (uncompressed) texture. We're doing a blue/yellow
* checkerboard. The 8x4/32-pixel board is well-suited to S3TC
* compression, which works on 4x4 blocks of pixels.
*/
#define B 0,0,255,255
#define Y 255,255,0,255
#define TEXTURE_WIDTH 16
#define TEXTURE_HEIGHT 4
#define TEXTURE_DEPTH 1
static GLubyte texture[TEXTURE_WIDTH*TEXTURE_HEIGHT*TEXTURE_DEPTH*4] = {
B, B, Y, Y, B, B, Y, Y, B, B, Y, Y, B, B, Y, Y,
B, B, Y, Y, B, B, Y, Y, B, B, Y, Y, B, B, Y, Y,
Y, Y, B, B, Y, Y, B, B, Y, Y, B, B, Y, Y, B, B,
Y, Y, B, B, Y, Y, B, B, Y, Y, B, B, Y, Y, B, B,
};
#undef B
#undef Y
GLubyte uncompressedTexture[TEXTURE_WIDTH*TEXTURE_HEIGHT*TEXTURE_DEPTH*4];
/* We'll use this as a texture subimage. */
#define R 255,0,0,255
#define G 0,255,0,255
#define SUBTEXTURE_WIDTH 4
#define SUBTEXTURE_HEIGHT 4
#define SUBTEXTURE_DEPTH 1
static GLubyte subtexture[SUBTEXTURE_WIDTH*SUBTEXTURE_HEIGHT*SUBTEXTURE_DEPTH*4] = {
G, G, R, R,
G, G, R, R,
R, R, G, G,
R, R, G, G,
};
#undef R
#undef G
/* These are the expected compressed textures. (In the case of
* a failed comparison, the test program will print out the
* actual compressed data in a format that can be directly used
* here, if desired.) The brave of heart can calculate the compression
* themselves based on the formulae described at:
* http://en.wikipedia.org/wiki/S3_Texture_Compression
* In a nutshell, each group of 16 bytes encodes a 4x4 texture block.
* The first eight bytes of each group are 4-bit alpha values
* for each of the 16 pixels in the texture block.
* The next four bytes in each group are LSB-first RGB565 colors; the
* first two bytes are identified as the color C0, and the next two
* are the color C1. (Two more colors C2 and C3 will be calculated
* from these, but do not appear in the compression data.) The
* last 4 bytes of the group are sixteen 2-bit indices that, for
* each of the 16 pixels in the texture block, select one of the
* colors C0, C1, C2, or C3.
*
* For example, our blue/yellow checkerboard is made up of
* four identical 4x4 blocks. Each of those blocks will
* be encoded as: eight bytes of 0xff (16 alpha values, each 0xf),
* C0 as the RGB565 color yellow (0xffe0), encoded LSB-first;
* C1 as the RGB565 color blue (0x001f), encoded LSB-first;
* and 4 bytes of 16 2-bit color indices reflecting the
* choice of color for each of the 16 pixels:
* 00, 00, 01, 01, = 0x05
* 00, 00, 01, 01, = 0x05
* 01, 01, 00, 00, = 0x50
* 01, 01, 00, 00, = 0x50
*/
static GLubyte compressedTexture[] = {
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
0xe0, 0xff, 0x1f, 0x00, 0x05, 0x05, 0x50, 0x50,
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
0xe0, 0xff, 0x1f, 0x00, 0x05, 0x05, 0x50, 0x50,
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
0xe0, 0xff, 0x1f, 0x00, 0x05, 0x05, 0x50, 0x50,
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
0xe0, 0xff, 0x1f, 0x00, 0x05, 0x05, 0x50, 0x50
};
/* The similar calculations for the 4x4 subtexture are left
* as an exercise for the reader.
*/
static GLubyte compressedSubTexture[] = {
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
0x00, 0xf8, 0xe0, 0x07, 0x05, 0x05, 0x50, 0x50,
};
/* The combined texture replaces the initial blue/yellow
* block with the green/red block. (I'd wanted to do
* the more interesting exercise of putting the
* green/red block in the middle of the blue/yellow
* texture, which is a non-trivial replacement, but
* the attempt produces GL_INVALID_OPERATION, showing
* that you can only replace whole blocks of
* subimages with S3TC.) The combined texture looks
* like:
* G G R R B B Y Y B B Y Y B B Y Y
* G G R R B B Y Y B B Y Y B B Y Y
* R R G G Y Y B B Y Y B B Y Y B B
* R R G G Y Y B B Y Y B B Y Y B B
* which encodes just like the green/red block followed
* by 3 copies of the yellow/blue block.
*/
static GLubyte compressedCombinedTexture[] = {
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
0x00, 0xf8, 0xe0, 0x07, 0x05, 0x05, 0x50, 0x50,
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
0xe0, 0xff, 0x1f, 0x00, 0x05, 0x05, 0x50, 0x50,
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
0xe0, 0xff, 0x1f, 0x00, 0x05, 0x05, 0x50, 0x50,
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
0xe0, 0xff, 0x1f, 0x00, 0x05, 0x05, 0x50, 0x50
};
/* These are the data we query about the texture. */
GLint queryIsCompressed;
GLenum queryCompressedFormat;
GLint queryCompressedSize;
GLubyte queryCompressedData[sizeof(compressedTexture)];
/* Query the function pointers we need. We actually won't need most
* of these (the "dimension" parameter dictates whether we're testing
* 1D, 2D, or 3D textures), but we'll have them all ready just in case.
*/
DECLARE_GLFUNC_PTR(GetCompressedTexImageARB, PFNGLGETCOMPRESSEDTEXIMAGEARBPROC);
DECLARE_GLFUNC_PTR(CompressedTexImage3DARB, PFNGLCOMPRESSEDTEXIMAGE3DARBPROC);
DECLARE_GLFUNC_PTR(CompressedTexSubImage3DARB, PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC);
DECLARE_GLFUNC_PTR(CompressedTexImage2DARB, PFNGLCOMPRESSEDTEXIMAGE2DARBPROC);
DECLARE_GLFUNC_PTR(CompressedTexSubImage2DARB, PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC);
DECLARE_GLFUNC_PTR(CompressedTexImage1DARB, PFNGLCOMPRESSEDTEXIMAGE1DARBPROC);
DECLARE_GLFUNC_PTR(CompressedTexSubImage1DARB, PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC);
/* If the necessary functions are missing, we can't continue */
if (GetCompressedTexImageARB == NULL) {
fprintf(stderr, "%s: GetCompressedTexImageARB function is missing\n",
__FUNCTION__);
return GL_FALSE;
}
switch (dimension) {
case GL_TEXTURE_1D:
if (CompressedTexImage1DARB == NULL || CompressedTexSubImage1DARB == NULL) {
fprintf(stderr, "%s: 1D compressed texture functions are missing\n",
__FUNCTION__);
return GL_FALSE;
};
break;
case GL_TEXTURE_2D:
if (CompressedTexImage2DARB == NULL || CompressedTexSubImage2DARB == NULL) {
fprintf(stderr, "%s: 2D compressed texture functions are missing\n",
__FUNCTION__);
return GL_FALSE;
};
break;
case GL_TEXTURE_3D:
if (CompressedTexImage3DARB == NULL || CompressedTexSubImage3DARB == NULL) {
fprintf(stderr, "%s: 3D compressed texture functions are missing\n",
__FUNCTION__);
return GL_FALSE;
};
break;
default:
fprintf(stderr, "%s: unknown texture dimension 0x%04x passed.\n",
__FUNCTION__, dimension);
return GL_FALSE;
}
/* Check the compression of our base texture image. */
if (!check_texture_compression("texture compression", dimension,
TEXTURE_WIDTH, TEXTURE_HEIGHT, TEXTURE_DEPTH, texture,
sizeof(compressedTexture), compressedTexture)) {
/* Something's wrong with texture compression. The function
* above will have printed an appropriate error.
*/
return GL_FALSE;
}
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Do the same for our texture subimage */
if (!check_texture_compression("subtexture compression", dimension,
SUBTEXTURE_WIDTH, SUBTEXTURE_HEIGHT, SUBTEXTURE_DEPTH, subtexture,
sizeof(compressedSubTexture), compressedSubTexture)) {
/* Something's wrong with texture compression. The function
* above will have printed an appropriate error.
*/
return GL_FALSE;
}
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Send the base compressed texture down to the hardware. */
switch(dimension) {
case GL_TEXTURE_3D:
(*CompressedTexImage3DARB)(GL_TEXTURE_3D, 0,
GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,
TEXTURE_WIDTH, TEXTURE_HEIGHT, TEXTURE_DEPTH, 0,
sizeof(compressedTexture), compressedTexture);
break;
case GL_TEXTURE_2D:
(*CompressedTexImage2DARB)(GL_TEXTURE_2D, 0,
GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,
TEXTURE_WIDTH, TEXTURE_HEIGHT, 0,
sizeof(compressedTexture), compressedTexture);
break;
case GL_TEXTURE_1D:
(*CompressedTexImage1DARB)(GL_TEXTURE_1D, 0,
GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,
TEXTURE_WIDTH, 0,
sizeof(compressedTexture), compressedTexture);
break;
}
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* For grins, query it to make sure it is as expected. */
glGetTexLevelParameteriv(dimension, 0, GL_TEXTURE_COMPRESSED_ARB,
&queryIsCompressed);
if (!queryIsCompressed) {
fprintf(stderr, "%s: compressed texture did not come back as compressed\n",
__FUNCTION__);
return GL_FALSE;
}
glGetTexLevelParameteriv(dimension, 0, GL_TEXTURE_INTERNAL_FORMAT,
(GLint *)&queryCompressedFormat);
if (queryCompressedFormat != GL_COMPRESSED_RGBA_S3TC_DXT3_EXT) {
fprintf(stderr, "%s: got internal format 0x%04x, expected GL_COMPRESSED_RGBA_S3TC_DXT3_EXT [0x%04x]\n",
__FUNCTION__, queryCompressedFormat, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT);
return GL_FALSE;
}
glGetTexLevelParameteriv(dimension, 0, GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB,
&queryCompressedSize);
if (queryCompressedSize != sizeof(compressedTexture)) {
fprintf(stderr, "%s: compressed 3D texture changed size: expected %lu, actual %d\n",
__FUNCTION__, (unsigned long) sizeof(compressedTexture), queryCompressedSize);
return GL_FALSE;
}
(*GetCompressedTexImageARB)(dimension, 0, queryCompressedData);
if (!compare_bytes(
"exercise_CompressedTextures:doublechecking compressed texture",
sizeof(compressedTexture), compressedTexture,
queryCompressedSize, queryCompressedData)) {
return GL_FALSE;
}
/* Now apply the texture subimage. The current implementation of
* S3TC requires that subimages be only applied to whole blocks.
*/
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
switch(dimension) {
case GL_TEXTURE_3D:
(*CompressedTexSubImage3DARB)(GL_TEXTURE_3D, 0,
0, 0, 0, /* offsets */
SUBTEXTURE_WIDTH, SUBTEXTURE_HEIGHT, SUBTEXTURE_DEPTH,
GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,
sizeof(compressedSubTexture), compressedSubTexture);
break;
case GL_TEXTURE_2D:
(*CompressedTexSubImage2DARB)(GL_TEXTURE_2D, 0,
0, 0, /* offsets */
SUBTEXTURE_WIDTH, SUBTEXTURE_HEIGHT,
GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,
sizeof(compressedSubTexture), compressedSubTexture);
break;
case GL_TEXTURE_1D:
(*CompressedTexSubImage2DARB)(GL_TEXTURE_2D, 0,
0, 0, /* offsets */
SUBTEXTURE_WIDTH, SUBTEXTURE_HEIGHT,
GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,
sizeof(compressedSubTexture), compressedSubTexture);
break;
}
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Query the compressed texture back now, and see that it
* is as expected.
*/
(*GetCompressedTexImageARB)(dimension, 0, queryCompressedData);
if (!compare_bytes("exercise_CompressedTextures:combined texture",
sizeof(compressedCombinedTexture), compressedCombinedTexture,
queryCompressedSize, queryCompressedData)) {
return GL_FALSE;
}
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Just for the exercise, uncompress the texture and pull it out.
* We don't check it because the compression is lossy, so it won't
* compare exactly to the source texture; we just
* want to exercise the code paths that convert it.
*/
glGetTexImage(dimension, 0, GL_RGBA, GL_UNSIGNED_BYTE, uncompressedTexture);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* If we survived this far, we pass. */
return GL_TRUE;
}
/**************************************************************************
* Functions to assist with GL_EXT_framebuffer_object and
* GL_EXT_framebuffer_blit testing.
*/
#define FB_STATUS_NAME(x) (\
x == GL_FRAMEBUFFER_COMPLETE_EXT ? "GL_FRAMEBUFFER_COMPLETE_EXT" : \
x == GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT ? "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT" : \
x == GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT ? "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT" : \
x == GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT ? "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT" : \
x == GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT ? "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT" : \
x == GL_FRAMEBUFFER_UNSUPPORTED_EXT ? "GL_FRAMEBUFFER_UNSUPPORTED_EXT" : \
x == GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT ? "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT" : \
x == GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT ? "GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT" : \
x == GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT ? "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT" : \
"unknown")
static GLboolean
exercise_framebuffer(void)
{
GLuint framebufferID = 0;
GLuint renderbufferID = 0;
/* Dimensions of the framebuffer and renderbuffers are arbitrary.
* Since they won't be shown on-screen, we can use whatever we want.
*/
const GLint Width = 100;
const GLint Height = 100;
/* Every function we use will be referenced through function pointers.
* This will allow this test program to run on OpenGL implementations
* that *don't* implement these extensions (though the implementation
* used to compile them must have up-to-date header files).
*/
DECLARE_GLFUNC_PTR(GenFramebuffersEXT, PFNGLGENFRAMEBUFFERSEXTPROC);
DECLARE_GLFUNC_PTR(IsFramebufferEXT, PFNGLISFRAMEBUFFEREXTPROC);
DECLARE_GLFUNC_PTR(DeleteFramebuffersEXT, PFNGLDELETEFRAMEBUFFERSEXTPROC);
DECLARE_GLFUNC_PTR(BindFramebufferEXT, PFNGLBINDFRAMEBUFFEREXTPROC);
DECLARE_GLFUNC_PTR(GenRenderbuffersEXT, PFNGLGENRENDERBUFFERSEXTPROC);
DECLARE_GLFUNC_PTR(IsRenderbufferEXT, PFNGLISRENDERBUFFEREXTPROC);
DECLARE_GLFUNC_PTR(DeleteRenderbuffersEXT, PFNGLDELETERENDERBUFFERSEXTPROC);
DECLARE_GLFUNC_PTR(BindRenderbufferEXT, PFNGLBINDRENDERBUFFEREXTPROC);
DECLARE_GLFUNC_PTR(FramebufferRenderbufferEXT, PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC);
DECLARE_GLFUNC_PTR(RenderbufferStorageEXT, PFNGLRENDERBUFFERSTORAGEEXTPROC);
DECLARE_GLFUNC_PTR(CheckFramebufferStatusEXT, PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC);
/* The BlitFramebuffer function comes from a different extension.
* It's possible for an implementation to implement all the above,
* but not BlitFramebuffer; so it's okay if this one comes back
* NULL, as we can still test the rest.
*/
DECLARE_GLFUNC_PTR(BlitFramebufferEXT, PFNGLBLITFRAMEBUFFEREXTPROC);
/* We cannot test unless we have all the function pointers. */
if (
GenFramebuffersEXT == NULL ||
IsFramebufferEXT == NULL ||
DeleteFramebuffersEXT == NULL ||
BindFramebufferEXT == NULL ||
GenRenderbuffersEXT == NULL ||
IsRenderbufferEXT == NULL ||
DeleteRenderbuffersEXT == NULL ||
BindRenderbufferEXT == NULL ||
FramebufferRenderbufferEXT == NULL ||
RenderbufferStorageEXT == NULL ||
CheckFramebufferStatusEXT == NULL
) {
fprintf(stderr, "%s: could not locate all framebuffer functions\n",
__FUNCTION__);
return GL_FALSE;
}
/* Generate a framebuffer for us to play with. */
(*GenFramebuffersEXT)(1, &framebufferID);
if (framebufferID == 0) {
fprintf(stderr, "%s: failed to generate a frame buffer ID.\n",
__FUNCTION__);
return GL_FALSE;
}
/* The generated name is not a framebuffer object until bound. */
(*BindFramebufferEXT)(GL_FRAMEBUFFER_EXT, framebufferID);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
if (!(*IsFramebufferEXT)(framebufferID)) {
fprintf(stderr, "%s: generated a frame buffer ID 0x%x that wasn't a framebuffer\n",
__FUNCTION__, framebufferID);
(*BindFramebufferEXT)(GL_FRAMEBUFFER_EXT, 0);
(*DeleteFramebuffersEXT)(1, &framebufferID);
return GL_FALSE;
}
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
{
GLint queriedFramebufferID;
glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &queriedFramebufferID);
if (queriedFramebufferID != framebufferID) {
fprintf(stderr, "%s: bound frame buffer 0x%x, but queried 0x%x\n",
__FUNCTION__, framebufferID, queriedFramebufferID);
(*BindFramebufferEXT)(GL_FRAMEBUFFER_EXT, 0);
(*DeleteFramebuffersEXT)(1, &framebufferID);
return GL_FALSE;
}
}
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Create a color buffer to attach to the frame buffer object, so
* we can actually operate on it. We go through the same basic checks
* with the renderbuffer that we do with the framebuffer.
*/
(*GenRenderbuffersEXT)(1, &renderbufferID);
if (renderbufferID == 0) {
fprintf(stderr, "%s: could not generate a renderbuffer ID\n",
__FUNCTION__);
(*BindFramebufferEXT)(GL_FRAMEBUFFER_EXT, 0);
(*DeleteFramebuffersEXT)(1, &framebufferID);
return GL_FALSE;
}
(*BindRenderbufferEXT)(GL_RENDERBUFFER_EXT, renderbufferID);
if (!(*IsRenderbufferEXT)(renderbufferID)) {
fprintf(stderr, "%s: generated renderbuffer 0x%x is not a renderbuffer\n",
__FUNCTION__, renderbufferID);
(*BindRenderbufferEXT)(GL_RENDERBUFFER_EXT, 0);
(*DeleteRenderbuffersEXT)(1, &renderbufferID);
(*BindFramebufferEXT)(GL_FRAMEBUFFER_EXT, 0);
(*DeleteFramebuffersEXT)(1, &framebufferID);
return GL_FALSE;
}
{
GLint queriedRenderbufferID = 0;
glGetIntegerv(GL_RENDERBUFFER_BINDING_EXT, &queriedRenderbufferID);
if (renderbufferID != queriedRenderbufferID) {
fprintf(stderr, "%s: bound renderbuffer 0x%x, but got 0x%x\n",
__FUNCTION__, renderbufferID, queriedRenderbufferID);
(*BindRenderbufferEXT)(GL_RENDERBUFFER_EXT, 0);
(*DeleteRenderbuffersEXT)(1, &renderbufferID);
(*BindFramebufferEXT)(GL_FRAMEBUFFER_EXT, 0);
(*DeleteFramebuffersEXT)(1, &framebufferID);
return GL_FALSE;
}
}
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Add the renderbuffer as a color attachment to the current
* framebuffer (which is our generated framebuffer).
*/
(*FramebufferRenderbufferEXT)(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT,
GL_RENDERBUFFER_EXT, renderbufferID);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* The renderbuffer will need some dimensions and storage space. */
(*RenderbufferStorageEXT)(GL_RENDERBUFFER_EXT, GL_RGB, Width, Height);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* That should be everything we need. If we set up to draw and to
* read from our color attachment, we should be "framebuffer complete",
* meaning the framebuffer is ready to go.
*/
glDrawBuffer(GL_COLOR_ATTACHMENT1_EXT);
glReadBuffer(GL_COLOR_ATTACHMENT1_EXT);
{
GLenum status = (*CheckFramebufferStatusEXT)(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
fprintf(stderr, "%s: framebuffer not complete; status = %s [0x%x]\n",
__FUNCTION__, FB_STATUS_NAME(status), status);
glReadBuffer(0);
glDrawBuffer(0);
(*BindRenderbufferEXT)(GL_RENDERBUFFER_EXT, 0);
(*DeleteRenderbuffersEXT)(1, &renderbufferID);
(*BindFramebufferEXT)(GL_FRAMEBUFFER_EXT, 0);
(*DeleteFramebuffersEXT)(1, &framebufferID);
return GL_FALSE;
}
}
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Define the contents of the frame buffer */
glClearColor(0.5, 0.5, 0.5, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
/* If the GL_EXT_framebuffer_blit is supported, attempt a framebuffer
* blit from (5,5)-(10,10) to (90,90)-(95,95). This is *not* an
* error if framebuffer_blit is *not* supported (as we can still
* effectively test the other functions).
*/
if (BlitFramebufferEXT != NULL) {
(*BlitFramebufferEXT)(5, 5, 10, 10, 90, 90, 95, 95,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* We could now test to see whether the framebuffer had the desired
* contents. As this is just a touch test, we'll leave that for now.
* Clean up and go home.
*/
glReadBuffer(0);
glDrawBuffer(0);
(*BindRenderbufferEXT)(GL_RENDERBUFFER_EXT, 0);
(*DeleteRenderbuffersEXT)(1, &renderbufferID);
(*BindFramebufferEXT)(GL_FRAMEBUFFER_EXT, 0);
(*DeleteFramebuffersEXT)(1, &framebufferID);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
return GL_TRUE;
}
/**************************************************************************
* Functions to assist with GL_ARB_shader_objects testing.
*/
static void
print_info_log(const char *message, GLhandleARB object)
{
DECLARE_GLFUNC_PTR(GetObjectParameterivARB, PFNGLGETOBJECTPARAMETERIVARBPROC);
DECLARE_GLFUNC_PTR(GetInfoLogARB, PFNGLGETINFOLOGARBPROC);
int logLength, queryLength;
char *log;
if (GetObjectParameterivARB == NULL) {
fprintf(stderr, "%s: could not get GetObjectParameterivARB address\n",
message);
return;
}
if (GetInfoLogARB == NULL) {
fprintf(stderr, "%s: could not get GetInfoLogARB address\n",
message);
return;
}
(*GetObjectParameterivARB)(object, GL_OBJECT_INFO_LOG_LENGTH_ARB,
&logLength);
if (logLength == 0) {
fprintf(stderr, "%s: info log length is 0\n", message);
return;
}
log = malloc(logLength);
if (log == NULL) {
fprintf(stderr, "%s: could not malloc %d bytes for info log\n",
message, logLength);
}
else {
(*GetInfoLogARB)(object, logLength, &queryLength, log);
fprintf(stderr, "%s: info log says '%s'\n",
message, log);
}
free(log);
}
static GLboolean
exercise_uniform_start(const char *fragmentShaderText, const char *uniformName,
GLhandleARB *returnProgram, GLint *returnUniformLocation)
{
DECLARE_GLFUNC_PTR(CreateShaderObjectARB, PFNGLCREATESHADEROBJECTARBPROC);
DECLARE_GLFUNC_PTR(ShaderSourceARB, PFNGLSHADERSOURCEARBPROC);
DECLARE_GLFUNC_PTR(CompileShaderARB, PFNGLCOMPILESHADERARBPROC);
DECLARE_GLFUNC_PTR(CreateProgramObjectARB, PFNGLCREATEPROGRAMOBJECTARBPROC);
DECLARE_GLFUNC_PTR(AttachObjectARB, PFNGLATTACHOBJECTARBPROC);
DECLARE_GLFUNC_PTR(LinkProgramARB, PFNGLLINKPROGRAMARBPROC);
DECLARE_GLFUNC_PTR(UseProgramObjectARB, PFNGLUSEPROGRAMOBJECTARBPROC);
DECLARE_GLFUNC_PTR(ValidateProgramARB, PFNGLVALIDATEPROGRAMARBPROC);
DECLARE_GLFUNC_PTR(GetUniformLocationARB, PFNGLGETUNIFORMLOCATIONARBPROC);
DECLARE_GLFUNC_PTR(DeleteObjectARB, PFNGLDELETEOBJECTARBPROC);
DECLARE_GLFUNC_PTR(GetObjectParameterivARB, PFNGLGETOBJECTPARAMETERIVARBPROC);
GLhandleARB fs, program;
GLint uniformLocation;
GLint shaderCompiled, programValidated;
if (CreateShaderObjectARB == NULL ||
ShaderSourceARB == NULL ||
CompileShaderARB == NULL ||
CreateProgramObjectARB == NULL ||
AttachObjectARB == NULL ||
LinkProgramARB == NULL ||
UseProgramObjectARB == NULL ||
ValidateProgramARB == NULL ||
GetUniformLocationARB == NULL ||
DeleteObjectARB == NULL ||
GetObjectParameterivARB == NULL ||
0) {
return GL_FALSE;
}
/* Create the trivial fragment shader and program. For safety
* we'll check to make sure they compile and link correctly.
*/
fs = (*CreateShaderObjectARB)(GL_FRAGMENT_SHADER_ARB);
(*ShaderSourceARB)(fs, 1, &fragmentShaderText, NULL);
(*CompileShaderARB)(fs);
(*GetObjectParameterivARB)(fs, GL_OBJECT_COMPILE_STATUS_ARB,
&shaderCompiled);
if (!shaderCompiled) {
print_info_log("shader did not compile", fs);
(*DeleteObjectARB)(fs);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
return GL_FALSE;
}
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
program = (*CreateProgramObjectARB)();
(*AttachObjectARB)(program, fs);
(*LinkProgramARB)(program);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Make sure we're going to run successfully */
(*ValidateProgramARB)(program);
(*GetObjectParameterivARB)(program, GL_OBJECT_VALIDATE_STATUS_ARB,
&programValidated);
if (!programValidated) {;
print_info_log("program did not validate", program);
(*DeleteObjectARB)(program);
(*DeleteObjectARB)(fs);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
return GL_FALSE;
}
/* Put the program in place. We're not allowed to assign to uniform
* variables used by the program until the program is put into use.
*/
(*UseProgramObjectARB)(program);
/* Once the shader is in place, we're free to delete it; this
* won't affect the copy that's part of the program.
*/
(*DeleteObjectARB)(fs);
/* Find the location index of the uniform variable we declared;
* the caller will ned that to set the value.
*/
uniformLocation = (*GetUniformLocationARB)(program, uniformName);
if (uniformLocation == -1) {
fprintf(stderr, "%s: could not determine uniform location\n",
__FUNCTION__);
(*DeleteObjectARB)(program);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
return GL_FALSE;
}
/* All done with what we're supposed to do - return the program
* handle and the uniform location to the caller.
*/
*returnProgram = program;
*returnUniformLocation = uniformLocation;
return GL_TRUE;
}
static void
exercise_uniform_end(GLhandleARB program)
{
DECLARE_GLFUNC_PTR(UseProgramObjectARB, PFNGLUSEPROGRAMOBJECTARBPROC);
DECLARE_GLFUNC_PTR(DeleteObjectARB, PFNGLDELETEOBJECTARBPROC);
if (UseProgramObjectARB == NULL || DeleteObjectARB == NULL) {
return;
}
/* Turn off our program by setting the special value 0, and
* then delete the program object.
*/
(*UseProgramObjectARB)(0);
(*DeleteObjectARB)(program);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
}
/**************************************************************************
* Exercises for fences
*/
static GLboolean
exercise_fences(void)
{
DECLARE_GLFUNC_PTR(DeleteFencesNV, PFNGLDELETEFENCESNVPROC);
DECLARE_GLFUNC_PTR(FinishFenceNV, PFNGLFINISHFENCENVPROC);
DECLARE_GLFUNC_PTR(GenFencesNV, PFNGLGENFENCESNVPROC);
DECLARE_GLFUNC_PTR(GetFenceivNV, PFNGLGETFENCEIVNVPROC);
DECLARE_GLFUNC_PTR(IsFenceNV, PFNGLISFENCENVPROC);
DECLARE_GLFUNC_PTR(SetFenceNV, PFNGLSETFENCENVPROC);
DECLARE_GLFUNC_PTR(TestFenceNV, PFNGLTESTFENCENVPROC);
GLuint fence;
GLint fenceStatus, fenceCondition;
int count;
/* Make sure we have all the function pointers we need. */
if (GenFencesNV == NULL ||
SetFenceNV == NULL ||
IsFenceNV == NULL ||
GetFenceivNV == NULL ||
TestFenceNV == NULL ||
FinishFenceNV == NULL ||
DeleteFencesNV == NULL) {
fprintf(stderr, "%s: don't have all the fence functions\n",
__FUNCTION__);
return GL_FALSE;
}
/* Create and set a simple fence. */
(*GenFencesNV)(1, &fence);
(*SetFenceNV)(fence, GL_ALL_COMPLETED_NV);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Make sure it reads as a fence. */
if (!(*IsFenceNV)(fence)) {
fprintf(stderr, "%s: set fence is not a fence\n", __FUNCTION__);
(*DeleteFencesNV)(1, &fence);
return GL_FALSE;
}
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Try to read back its current status and condition. */
(*GetFenceivNV)(fence, GL_FENCE_CONDITION_NV, &fenceCondition);
if (fenceCondition != GL_ALL_COMPLETED_NV) {
fprintf(stderr, "%s: expected fence condition 0x%x, got 0x%x\n",
__FUNCTION__, GL_ALL_COMPLETED_NV, fenceCondition);
(*DeleteFencesNV)(1, &fence);
return GL_FALSE;
}
(*GetFenceivNV)(fence, GL_FENCE_STATUS_NV, &fenceStatus);
if (fenceStatus != GL_TRUE && fenceStatus != GL_FALSE) {
fprintf(stderr,"%s: fence status should be GL_TRUE or GL_FALSE, got 0x%x\n",
__FUNCTION__, fenceStatus);
(*DeleteFencesNV)(1, &fence);
return GL_FALSE;
}
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Set the fence again, query its status, and wait for it to finish
* two different ways: once by looping on TestFence(), and a
* second time by a simple call to FinishFence();
*/
(*SetFenceNV)(fence, GL_ALL_COMPLETED_NV);
glFlush();
count = 1;
while (!(*TestFenceNV)(fence)) {
count++;
if (count == 0) {
break;
}
}
if (count == 0) {
fprintf(stderr, "%s: fence never returned true\n", __FUNCTION__);
(*DeleteFencesNV)(1, &fence);
return GL_FALSE;
}
(*SetFenceNV)(fence, GL_ALL_COMPLETED_NV);
(*FinishFenceNV)(fence);
if ((*TestFenceNV)(fence) != GL_TRUE) {
fprintf(stderr, "%s: finished fence does not have status GL_TRUE\n",
__FUNCTION__);
(*DeleteFencesNV)(1, &fence);
return GL_FALSE;
}
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* All done. Delete the fence and return. */
(*DeleteFencesNV)(1, &fence);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
return GL_TRUE;
}
/**************************************************************************
* Exercises for buffer objects
*/
enum Map_Buffer_Usage{ Use_Map_Buffer, Use_Map_Buffer_Range};
static GLboolean
exercise_buffer_objects(enum Map_Buffer_Usage usage)
{
#define BUFFER_DATA_SIZE 1024
GLuint bufferID;
GLint bufferMapped;
static GLubyte data[BUFFER_DATA_SIZE] = {0};
float *dataPtr = NULL;
/* Get the function pointers we need. These are from
* GL_ARB_vertex_buffer_object and are required in all
* cases.
*/
DECLARE_GLFUNC_PTR(GenBuffersARB, PFNGLGENBUFFERSARBPROC);
DECLARE_GLFUNC_PTR(BindBufferARB, PFNGLBINDBUFFERARBPROC);
DECLARE_GLFUNC_PTR(BufferDataARB, PFNGLBUFFERDATAARBPROC);
DECLARE_GLFUNC_PTR(MapBufferARB, PFNGLMAPBUFFERARBPROC);
DECLARE_GLFUNC_PTR(UnmapBufferARB, PFNGLUNMAPBUFFERARBPROC);
DECLARE_GLFUNC_PTR(DeleteBuffersARB, PFNGLDELETEBUFFERSARBPROC);
DECLARE_GLFUNC_PTR(GetBufferParameterivARB, PFNGLGETBUFFERPARAMETERIVARBPROC);
/* These are from GL_ARB_map_buffer_range, and are optional
* unless we're given Use_Map_Buffer_Range. Note that they do *not*
* have the standard "ARB" suffixes; this is because the extension
* was introduced *after* a superset was standardized in OpenGL 3.0.
* (The extension really only exists to allow the functionality on
* devices that cannot implement a full OpenGL 3.0 driver.)
*/
DECLARE_GLFUNC_PTR(FlushMappedBufferRange, PFNGLFLUSHMAPPEDBUFFERRANGEPROC);
DECLARE_GLFUNC_PTR(MapBufferRange, PFNGLMAPBUFFERRANGEPROC);
/* This is from APPLE_flush_buffer_range, and is optional even if
* we're given Use_Map_Buffer_Range. Test it before using it.
*/
DECLARE_GLFUNC_PTR(BufferParameteriAPPLE, PFNGLBUFFERPARAMETERIAPPLEPROC);
/* Make sure we have all the function pointers we need. */
if (GenBuffersARB == NULL ||
BindBufferARB == NULL ||
BufferDataARB == NULL ||
MapBufferARB == NULL ||
UnmapBufferARB == NULL ||
DeleteBuffersARB == NULL ||
GetBufferParameterivARB == NULL) {
fprintf(stderr, "%s: missing basic MapBuffer functions\n", __FUNCTION__);
return GL_FALSE;
}
if (usage == Use_Map_Buffer_Range) {
if (FlushMappedBufferRange == NULL || MapBufferRange == NULL) {
fprintf(stderr, "%s: missing MapBufferRange functions\n", __FUNCTION__);
return GL_FALSE;
}
}
/* Create and define a buffer */
(*GenBuffersARB)(1, &bufferID);
(*BindBufferARB)(GL_ARRAY_BUFFER_ARB, bufferID);
(*BufferDataARB)(GL_ARRAY_BUFFER_ARB, BUFFER_DATA_SIZE, data,
GL_DYNAMIC_DRAW_ARB);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* If we're using MapBufferRange, and if the BufferParameteriAPPLE
* function is present, use it before mapping. This particular
* use is a no-op, intended just to exercise the entry point.
*/
if (usage == Use_Map_Buffer_Range && BufferParameteriAPPLE != NULL) {
(*BufferParameteriAPPLE)(GL_ARRAY_BUFFER_ARB,
GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE);
}
/* Map it, and make sure it's mapped. */
switch(usage) {
case Use_Map_Buffer:
dataPtr = (float *) (*MapBufferARB)(
GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB);
break;
case Use_Map_Buffer_Range:
dataPtr = (float *)(*MapBufferRange)(GL_ARRAY_BUFFER_ARB,
4, 16, GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
break;
}
if (dataPtr == NULL) {
fprintf(stderr, "%s: %s returned NULL\n", __FUNCTION__,
usage == Use_Map_Buffer ? "MapBuffer" : "MapBufferRange");
(*BindBufferARB)(GL_ARRAY_BUFFER_ARB, 0);
(*DeleteBuffersARB)(1, &bufferID);
return GL_FALSE;
}
(*GetBufferParameterivARB)(GL_ARRAY_BUFFER_ARB, GL_BUFFER_MAPPED_ARB,
&bufferMapped);
if (!bufferMapped) {
fprintf(stderr, "%s: buffer should be mapped but isn't\n", __FUNCTION__);
(*BindBufferARB)(GL_ARRAY_BUFFER_ARB, 0);
(*DeleteBuffersARB)(1, &bufferID);
return GL_FALSE;
}
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Write something to it, just to make sure we don't segfault. */
*dataPtr = 1.5;
/* Unmap to show we're finished with the buffer. Note that if we're
* using MapBufferRange, we first have to flush the range we modified.
*/
if (usage == Use_Map_Buffer_Range) {
(*FlushMappedBufferRange)(GL_ARRAY_BUFFER_ARB, 4, 16);
}
if (!(*UnmapBufferARB)(GL_ARRAY_BUFFER_ARB)) {
fprintf(stderr, "%s: UnmapBuffer failed\n", __FUNCTION__);
(*BindBufferARB)(GL_ARRAY_BUFFER_ARB, 0);
(*DeleteBuffersARB)(1, &bufferID);
return GL_FALSE;
}
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* All done. */
(*BindBufferARB)(GL_ARRAY_BUFFER_ARB, 0);
(*DeleteBuffersARB)(1, &bufferID);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
return GL_TRUE;
#undef BUFFER_DATA_SIZE
}
/**************************************************************************
* Exercises for occlusion query
*/
static GLboolean
exercise_occlusion_query(void)
{
GLuint queryObject;
GLint queryReady;
GLuint querySampleCount;
GLint queryCurrent;
GLint queryCounterBits;
/* Get the function pointers we need. These are from
* GL_ARB_vertex_buffer_object and are required in all
* cases.
*/
DECLARE_GLFUNC_PTR(GenQueriesARB, PFNGLGENQUERIESARBPROC);
DECLARE_GLFUNC_PTR(BeginQueryARB, PFNGLBEGINQUERYARBPROC);
DECLARE_GLFUNC_PTR(GetQueryivARB, PFNGLGETQUERYIVARBPROC);
DECLARE_GLFUNC_PTR(EndQueryARB, PFNGLENDQUERYARBPROC);
DECLARE_GLFUNC_PTR(IsQueryARB, PFNGLISQUERYARBPROC);
DECLARE_GLFUNC_PTR(GetQueryObjectivARB, PFNGLGETQUERYOBJECTIVARBPROC);
DECLARE_GLFUNC_PTR(GetQueryObjectuivARB, PFNGLGETQUERYOBJECTUIVARBPROC);
DECLARE_GLFUNC_PTR(DeleteQueriesARB, PFNGLDELETEQUERIESARBPROC);
/* Make sure we have all the function pointers we need. */
if (GenQueriesARB == NULL ||
BeginQueryARB == NULL ||
GetQueryivARB == NULL ||
EndQueryARB == NULL ||
IsQueryARB == NULL ||
GetQueryObjectivARB == NULL ||
GetQueryObjectuivARB == NULL ||
DeleteQueriesARB == NULL) {
fprintf(stderr, "%s: don't have all the Query functions\n", __FUNCTION__);
return GL_FALSE;
}
/* Create a query object, and start a query. */
(*GenQueriesARB)(1, &queryObject);
(*BeginQueryARB)(GL_SAMPLES_PASSED_ARB, queryObject);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* While we're in the query, check the functions that are supposed
* to return which query we're in and how many bits of resolution
* we get.
*/
(*GetQueryivARB)(GL_SAMPLES_PASSED_ARB, GL_CURRENT_QUERY_ARB, &queryCurrent);
if (queryCurrent != queryObject) {
fprintf(stderr, "%s: current query 0x%x != set query 0x%x\n",
__FUNCTION__, queryCurrent, queryObject);
(*EndQueryARB)(GL_SAMPLES_PASSED_ARB);
(*DeleteQueriesARB)(1, &queryObject);
return GL_FALSE;
}
(*GetQueryivARB)(GL_SAMPLES_PASSED_ARB, GL_QUERY_COUNTER_BITS_ARB,
&queryCounterBits);
if (queryCounterBits < 1) {
fprintf(stderr, "%s: query counter bits is too small (%d)\n",
__FUNCTION__, queryCounterBits);
(*EndQueryARB)(GL_SAMPLES_PASSED_ARB);
(*DeleteQueriesARB)(1, &queryObject);
return GL_FALSE;
}
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Finish up the query. Since we didn't draw anything, the result
* should be 0 passed samples.
*/
(*EndQueryARB)(GL_SAMPLES_PASSED_ARB);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Routine existence test */
if (!(*IsQueryARB)(queryObject)) {
fprintf(stderr, "%s: query object 0x%x fails existence test\n",
__FUNCTION__, queryObject);
(*DeleteQueriesARB)(1, &queryObject);
return GL_FALSE;
}
/* Loop until the query is ready, then get back the result. We use
* the signed query for the boolean value of whether the result is
* available, but the unsigned query to actually pull the result;
* this is just to test both entrypoints, but in a real query you may
* need the extra bit of resolution.
*/
queryReady = GL_FALSE;
do {
(*GetQueryObjectivARB)(queryObject, GL_QUERY_RESULT_AVAILABLE_ARB,
&queryReady);
} while (!queryReady);
(*GetQueryObjectuivARB)(queryObject, GL_QUERY_RESULT_ARB, &querySampleCount);
(*DeleteQueriesARB)(1, &queryObject);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* If sample count isn't 0, something's funny. */
if (querySampleCount > 0) {
fprintf(stderr, "%s: expected query result of 0, got %ud\n",
__FUNCTION__, querySampleCount);
return GL_FALSE;
}
/* Here, all is well. */
return GL_TRUE;
}
/**************************************************************************
* The following functions are used to check that the named OpenGL function
* actually does what it's supposed to do.
* The naming of these functions is significant. The getprocaddress.py script
* scans this file and extracts these function names.
*/
static GLboolean
test_WeightPointerARB(generic_func func)
{
/* Assume we have at least 2 vertex units (or this extension makes
* no sense), and establish a set of 2-element vector weights.
* We use floats that can be represented exactly in binary
* floating point formats so we can compare correctly later.
* We also make sure the 0th entry matches the default weights,
* so we can restore the default easily.
*/
#define USE_VERTEX_UNITS 2
#define USE_WEIGHT_INDEX 3
static GLfloat weights[] = {
1.0, 0.0,
0.875, 0.125,
0.75, 0.25,
0.625, 0.375,
0.5, 0.5,
0.375, 0.625,
0.25, 0.75,
0.125, 0.875,
0.0, 1.0,
};
GLint numVertexUnits;
GLfloat *currentWeights;
int i;
int errorCount = 0;
PFNGLWEIGHTPOINTERARBPROC WeightPointerARB = (PFNGLWEIGHTPOINTERARBPROC) func;
/* Make sure we have at least two vertex units */
glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &numVertexUnits);
if (numVertexUnits < USE_VERTEX_UNITS) {
fprintf(stderr, "%s: need %d vertex units, got %d\n",
__FUNCTION__, USE_VERTEX_UNITS, numVertexUnits);
return GL_FALSE;
}
/* Make sure we allocate enough room to query all the current weights */
currentWeights = (GLfloat *)malloc(numVertexUnits * sizeof(GLfloat));
if (currentWeights == NULL) {
fprintf(stderr, "%s: couldn't allocate room for %d floats\n",
__FUNCTION__, numVertexUnits);
return GL_FALSE;
}
/* Set up the pointer, enable the state, and try to send down a
* weight vector (we'll arbitrarily send index 2).
*/
(*WeightPointerARB)(USE_VERTEX_UNITS, GL_FLOAT, 0, weights);
glEnableClientState(GL_WEIGHT_ARRAY_ARB);
glArrayElement(USE_WEIGHT_INDEX);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Verify that it changed the current state. */
glGetFloatv(GL_CURRENT_WEIGHT_ARB, currentWeights);
for (i = 0; i < numVertexUnits; i++) {
if (i < USE_VERTEX_UNITS) {
/* This is one of the units we explicitly set. */
if (currentWeights[i] != weights[USE_VERTEX_UNITS*USE_WEIGHT_INDEX + i]) {
fprintf(stderr, "%s: current weight at index %d is %f, should be %f\n",
__FUNCTION__, i, currentWeights[i],
weights[USE_VERTEX_UNITS*USE_WEIGHT_INDEX + i]);
errorCount++;
}
}
else {
/* All other weights should be 0. */
if (currentWeights[i] != 0.0) {
fprintf(stderr, "%s: current weight at index %d is %f, should be %f\n",
__FUNCTION__, i, 0.0,
weights[USE_VERTEX_UNITS*USE_WEIGHT_INDEX + i]);
errorCount++;
}
}
}
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Restore the old state. We know the default set of weights is in
* index 0.
*/
glArrayElement(0);
glDisableClientState(GL_WEIGHT_ARRAY_ARB);
(*WeightPointerARB)(0, GL_FLOAT, 0, NULL);
free(currentWeights);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* We're fine if we didn't get any mismatches. */
if (errorCount == 0) {
return GL_TRUE;
}
else {
return GL_FALSE;
}
}
/* Wrappers on the exercise_occlusion_query function */
static GLboolean
test_GenQueriesARB(generic_func func)
{
(void) func;
return exercise_occlusion_query();
}
static GLboolean
test_BeginQueryARB(generic_func func)
{
(void) func;
return exercise_occlusion_query();
}
static GLboolean
test_GetQueryivARB(generic_func func)
{
(void) func;
return exercise_occlusion_query();
}
static GLboolean
test_EndQueryARB(generic_func func)
{
(void) func;
return exercise_occlusion_query();
}
static GLboolean
test_IsQueryARB(generic_func func)
{
(void) func;
return exercise_occlusion_query();
}
static GLboolean
test_GetQueryObjectivARB(generic_func func)
{
(void) func;
return exercise_occlusion_query();
}
static GLboolean
test_GetQueryObjectuivARB(generic_func func)
{
(void) func;
return exercise_occlusion_query();
}
static GLboolean
test_DeleteQueriesARB(generic_func func)
{
(void) func;
return exercise_occlusion_query();
}
/* Wrappers on the exercise_buffer_objects() function */
static GLboolean
test_GenBuffersARB(generic_func func)
{
(void) func;
return exercise_buffer_objects(Use_Map_Buffer);
}
static GLboolean
test_BindBufferARB(generic_func func)
{
(void) func;
return exercise_buffer_objects(Use_Map_Buffer);
}
static GLboolean
test_BufferDataARB(generic_func func)
{
(void) func;
return exercise_buffer_objects(Use_Map_Buffer);
}
static GLboolean
test_MapBufferARB(generic_func func)
{
(void) func;
return exercise_buffer_objects(Use_Map_Buffer);
}
static GLboolean
test_UnmapBufferARB(generic_func func)
{
(void) func;
return exercise_buffer_objects(Use_Map_Buffer);
}
static GLboolean
test_DeleteBuffersARB(generic_func func)
{
(void) func;
return exercise_buffer_objects(Use_Map_Buffer);
}
static GLboolean
test_GetBufferParameterivARB(generic_func func)
{
(void) func;
return exercise_buffer_objects(Use_Map_Buffer);
}
static GLboolean
test_FlushMappedBufferRange(generic_func func)
{
(void) func;
return exercise_buffer_objects(Use_Map_Buffer_Range);
}
static GLboolean
test_MapBufferRange(generic_func func)
{
(void) func;
return exercise_buffer_objects(Use_Map_Buffer_Range);
}
static GLboolean
test_BufferParameteriAPPLE(generic_func func)
{
(void) func;
return exercise_buffer_objects(Use_Map_Buffer_Range);
}
/* Wrappers on the exercise_framebuffer() function */
static GLboolean
test_BindFramebufferEXT(generic_func func)
{
(void) func;
return exercise_framebuffer();
}
static GLboolean
test_BindRenderbufferEXT(generic_func func)
{
(void) func;
return exercise_framebuffer();
}
static GLboolean
test_CheckFramebufferStatusEXT(generic_func func)
{
(void) func;
return exercise_framebuffer();
}
static GLboolean
test_DeleteFramebuffersEXT(generic_func func)
{
(void) func;
return exercise_framebuffer();
}
static GLboolean
test_DeleteRenderbuffersEXT(generic_func func)
{
(void) func;
return exercise_framebuffer();
}
static GLboolean
test_FramebufferRenderbufferEXT(generic_func func)
{
(void) func;
return exercise_framebuffer();
}
static GLboolean
test_GenFramebuffersEXT(generic_func func)
{
(void) func;
return exercise_framebuffer();
}
static GLboolean
test_GenRenderbuffersEXT(generic_func func)
{
(void) func;
return exercise_framebuffer();
}
static GLboolean
test_IsFramebufferEXT(generic_func func)
{
(void) func;
return exercise_framebuffer();
}
static GLboolean
test_IsRenderbufferEXT(generic_func func)
{
(void) func;
return exercise_framebuffer();
}
static GLboolean
test_RenderbufferStorageEXT(generic_func func)
{
(void) func;
return exercise_framebuffer();
}
static GLboolean
test_BlitFramebufferEXT(generic_func func)
{
(void) func;
return exercise_framebuffer();
}
/* These are wrappers on the exercise_CompressedTextures function.
* Unfortunately, we cannot test the 1D counterparts, because the
* texture compressions available all support 2D and higher only.
*/
static GLboolean
test_CompressedTexImage2DARB(generic_func func)
{
(void) func;
return exercise_CompressedTextures(GL_TEXTURE_2D);
}
static GLboolean
test_CompressedTexSubImage2DARB(generic_func func)
{
(void) func;
return exercise_CompressedTextures(GL_TEXTURE_2D);
}
static GLboolean
test_CompressedTexImage3DARB(generic_func func)
{
(void) func;
return exercise_CompressedTextures(GL_TEXTURE_3D);
}
static GLboolean
test_CompressedTexSubImage3DARB(generic_func func)
{
(void) func;
return exercise_CompressedTextures(GL_TEXTURE_3D);
}
static GLboolean
test_GetCompressedTexImageARB(generic_func func)
{
(void) func;
return exercise_CompressedTextures(GL_TEXTURE_3D);
}
/* Wrappers on exercise_fences(). */
static GLboolean
test_DeleteFencesNV(generic_func func)
{
(void) func;
return exercise_fences();
}
static GLboolean
test_GenFencesNV(generic_func func)
{
(void) func;
return exercise_fences();
}
static GLboolean
test_SetFenceNV(generic_func func)
{
(void) func;
return exercise_fences();
}
static GLboolean
test_TestFenceNV(generic_func func)
{
(void) func;
return exercise_fences();
}
static GLboolean
test_FinishFenceNV(generic_func func)
{
(void) func;
return exercise_fences();
}
static GLboolean
test_GetFenceivNV(generic_func func)
{
(void) func;
return exercise_fences();
}
static GLboolean
test_IsFenceNV(generic_func func)
{
(void) func;
return exercise_fences();
}
/* A bunch of glUniform*() tests */
static GLboolean
test_Uniform1iv(generic_func func)
{
PFNGLUNIFORM1IVARBPROC Uniform1ivARB = (PFNGLUNIFORM1IVARBPROC) func;
DECLARE_GLFUNC_PTR(GetUniformivARB, PFNGLGETUNIFORMIVARBPROC);
/* This is a trivial fragment shader that sets the color of the
* fragment to the uniform value passed in.
*/
static const char *fragmentShaderText =
"uniform int uniformColor;"
"void main() {gl_FragColor.r = uniformColor;}";
static const char *uniformName = "uniformColor";
GLhandleARB program;
GLint uniformLocation;
const GLint uniform[1] = {1};
GLint queriedUniform[1];
if (GetUniformivARB == NULL) {
return GL_FALSE;
}
/* Call a helper function to compile up the shader and give
* us back the validated program and uniform location.
* If it fails, something's wrong and we can't continue.
*/
if (!exercise_uniform_start(fragmentShaderText, uniformName,
&program, &uniformLocation)) {
return GL_FALSE;
}
/* Set the value of the program uniform. Note that you must
* use a compatible type. Our uniform above is an integer
* so we must set it using integer versions
* of the Uniform* functions. The "1" means we're setting
* one vector's worth of information.
*/
(*Uniform1ivARB)(uniformLocation, 1, uniform);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Query it back */
(*GetUniformivARB)(program, uniformLocation, queriedUniform);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Clean up before we check to see whether it came back unscathed */
exercise_uniform_end(program);
/* Now check to see whether the uniform came back as expected. This
* will return GL_TRUE if all is well, or GL_FALSE if the comparison failed.
*/
return compare_ints(__FUNCTION__, 1, uniform, 1, queriedUniform);
}
static GLboolean
test_Uniform1i(generic_func func)
{
PFNGLUNIFORM1IARBPROC Uniform1iARB = (PFNGLUNIFORM1IARBPROC) func;
DECLARE_GLFUNC_PTR(GetUniformivARB, PFNGLGETUNIFORMIVARBPROC);
/* This is a trivial fragment shader that sets the color of the
* fragment to the uniform value passed in.
*/
static const char *fragmentShaderText =
"uniform int uniformColor;"
"void main() {gl_FragColor.r = uniformColor;}";
static const char *uniformName = "uniformColor";
GLhandleARB program;
GLint uniformLocation;
const GLint uniform[1] = {1};
GLint queriedUniform[4];
if (GetUniformivARB == NULL) {
return GL_FALSE;
}
/* Call a helper function to compile up the shader and give
* us back the validated program and uniform location.
* If it fails, something's wrong and we can't continue.
*/
if (!exercise_uniform_start(fragmentShaderText, uniformName,
&program, &uniformLocation)) {
return GL_FALSE;
}
/* Set the value of the program uniform. Note that you must
* use a compatible type. Our uniform above is an integer
* so we must set it using integer versions
* of the Uniform* functions.
*/
(*Uniform1iARB)(uniformLocation, uniform[0]);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Query it back */
(*GetUniformivARB)(program, uniformLocation, queriedUniform);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Clean up before we check to see whether it came back unscathed */
exercise_uniform_end(program);
/* Now check to see whether the uniform came back as expected. This
* will return GL_TRUE if all is well, or GL_FALSE if the comparison failed.
*/
return compare_ints(__FUNCTION__, 1, uniform, 1, queriedUniform);
}
static GLboolean
test_Uniform1fv(generic_func func)
{
PFNGLUNIFORM1FVARBPROC Uniform1fvARB = (PFNGLUNIFORM1FVARBPROC) func;
DECLARE_GLFUNC_PTR(GetUniformfvARB, PFNGLGETUNIFORMFVARBPROC);
/* This is a trivial fragment shader that sets the color of the
* fragment to the uniform value passed in.
*/
static const char *fragmentShaderText =
"uniform float uniformColor;"
"void main() {gl_FragColor.r = uniformColor;}";
static const char *uniformName = "uniformColor";
GLhandleARB program;
GLint uniformLocation;
const GLfloat uniform[1] = {1.1};
GLfloat queriedUniform[1];
if (GetUniformfvARB == NULL) {
return GL_FALSE;
}
/* Call a helper function to compile up the shader and give
* us back the validated program and uniform location.
* If it fails, something's wrong and we can't continue.
*/
if (!exercise_uniform_start(fragmentShaderText, uniformName,
&program, &uniformLocation)) {
return GL_FALSE;
}
/* Set the value of the program uniform. Note that you must
* use a compatible type. Our uniform above is a float
* so we must set it using float versions
* of the Uniform* functions. The "1" means we're setting
* one vector's worth of information.
*/
(*Uniform1fvARB)(uniformLocation, 1, uniform);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Query it back */
(*GetUniformfvARB)(program, uniformLocation, queriedUniform);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Clean up before we check to see whether it came back unscathed */
exercise_uniform_end(program);
/* Now check to see whether the uniform came back as expected. This
* will return GL_TRUE if all is well, or GL_FALSE if the comparison failed.
*/
return compare_floats(__FUNCTION__, 1, uniform, 1, queriedUniform);
}
static GLboolean
test_Uniform1f(generic_func func)
{
PFNGLUNIFORM1FARBPROC Uniform1fARB = (PFNGLUNIFORM1FARBPROC) func;
DECLARE_GLFUNC_PTR(GetUniformfvARB, PFNGLGETUNIFORMFVARBPROC);
/* This is a trivial fragment shader that sets the color of the
* fragment to the uniform value passed in.
*/
static const char *fragmentShaderText =
"uniform float uniformColor;"
"void main() {gl_FragColor.r = uniformColor;}";
static const char *uniformName = "uniformColor";
GLhandleARB program;
GLint uniformLocation;
const GLfloat uniform[1] = {1.1};
GLfloat queriedUniform[1];
if (GetUniformfvARB == NULL) {
return GL_FALSE;
}
/* Call a helper function to compile up the shader and give
* us back the validated program and uniform location.
* If it fails, something's wrong and we can't continue.
*/
if (!exercise_uniform_start(fragmentShaderText, uniformName,
&program, &uniformLocation)) {
return GL_FALSE;
}
/* Set the value of the program uniform. Note that you must
* use a compatible type. Our uniform above is a float
* so we must set it using float versions
* of the Uniform* functions.
*/
(*Uniform1fARB)(uniformLocation, uniform[0]);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Query it back */
(*GetUniformfvARB)(program, uniformLocation, queriedUniform);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Clean up before we check to see whether it came back unscathed */
exercise_uniform_end(program);
/* Now check to see whether the uniform came back as expected. This
* will return GL_TRUE if all is well, or GL_FALSE if the comparison failed.
*/
return compare_floats(__FUNCTION__, 1, uniform, 1, queriedUniform);
}
static GLboolean
test_Uniform2iv(generic_func func)
{
PFNGLUNIFORM2IVARBPROC Uniform2ivARB = (PFNGLUNIFORM2IVARBPROC) func;
DECLARE_GLFUNC_PTR(GetUniformivARB, PFNGLGETUNIFORMIVARBPROC);
/* This is a trivial fragment shader that sets the color of the
* fragment to the uniform value passed in.
*/
static const char *fragmentShaderText =
"uniform ivec2 uniformColor;"
"void main() {gl_FragColor.rg = uniformColor;}";
static const char *uniformName = "uniformColor";
GLhandleARB program;
GLint uniformLocation;
const GLint uniform[2] = {1,2};
GLint queriedUniform[2];
if (GetUniformivARB == NULL) {
return GL_FALSE;
}
/* Call a helper function to compile up the shader and give
* us back the validated program and uniform location.
* If it fails, something's wrong and we can't continue.
*/
if (!exercise_uniform_start(fragmentShaderText, uniformName,
&program, &uniformLocation)) {
return GL_FALSE;
}
/* Set the value of the program uniform. Note that you must
* use a compatible type. Our uniform above is an integer
* vector 2 (ivec2), so we must set it using integer versions
* of the Uniform* functions. The "1" means we're setting
* one vector's worth of information.
*/
(*Uniform2ivARB)(uniformLocation, 1, uniform);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Query it back */
(*GetUniformivARB)(program, uniformLocation, queriedUniform);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Clean up before we check to see whether it came back unscathed */
exercise_uniform_end(program);
/* Now check to see whether the uniform came back as expected. This
* will return GL_TRUE if all is well, or GL_FALSE if the comparison failed.
*/
return compare_ints(__FUNCTION__, 2, uniform, 2, queriedUniform);
}
static GLboolean
test_Uniform2i(generic_func func)
{
PFNGLUNIFORM2IARBPROC Uniform2iARB = (PFNGLUNIFORM2IARBPROC) func;
DECLARE_GLFUNC_PTR(GetUniformivARB, PFNGLGETUNIFORMIVARBPROC);
/* This is a trivial fragment shader that sets the color of the
* fragment to the uniform value passed in.
*/
static const char *fragmentShaderText =
"uniform ivec2 uniformColor;"
"void main() {gl_FragColor.rg = uniformColor;}";
static const char *uniformName = "uniformColor";
GLhandleARB program;
GLint uniformLocation;
const GLint uniform[2] = {1,2};
GLint queriedUniform[4];
if (GetUniformivARB == NULL) {
return GL_FALSE;
}
/* Call a helper function to compile up the shader and give
* us back the validated program and uniform location.
* If it fails, something's wrong and we can't continue.
*/
if (!exercise_uniform_start(fragmentShaderText, uniformName,
&program, &uniformLocation)) {
return GL_FALSE;
}
/* Set the value of the program uniform. Note that you must
* use a compatible type. Our uniform above is an integer
* vector 2 (ivec2), so we must set it using integer versions
* of the Uniform* functions.
*/
(*Uniform2iARB)(uniformLocation, uniform[0], uniform[1]);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Query it back */
(*GetUniformivARB)(program, uniformLocation, queriedUniform);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Clean up before we check to see whether it came back unscathed */
exercise_uniform_end(program);
/* Now check to see whether the uniform came back as expected. This
* will return GL_TRUE if all is well, or GL_FALSE if the comparison failed.
*/
return compare_ints(__FUNCTION__, 2, uniform, 2, queriedUniform);
}
static GLboolean
test_Uniform2fv(generic_func func)
{
PFNGLUNIFORM2FVARBPROC Uniform2fvARB = (PFNGLUNIFORM2FVARBPROC) func;
DECLARE_GLFUNC_PTR(GetUniformfvARB, PFNGLGETUNIFORMFVARBPROC);
/* This is a trivial fragment shader that sets the color of the
* fragment to the uniform value passed in.
*/
static const char *fragmentShaderText =
"uniform vec2 uniformColor;"
"void main() {gl_FragColor.rg = uniformColor;}";
static const char *uniformName = "uniformColor";
GLhandleARB program;
GLint uniformLocation;
const GLfloat uniform[2] = {1.1,2.2};
GLfloat queriedUniform[2];
if (GetUniformfvARB == NULL) {
return GL_FALSE;
}
/* Call a helper function to compile up the shader and give
* us back the validated program and uniform location.
* If it fails, something's wrong and we can't continue.
*/
if (!exercise_uniform_start(fragmentShaderText, uniformName,
&program, &uniformLocation)) {
return GL_FALSE;
}
/* Set the value of the program uniform. Note that you must
* use a compatible type. Our uniform above is a float
* vector 2 (vec2), so we must set it using float versions
* of the Uniform* functions. The "1" means we're setting
* one vector's worth of information.
*/
(*Uniform2fvARB)(uniformLocation, 1, uniform);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Query it back */
(*GetUniformfvARB)(program, uniformLocation, queriedUniform);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Clean up before we check to see whether it came back unscathed */
exercise_uniform_end(program);
/* Now check to see whether the uniform came back as expected. This
* will return GL_TRUE if all is well, or GL_FALSE if the comparison failed.
*/
return compare_floats(__FUNCTION__, 2, uniform, 2, queriedUniform);
}
static GLboolean
test_Uniform2f(generic_func func)
{
PFNGLUNIFORM2FARBPROC Uniform2fARB = (PFNGLUNIFORM2FARBPROC) func;
DECLARE_GLFUNC_PTR(GetUniformfvARB, PFNGLGETUNIFORMFVARBPROC);
/* This is a trivial fragment shader that sets the color of the
* fragment to the uniform value passed in.
*/
static const char *fragmentShaderText =
"uniform vec2 uniformColor;"
"void main() {gl_FragColor.rg = uniformColor;}";
static const char *uniformName = "uniformColor";
GLhandleARB program;
GLint uniformLocation;
const GLfloat uniform[2] = {1.1,2.2};
GLfloat queriedUniform[2];
if (GetUniformfvARB == NULL) {
return GL_FALSE;
}
/* Call a helper function to compile up the shader and give
* us back the validated program and uniform location.
* If it fails, something's wrong and we can't continue.
*/
if (!exercise_uniform_start(fragmentShaderText, uniformName,
&program, &uniformLocation)) {
return GL_FALSE;
}
/* Set the value of the program uniform. Note that you must
* use a compatible type. Our uniform above is a float
* vector 2 (vec2), so we must set it using float versions
* of the Uniform* functions.
*/
(*Uniform2fARB)(uniformLocation, uniform[0], uniform[1]);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Query it back */
(*GetUniformfvARB)(program, uniformLocation, queriedUniform);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Clean up before we check to see whether it came back unscathed */
exercise_uniform_end(program);
/* Now check to see whether the uniform came back as expected. This
* will return GL_TRUE if all is well, or GL_FALSE if the comparison failed.
*/
return compare_floats(__FUNCTION__, 2, uniform, 2, queriedUniform);
}
static GLboolean
test_Uniform3iv(generic_func func)
{
PFNGLUNIFORM3IVARBPROC Uniform3ivARB = (PFNGLUNIFORM3IVARBPROC) func;
DECLARE_GLFUNC_PTR(GetUniformivARB, PFNGLGETUNIFORMIVARBPROC);
/* This is a trivial fragment shader that sets the color of the
* fragment to the uniform value passed in.
*/
static const char *fragmentShaderText =
"uniform ivec3 uniformColor;"
"void main() {gl_FragColor.rgb = uniformColor;}";
static const char *uniformName = "uniformColor";
GLhandleARB program;
GLint uniformLocation;
const GLint uniform[3] = {1,2,3};
GLint queriedUniform[3];
if (GetUniformivARB == NULL) {
return GL_FALSE;
}
/* Call a helper function to compile up the shader and give
* us back the validated program and uniform location.
* If it fails, something's wrong and we can't continue.
*/
if (!exercise_uniform_start(fragmentShaderText, uniformName,
&program, &uniformLocation)) {
return GL_FALSE;
}
/* Set the value of the program uniform. Note that you must
* use a compatible type. Our uniform above is an integer
* vector 3 (ivec3), so we must set it using integer versions
* of the Uniform* functions. The "1" means we're setting
* one vector's worth of information.
*/
(*Uniform3ivARB)(uniformLocation, 1, uniform);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Query it back */
(*GetUniformivARB)(program, uniformLocation, queriedUniform);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Clean up before we check to see whether it came back unscathed */
exercise_uniform_end(program);
/* Now check to see whether the uniform came back as expected. This
* will return GL_TRUE if all is well, or GL_FALSE if the comparison failed.
*/
return compare_ints(__FUNCTION__, 3, uniform, 3, queriedUniform);
}
static GLboolean
test_Uniform3i(generic_func func)
{
PFNGLUNIFORM3IARBPROC Uniform3iARB = (PFNGLUNIFORM3IARBPROC) func;
DECLARE_GLFUNC_PTR(GetUniformivARB, PFNGLGETUNIFORMIVARBPROC);
/* This is a trivial fragment shader that sets the color of the
* fragment to the uniform value passed in.
*/
static const char *fragmentShaderText =
"uniform ivec3 uniformColor;"
"void main() {gl_FragColor.rgb = uniformColor;}";
static const char *uniformName = "uniformColor";
GLhandleARB program;
GLint uniformLocation;
const GLint uniform[3] = {1,2,3};
GLint queriedUniform[4];
if (GetUniformivARB == NULL) {
return GL_FALSE;
}
/* Call a helper function to compile up the shader and give
* us back the validated program and uniform location.
* If it fails, something's wrong and we can't continue.
*/
if (!exercise_uniform_start(fragmentShaderText, uniformName,
&program, &uniformLocation)) {
return GL_FALSE;
}
/* Set the value of the program uniform. Note that you must
* use a compatible type. Our uniform above is an integer
* vector 3 (ivec3), so we must set it using integer versions
* of the Uniform* functions.
*/
(*Uniform3iARB)(uniformLocation, uniform[0], uniform[1], uniform[2]);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Query it back */
(*GetUniformivARB)(program, uniformLocation, queriedUniform);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Clean up before we check to see whether it came back unscathed */
exercise_uniform_end(program);
/* Now check to see whether the uniform came back as expected. This
* will return GL_TRUE if all is well, or GL_FALSE if the comparison failed.
*/
return compare_ints(__FUNCTION__, 3, uniform, 3, queriedUniform);
}
static GLboolean
test_Uniform3fv(generic_func func)
{
PFNGLUNIFORM3FVARBPROC Uniform3fvARB = (PFNGLUNIFORM3FVARBPROC) func;
DECLARE_GLFUNC_PTR(GetUniformfvARB, PFNGLGETUNIFORMFVARBPROC);
/* This is a trivial fragment shader that sets the color of the
* fragment to the uniform value passed in.
*/
static const char *fragmentShaderText =
"uniform vec3 uniformColor;"
"void main() {gl_FragColor.rgb = uniformColor;}";
static const char *uniformName = "uniformColor";
GLhandleARB program;
GLint uniformLocation;
const GLfloat uniform[3] = {1.1,2.2,3.3};
GLfloat queriedUniform[3];
if (GetUniformfvARB == NULL) {
return GL_FALSE;
}
/* Call a helper function to compile up the shader and give
* us back the validated program and uniform location.
* If it fails, something's wrong and we can't continue.
*/
if (!exercise_uniform_start(fragmentShaderText, uniformName,
&program, &uniformLocation)) {
return GL_FALSE;
}
/* Set the value of the program uniform. Note that you must
* use a compatible type. Our uniform above is a float
* vector 3 (vec3), so we must set it using float versions
* of the Uniform* functions. The "1" means we're setting
* one vector's worth of information.
*/
(*Uniform3fvARB)(uniformLocation, 1, uniform);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Query it back */
(*GetUniformfvARB)(program, uniformLocation, queriedUniform);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Clean up before we check to see whether it came back unscathed */
exercise_uniform_end(program);
/* Now check to see whether the uniform came back as expected. This
* will return GL_TRUE if all is well, or GL_FALSE if the comparison failed.
*/
return compare_floats(__FUNCTION__, 3, uniform, 3, queriedUniform);
}
static GLboolean
test_Uniform3f(generic_func func)
{
PFNGLUNIFORM3FARBPROC Uniform3fARB = (PFNGLUNIFORM3FARBPROC) func;
DECLARE_GLFUNC_PTR(GetUniformfvARB, PFNGLGETUNIFORMFVARBPROC);
/* This is a trivial fragment shader that sets the color of the
* fragment to the uniform value passed in.
*/
static const char *fragmentShaderText =
"uniform vec3 uniformColor;"
"void main() {gl_FragColor.rgb = uniformColor;}";
static const char *uniformName = "uniformColor";
GLhandleARB program;
GLint uniformLocation;
const GLfloat uniform[3] = {1.1,2.2,3.3};
GLfloat queriedUniform[3];
if (GetUniformfvARB == NULL) {
return GL_FALSE;
}
/* Call a helper function to compile up the shader and give
* us back the validated program and uniform location.
* If it fails, something's wrong and we can't continue.
*/
if (!exercise_uniform_start(fragmentShaderText, uniformName,
&program, &uniformLocation)) {
return GL_FALSE;
}
/* Set the value of the program uniform. Note that you must
* use a compatible type. Our uniform above is a float
* vector 3 (vec3), so we must set it using float versions
* of the Uniform* functions.
*/
(*Uniform3fARB)(uniformLocation, uniform[0], uniform[1], uniform[2]);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Query it back */
(*GetUniformfvARB)(program, uniformLocation, queriedUniform);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Clean up before we check to see whether it came back unscathed */
exercise_uniform_end(program);
/* Now check to see whether the uniform came back as expected. This
* will return GL_TRUE if all is well, or GL_FALSE if the comparison failed.
*/
return compare_floats(__FUNCTION__, 3, uniform, 3, queriedUniform);
}
static GLboolean
test_Uniform4iv(generic_func func)
{
PFNGLUNIFORM4IVARBPROC Uniform4ivARB = (PFNGLUNIFORM4IVARBPROC) func;
DECLARE_GLFUNC_PTR(GetUniformivARB, PFNGLGETUNIFORMIVARBPROC);
/* This is a trivial fragment shader that sets the color of the
* fragment to the uniform value passed in.
*/
static const char *fragmentShaderText =
"uniform ivec4 uniformColor; void main() {gl_FragColor = uniformColor;}";
static const char *uniformName = "uniformColor";
GLhandleARB program;
GLint uniformLocation;
const GLint uniform[4] = {1,2,3,4};
GLint queriedUniform[4];
if (GetUniformivARB == NULL) {
return GL_FALSE;
}
/* Call a helper function to compile up the shader and give
* us back the validated program and uniform location.
* If it fails, something's wrong and we can't continue.
*/
if (!exercise_uniform_start(fragmentShaderText, uniformName,
&program, &uniformLocation)) {
return GL_FALSE;
}
/* Set the value of the program uniform. Note that you must
* use a compatible type. Our uniform above is an integer
* vector (ivec4), so we must set it using integer versions
* of the Uniform* functions. The "1" means we're setting
* one vector's worth of information.
*/
(*Uniform4ivARB)(uniformLocation, 1, uniform);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Query it back */
(*GetUniformivARB)(program, uniformLocation, queriedUniform);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Clean up before we check to see whether it came back unscathed */
exercise_uniform_end(program);
/* Now check to see whether the uniform came back as expected. This
* will return GL_TRUE if all is well, or GL_FALSE if the comparison failed.
*/
return compare_ints(__FUNCTION__, 4, uniform, 4, queriedUniform);
}
static GLboolean
test_Uniform4i(generic_func func)
{
PFNGLUNIFORM4IARBPROC Uniform4iARB = (PFNGLUNIFORM4IARBPROC) func;
DECLARE_GLFUNC_PTR(GetUniformivARB, PFNGLGETUNIFORMIVARBPROC);
/* This is a trivial fragment shader that sets the color of the
* fragment to the uniform value passed in.
*/
static const char *fragmentShaderText =
"uniform ivec4 uniformColor; void main() {gl_FragColor = uniformColor;}";
static const char *uniformName = "uniformColor";
GLhandleARB program;
GLint uniformLocation;
const GLint uniform[4] = {1,2,3,4};
GLint queriedUniform[4];
if (GetUniformivARB == NULL) {
return GL_FALSE;
}
/* Call a helper function to compile up the shader and give
* us back the validated program and uniform location.
* If it fails, something's wrong and we can't continue.
*/
if (!exercise_uniform_start(fragmentShaderText, uniformName,
&program, &uniformLocation)) {
return GL_FALSE;
}
/* Set the value of the program uniform. Note that you must
* use a compatible type. Our uniform above is an integer
* vector (ivec4), so we must set it using integer versions
* of the Uniform* functions.
*/
(*Uniform4iARB)(uniformLocation, uniform[0], uniform[1], uniform[2],
uniform[3]);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Query it back */
(*GetUniformivARB)(program, uniformLocation, queriedUniform);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Clean up before we check to see whether it came back unscathed */
exercise_uniform_end(program);
/* Now check to see whether the uniform came back as expected. This
* will return GL_TRUE if all is well, or GL_FALSE if the comparison failed.
*/
return compare_ints(__FUNCTION__, 4, uniform, 4, queriedUniform);
}
static GLboolean
test_Uniform4fv(generic_func func)
{
PFNGLUNIFORM4FVARBPROC Uniform4fvARB = (PFNGLUNIFORM4FVARBPROC) func;
DECLARE_GLFUNC_PTR(GetUniformfvARB, PFNGLGETUNIFORMFVARBPROC);
/* This is a trivial fragment shader that sets the color of the
* fragment to the uniform value passed in.
*/
static const char *fragmentShaderText =
"uniform vec4 uniformColor; void main() {gl_FragColor = uniformColor;}";
static const char *uniformName = "uniformColor";
GLhandleARB program;
GLint uniformLocation;
const GLfloat uniform[4] = {1.1,2.2,3.3,4.4};
GLfloat queriedUniform[4];
if (GetUniformfvARB == NULL) {
return GL_FALSE;
}
/* Call a helper function to compile up the shader and give
* us back the validated program and uniform location.
* If it fails, something's wrong and we can't continue.
*/
if (!exercise_uniform_start(fragmentShaderText, uniformName,
&program, &uniformLocation)) {
return GL_FALSE;
}
/* Set the value of the program uniform. Note that you must
* use a compatible type. Our uniform above is a float
* vector (vec4), so we must set it using float versions
* of the Uniform* functions. The "1" means we're setting
* one vector's worth of information.
*/
(*Uniform4fvARB)(uniformLocation, 1, uniform);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Query it back */
(*GetUniformfvARB)(program, uniformLocation, queriedUniform);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Clean up before we check to see whether it came back unscathed */
exercise_uniform_end(program);
/* Now check to see whether the uniform came back as expected. This
* will return GL_TRUE if all is well, or GL_FALSE if the comparison failed.
*/
return compare_floats(__FUNCTION__, 4, uniform, 4, queriedUniform);
}
static GLboolean
test_Uniform4f(generic_func func)
{
PFNGLUNIFORM4FARBPROC Uniform4fARB = (PFNGLUNIFORM4FARBPROC) func;
DECLARE_GLFUNC_PTR(GetUniformfvARB, PFNGLGETUNIFORMFVARBPROC);
/* This is a trivial fragment shader that sets the color of the
* fragment to the uniform value passed in.
*/
static const char *fragmentShaderText =
"uniform vec4 uniformColor; void main() {gl_FragColor = uniformColor;}";
static const char *uniformName = "uniformColor";
GLhandleARB program;
GLint uniformLocation;
const GLfloat uniform[4] = {1.1,2.2,3.3,4.4};
GLfloat queriedUniform[4];
if (GetUniformfvARB == NULL) {
return GL_FALSE;
}
/* Call a helper function to compile up the shader and give
* us back the validated program and uniform location.
* If it fails, something's wrong and we can't continue.
*/
if (!exercise_uniform_start(fragmentShaderText, uniformName,
&program, &uniformLocation)) {
return GL_FALSE;
}
/* Set the value of the program uniform. Note that you must
* use a compatible type. Our uniform above is an integer
* vector (ivec4), so we must set it using integer versions
* of the Uniform* functions.
*/
(*Uniform4fARB)(uniformLocation, uniform[0], uniform[1], uniform[2],
uniform[3]);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Query it back */
(*GetUniformfvARB)(program, uniformLocation, queriedUniform);
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
/* Clean up before we check to see whether it came back unscathed */
exercise_uniform_end(program);
/* Now check to see whether the uniform came back as expected. This
* will return GL_TRUE if all is well, or GL_FALSE if the comparison failed.
*/
return compare_floats(__FUNCTION__, 4, uniform, 4, queriedUniform);
}
static GLboolean
test_ActiveTextureARB(generic_func func)
{
PFNGLACTIVETEXTUREARBPROC activeTexture = (PFNGLACTIVETEXTUREARBPROC) func;
GLint t;
GLboolean pass;
(*activeTexture)(GL_TEXTURE1_ARB);
glGetIntegerv(GL_ACTIVE_TEXTURE_ARB, &t);
pass = (t == GL_TEXTURE1_ARB);
(*activeTexture)(GL_TEXTURE0_ARB); /* restore default */
return pass;
}
static GLboolean
test_SecondaryColor3fEXT(generic_func func)
{
PFNGLSECONDARYCOLOR3FEXTPROC secColor3f = (PFNGLSECONDARYCOLOR3FEXTPROC) func;
GLfloat color[4];
GLboolean pass;
(*secColor3f)(1.0, 1.0, 0.0);
glGetFloatv(GL_CURRENT_SECONDARY_COLOR_EXT, color);
pass = (color[0] == 1.0 && color[1] == 1.0 && color[2] == 0.0);
(*secColor3f)(0.0, 0.0, 0.0); /* restore default */
return pass;
}
static GLboolean
test_ActiveStencilFaceEXT(generic_func func)
{
PFNGLACTIVESTENCILFACEEXTPROC activeFace = (PFNGLACTIVESTENCILFACEEXTPROC) func;
GLint face;
GLboolean pass;
(*activeFace)(GL_BACK);
glGetIntegerv(GL_ACTIVE_STENCIL_FACE_EXT, &face);
pass = (face == GL_BACK);
(*activeFace)(GL_FRONT); /* restore default */
return pass;
}
static GLboolean
test_VertexAttrib1fvARB(generic_func func)
{
PFNGLVERTEXATTRIB1FVARBPROC vertexAttrib1fvARB = (PFNGLVERTEXATTRIB1FVARBPROC) func;
PFNGLGETVERTEXATTRIBFVARBPROC getVertexAttribfvARB = (PFNGLGETVERTEXATTRIBFVARBPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvARB");
const GLfloat v[1] = {25.0};
const GLfloat def[1] = {0};
GLfloat res[4];
GLboolean pass;
(*vertexAttrib1fvARB)(6, v);
(*getVertexAttribfvARB)(6, GL_CURRENT_VERTEX_ATTRIB_ARB, res);
pass = (res[0] == 25.0 && res[1] == 0.0 && res[2] == 0.0 && res[3] == 1.0);
(*vertexAttrib1fvARB)(6, def);
return pass;
}
static GLboolean
test_VertexAttrib1dvARB(generic_func func)
{
PFNGLVERTEXATTRIB1DVARBPROC vertexAttrib1dvARB = (PFNGLVERTEXATTRIB1DVARBPROC) func;
PFNGLGETVERTEXATTRIBDVARBPROC getVertexAttribdvARB = (PFNGLGETVERTEXATTRIBDVARBPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribdvARB");
const GLdouble v[1] = {25.0};
const GLdouble def[1] = {0};
GLdouble res[4];
GLboolean pass;
(*vertexAttrib1dvARB)(6, v);
(*getVertexAttribdvARB)(6, GL_CURRENT_VERTEX_ATTRIB_ARB, res);
pass = (res[0] == 25.0 && res[1] == 0.0 && res[2] == 0.0 && res[3] == 1.0);
(*vertexAttrib1dvARB)(6, def);
return pass;
}
static GLboolean
test_VertexAttrib1svARB(generic_func func)
{
PFNGLVERTEXATTRIB1SVARBPROC vertexAttrib1svARB = (PFNGLVERTEXATTRIB1SVARBPROC) func;
PFNGLGETVERTEXATTRIBIVARBPROC getVertexAttribivARB = (PFNGLGETVERTEXATTRIBIVARBPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribivARB");
const GLshort v[1] = {25.0};
const GLshort def[1] = {0};
GLint res[4];
GLboolean pass;
(*vertexAttrib1svARB)(6, v);
(*getVertexAttribivARB)(6, GL_CURRENT_VERTEX_ATTRIB_ARB, res);
pass = (res[0] == 25 && res[1] == 0 && res[2] == 0 && res[3] == 1);
(*vertexAttrib1svARB)(6, def);
return pass;
}
static GLboolean
test_VertexAttrib4NubvARB(generic_func func)
{
PFNGLVERTEXATTRIB4NUBVARBPROC vertexAttrib4NubvARB = (PFNGLVERTEXATTRIB4NUBVARBPROC) func;
PFNGLGETVERTEXATTRIBFVARBPROC getVertexAttribfvARB = (PFNGLGETVERTEXATTRIBFVARBPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvARB");
const GLubyte v[4] = {255, 0, 255, 0};
const GLubyte def[4] = {0, 0, 0, 255};
GLfloat res[4];
GLboolean pass;
(*vertexAttrib4NubvARB)(6, v);
(*getVertexAttribfvARB)(6, GL_CURRENT_VERTEX_ATTRIB_ARB, res);
pass = (res[0] == 1.0 && res[1] == 0.0 && res[2] == 1.0 && res[3] == 0.0);
(*vertexAttrib4NubvARB)(6, def);
return pass;
}
static GLboolean
test_VertexAttrib4NuivARB(generic_func func)
{
PFNGLVERTEXATTRIB4NUIVARBPROC vertexAttrib4NuivARB = (PFNGLVERTEXATTRIB4NUIVARBPROC) func;
PFNGLGETVERTEXATTRIBFVARBPROC getVertexAttribfvARB = (PFNGLGETVERTEXATTRIBFVARBPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvARB");
const GLuint v[4] = {0xffffffff, 0, 0xffffffff, 0};
const GLuint def[4] = {0, 0, 0, 0xffffffff};
GLfloat res[4];
GLboolean pass;
(*vertexAttrib4NuivARB)(6, v);
(*getVertexAttribfvARB)(6, GL_CURRENT_VERTEX_ATTRIB_ARB, res);
pass = (EQUAL(res[0], 1.0) && EQUAL(res[1], 0.0) && EQUAL(res[2], 1.0) && EQUAL(res[3], 0.0));
(*vertexAttrib4NuivARB)(6, def);
return pass;
}
static GLboolean
test_VertexAttrib4ivARB(generic_func func)
{
PFNGLVERTEXATTRIB4IVARBPROC vertexAttrib4ivARB = (PFNGLVERTEXATTRIB4IVARBPROC) func;
PFNGLGETVERTEXATTRIBFVARBPROC getVertexAttribfvARB = (PFNGLGETVERTEXATTRIBFVARBPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvARB");
const GLint v[4] = {1, 2, -3, 4};
const GLint def[4] = {0, 0, 0, 1};
GLfloat res[4];
GLboolean pass;
(*vertexAttrib4ivARB)(6, v);
(*getVertexAttribfvARB)(6, GL_CURRENT_VERTEX_ATTRIB_ARB, res);
pass = (EQUAL(res[0], 1.0) && EQUAL(res[1], 2.0) && EQUAL(res[2], -3.0) && EQUAL(res[3], 4.0));
(*vertexAttrib4ivARB)(6, def);
return pass;
}
static GLboolean
test_VertexAttrib4NsvARB(generic_func func)
{
PFNGLVERTEXATTRIB4NSVARBPROC vertexAttrib4NsvARB = (PFNGLVERTEXATTRIB4NSVARBPROC) func;
PFNGLGETVERTEXATTRIBFVARBPROC getVertexAttribfvARB = (PFNGLGETVERTEXATTRIBFVARBPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvARB");
const GLshort v[4] = {0, 32767, 32767, 0};
const GLshort def[4] = {0, 0, 0, 32767};
GLfloat res[4];
GLboolean pass;
(*vertexAttrib4NsvARB)(6, v);
(*getVertexAttribfvARB)(6, GL_CURRENT_VERTEX_ATTRIB_ARB, res);
pass = (EQUAL(res[0], 0.0) && EQUAL(res[1], 1.0) && EQUAL(res[2], 1.0) && EQUAL(res[3], 0.0));
(*vertexAttrib4NsvARB)(6, def);
return pass;
}
static GLboolean
test_VertexAttrib4NusvARB(generic_func func)
{
PFNGLVERTEXATTRIB4NUSVARBPROC vertexAttrib4NusvARB = (PFNGLVERTEXATTRIB4NUSVARBPROC) func;
PFNGLGETVERTEXATTRIBFVARBPROC getVertexAttribfvARB = (PFNGLGETVERTEXATTRIBFVARBPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvARB");
const GLushort v[4] = {0xffff, 0, 0xffff, 0};
const GLushort def[4] = {0, 0, 0, 0xffff};
GLfloat res[4];
GLboolean pass;
(*vertexAttrib4NusvARB)(6, v);
(*getVertexAttribfvARB)(6, GL_CURRENT_VERTEX_ATTRIB_ARB, res);
pass = (EQUAL(res[0], 1.0) && EQUAL(res[1], 0.0) && EQUAL(res[2], 1.0) && EQUAL(res[3], 0.0));
(*vertexAttrib4NusvARB)(6, def);
return pass;
}
static GLboolean
test_VertexAttrib1sNV(generic_func func)
{
PFNGLVERTEXATTRIB1SNVPROC vertexAttrib1sNV = (PFNGLVERTEXATTRIB1SNVPROC) func;
PFNGLGETVERTEXATTRIBIVNVPROC getVertexAttribivNV = (PFNGLGETVERTEXATTRIBIVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribivNV");
const GLshort v[4] = {2, 0, 0, 1};
const GLshort def[4] = {0, 0, 0, 1};
GLint res[4];
(*vertexAttrib1sNV)(6, v[0]);
(*getVertexAttribivNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttrib1sNV)(6, def[0]);
return compare_shorts_to_ints(__FUNCTION__, 4, v, 4, res);
}
static GLboolean
test_VertexAttrib1fNV(generic_func func)
{
PFNGLVERTEXATTRIB1FNVPROC vertexAttrib1fNV = (PFNGLVERTEXATTRIB1FNVPROC) func;
PFNGLGETVERTEXATTRIBFVNVPROC getVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvNV");
const GLfloat v[4] = {2.5, 0.0, 0.0, 1.0};
const GLfloat def[4] = {0, 0, 0, 1};
GLfloat res[4];
(*vertexAttrib1fNV)(6, v[0]);
(*getVertexAttribfvNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttrib1fNV)(6, def[0]);
return compare_floats(__FUNCTION__, 4, v, 4, res);
}
static GLboolean
test_VertexAttrib1dNV(generic_func func)
{
PFNGLVERTEXATTRIB1DNVPROC vertexAttrib1dNV = (PFNGLVERTEXATTRIB1DNVPROC) func;
PFNGLGETVERTEXATTRIBDVNVPROC getVertexAttribdvNV = (PFNGLGETVERTEXATTRIBDVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribdvNV");
const GLdouble v[4] = {2.5, 0.0, 0.0, 1.0};
const GLdouble def[4] = {0, 0, 0, 1};
GLdouble res[4];
(*vertexAttrib1dNV)(6, v[0]);
(*getVertexAttribdvNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttrib1dNV)(6, def[0]);
return compare_doubles(__FUNCTION__, 4, v, 4, res);
}
static GLboolean
test_VertexAttrib2sNV(generic_func func)
{
PFNGLVERTEXATTRIB2SNVPROC vertexAttrib2sNV = (PFNGLVERTEXATTRIB2SNVPROC) func;
PFNGLGETVERTEXATTRIBIVNVPROC getVertexAttribivNV = (PFNGLGETVERTEXATTRIBIVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribivNV");
const GLshort v[4] = {2, 4, 0, 1};
const GLshort def[4] = {0, 0, 0, 1};
GLint res[4];
(*vertexAttrib2sNV)(6, v[0], v[1]);
(*getVertexAttribivNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttrib2sNV)(6, def[0], def[1]);
return compare_shorts_to_ints(__FUNCTION__, 4, v, 4, res);
}
static GLboolean
test_VertexAttrib2fNV(generic_func func)
{
PFNGLVERTEXATTRIB2FNVPROC vertexAttrib2fNV = (PFNGLVERTEXATTRIB2FNVPROC) func;
PFNGLGETVERTEXATTRIBFVNVPROC getVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvNV");
const GLfloat v[4] = {2.5, 4.25, 0.0, 1.0};
const GLfloat def[4] = {0, 0, 0, 1};
GLfloat res[4];
(*vertexAttrib2fNV)(6, v[0], v[1]);
(*getVertexAttribfvNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttrib2fNV)(6, def[0], def[1]);
return compare_floats(__FUNCTION__, 4, v, 4, res);
}
static GLboolean
test_VertexAttrib2dNV(generic_func func)
{
PFNGLVERTEXATTRIB2DNVPROC vertexAttrib2dNV = (PFNGLVERTEXATTRIB2DNVPROC) func;
PFNGLGETVERTEXATTRIBDVNVPROC getVertexAttribdvNV = (PFNGLGETVERTEXATTRIBDVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribdvNV");
const GLdouble v[4] = {2.5, 4.25, 0.0, 1.0};
const GLdouble def[4] = {0, 0, 0, 1};
GLdouble res[4];
(*vertexAttrib2dNV)(6, v[0], v[1]);
(*getVertexAttribdvNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttrib2dNV)(6, def[0], def[1]);
return compare_doubles(__FUNCTION__, 4, v, 4, res);
}
static GLboolean
test_VertexAttrib3sNV(generic_func func)
{
PFNGLVERTEXATTRIB3SNVPROC vertexAttrib3sNV = (PFNGLVERTEXATTRIB3SNVPROC) func;
PFNGLGETVERTEXATTRIBIVNVPROC getVertexAttribivNV = (PFNGLGETVERTEXATTRIBIVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribivNV");
const GLshort v[4] = {2, 4, 7, 1};
const GLshort def[4] = {0, 0, 0, 1};
GLint res[4];
(*vertexAttrib3sNV)(6, v[0], v[1], v[2]);
(*getVertexAttribivNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttrib3sNV)(6, def[0], def[1], def[2]);
return compare_shorts_to_ints(__FUNCTION__, 4, v, 4, res);
}
static GLboolean
test_VertexAttrib3fNV(generic_func func)
{
PFNGLVERTEXATTRIB3FNVPROC vertexAttrib3fNV = (PFNGLVERTEXATTRIB3FNVPROC) func;
PFNGLGETVERTEXATTRIBFVNVPROC getVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvNV");
const GLfloat v[4] = {2.5, 4.25, 7.125, 1.0};
const GLfloat def[4] = {0, 0, 0, 1};
GLfloat res[4];
(*vertexAttrib3fNV)(6, v[0], v[1], v[2]);
(*getVertexAttribfvNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttrib3fNV)(6, def[0], def[1], def[2]);
return compare_floats(__FUNCTION__, 4, v, 4, res);
}
static GLboolean
test_VertexAttrib3dNV(generic_func func)
{
PFNGLVERTEXATTRIB3DNVPROC vertexAttrib3dNV = (PFNGLVERTEXATTRIB3DNVPROC) func;
PFNGLGETVERTEXATTRIBDVNVPROC getVertexAttribdvNV = (PFNGLGETVERTEXATTRIBDVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribdvNV");
const GLdouble v[4] = {2.5, 4.25, 7.125, 1.0};
const GLdouble def[4] = {0, 0, 0, 1};
GLdouble res[4];
(*vertexAttrib3dNV)(6, v[0], v[1], v[2]);
(*getVertexAttribdvNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttrib3dNV)(6, def[0], def[1], def[2]);
return compare_doubles(__FUNCTION__, 4, v, 4, res);
}
static GLboolean
test_VertexAttrib4sNV(generic_func func)
{
PFNGLVERTEXATTRIB4SNVPROC vertexAttrib4sNV = (PFNGLVERTEXATTRIB4SNVPROC) func;
PFNGLGETVERTEXATTRIBIVNVPROC getVertexAttribivNV = (PFNGLGETVERTEXATTRIBIVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribivNV");
const GLshort v[4] = {2, 4, 7, 5};
const GLshort def[4] = {0, 0, 0, 1};
GLint res[4];
(*vertexAttrib4sNV)(6, v[0], v[1], v[2], v[3]);
(*getVertexAttribivNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttrib4sNV)(6, def[0], def[1], def[2], def[3]);
return compare_shorts_to_ints(__FUNCTION__, 4, v, 4, res);
}
static GLboolean
test_VertexAttrib4fNV(generic_func func)
{
PFNGLVERTEXATTRIB4FNVPROC vertexAttrib4fNV = (PFNGLVERTEXATTRIB4FNVPROC) func;
PFNGLGETVERTEXATTRIBFVNVPROC getVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvNV");
const GLfloat v[4] = {2.5, 4.25, 7.125, 5.0625};
const GLfloat def[4] = {0, 0, 0, 1};
GLfloat res[4];
(*vertexAttrib4fNV)(6, v[0], v[1], v[2], v[3]);
(*getVertexAttribfvNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttrib4fNV)(6, def[0], def[1], def[2], def[3]);
return compare_floats(__FUNCTION__, 4, v, 4, res);
}
static GLboolean
test_VertexAttrib4dNV(generic_func func)
{
PFNGLVERTEXATTRIB4DNVPROC vertexAttrib4dNV = (PFNGLVERTEXATTRIB4DNVPROC) func;
PFNGLGETVERTEXATTRIBDVNVPROC getVertexAttribdvNV = (PFNGLGETVERTEXATTRIBDVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribdvNV");
const GLdouble v[4] = {2.5, 4.25, 7.125, 5.0625};
const GLdouble def[4] = {0, 0, 0, 1};
GLdouble res[4];
(*vertexAttrib4dNV)(6, v[0], v[1], v[2], v[3]);
(*getVertexAttribdvNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttrib4dNV)(6, def[0], def[1], def[2], def[3]);
return compare_doubles(__FUNCTION__, 4, v, 4, res);
}
static GLboolean
test_VertexAttrib4ubNV(generic_func func)
{
PFNGLVERTEXATTRIB4UBNVPROC vertexAttrib4ubNV = (PFNGLVERTEXATTRIB4UBNVPROC) func;
PFNGLGETVERTEXATTRIBFVNVPROC getVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvNV");
const GLubyte v[4] = {255, 0, 255, 0};
const GLubyte def[4] = {0, 0, 0, 255};
GLfloat res[4];
/* There's no byte-value query; so we use the float-value query.
* Bytes are interpreted as steps between 0 and 1, so the
* expected float values will be 0.0 for byte value 0 and 1.0 for
* byte value 255.
*/
GLfloat expectedResults[4] = {1.0, 0.0, 1.0, 0.0};
(*vertexAttrib4ubNV)(6, v[0], v[1], v[2], v[3]);
(*getVertexAttribfvNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttrib4ubNV)(6, def[0], def[1], def[2], def[3]);
return compare_floats(__FUNCTION__, 4, expectedResults, 4, res);
}
static GLboolean
test_VertexAttrib1fvNV(generic_func func)
{
PFNGLVERTEXATTRIB1FVNVPROC vertexAttrib1fvNV = (PFNGLVERTEXATTRIB1FVNVPROC) func;
PFNGLGETVERTEXATTRIBFVNVPROC getVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvNV");
const GLfloat v[4] = {2.5, 0.0, 0.0, 1.0};
const GLfloat def[4] = {0, 0, 0, 1};
GLfloat res[4];
(*vertexAttrib1fvNV)(6, v);
(*getVertexAttribfvNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttrib1fvNV)(6, def);
return compare_floats(__FUNCTION__, 4, v, 4, res);
}
static GLboolean
test_VertexAttrib1dvNV(generic_func func)
{
PFNGLVERTEXATTRIB1DVNVPROC vertexAttrib1dvNV = (PFNGLVERTEXATTRIB1DVNVPROC) func;
PFNGLGETVERTEXATTRIBDVNVPROC getVertexAttribdvNV = (PFNGLGETVERTEXATTRIBDVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribdvNV");
const GLdouble v[4] = {2.5, 0.0, 0.0, 1.0};
const GLdouble def[4] = {0, 0, 0, 1};
GLdouble res[4];
(*vertexAttrib1dvNV)(6, v);
(*getVertexAttribdvNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttrib1dvNV)(6, def);
return compare_doubles(__FUNCTION__, 4, v, 4, res);
}
static GLboolean
test_VertexAttrib2svNV(generic_func func)
{
PFNGLVERTEXATTRIB2SVNVPROC vertexAttrib2svNV = (PFNGLVERTEXATTRIB2SVNVPROC) func;
PFNGLGETVERTEXATTRIBIVNVPROC getVertexAttribivNV = (PFNGLGETVERTEXATTRIBIVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribivNV");
const GLshort v[4] = {2, 4, 0, 1};
const GLshort def[4] = {0, 0, 0, 1};
GLint res[4];
(*vertexAttrib2svNV)(6, v);
(*getVertexAttribivNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttrib2svNV)(6, def);
return compare_shorts_to_ints(__FUNCTION__, 4, v, 4, res);
}
static GLboolean
test_VertexAttrib2fvNV(generic_func func)
{
PFNGLVERTEXATTRIB2FVNVPROC vertexAttrib2fvNV = (PFNGLVERTEXATTRIB2FVNVPROC) func;
PFNGLGETVERTEXATTRIBFVNVPROC getVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvNV");
const GLfloat v[4] = {2.5, 4.25, 0.0, 1.0};
const GLfloat def[4] = {0, 0, 0, 1};
GLfloat res[4];
(*vertexAttrib2fvNV)(6, v);
(*getVertexAttribfvNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttrib2fvNV)(6, def);
return compare_floats(__FUNCTION__, 4, v, 4, res);
}
static GLboolean
test_VertexAttrib2dvNV(generic_func func)
{
PFNGLVERTEXATTRIB2DVNVPROC vertexAttrib2dvNV = (PFNGLVERTEXATTRIB2DVNVPROC) func;
PFNGLGETVERTEXATTRIBDVNVPROC getVertexAttribdvNV = (PFNGLGETVERTEXATTRIBDVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribdvNV");
const GLdouble v[4] = {2.5, 4.25, 0.0, 1.0};
const GLdouble def[4] = {0, 0, 0, 1};
GLdouble res[4];
(*vertexAttrib2dvNV)(6, v);
(*getVertexAttribdvNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttrib2dvNV)(6, def);
return compare_doubles(__FUNCTION__, 4, v, 4, res);
}
static GLboolean
test_VertexAttrib3svNV(generic_func func)
{
PFNGLVERTEXATTRIB3SVNVPROC vertexAttrib3svNV = (PFNGLVERTEXATTRIB3SVNVPROC) func;
PFNGLGETVERTEXATTRIBIVNVPROC getVertexAttribivNV = (PFNGLGETVERTEXATTRIBIVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribivNV");
const GLshort v[4] = {2, 4, 7, 1};
const GLshort def[4] = {0, 0, 0, 1};
GLint res[4];
(*vertexAttrib3svNV)(6, v);
(*getVertexAttribivNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttrib3svNV)(6, def);
return compare_shorts_to_ints(__FUNCTION__, 4, v, 4, res);
}
static GLboolean
test_VertexAttrib3fvNV(generic_func func)
{
PFNGLVERTEXATTRIB3FVNVPROC vertexAttrib3fvNV = (PFNGLVERTEXATTRIB3FVNVPROC) func;
PFNGLGETVERTEXATTRIBFVNVPROC getVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvNV");
const GLfloat v[4] = {2.5, 4.25, 7.125, 1.0};
const GLfloat def[4] = {0, 0, 0, 1};
GLfloat res[4];
(*vertexAttrib3fvNV)(6, v);
(*getVertexAttribfvNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttrib3fvNV)(6, def);
return compare_floats(__FUNCTION__, 4, v, 4, res);
}
static GLboolean
test_VertexAttrib3dvNV(generic_func func)
{
PFNGLVERTEXATTRIB3DVNVPROC vertexAttrib3dvNV = (PFNGLVERTEXATTRIB3DVNVPROC) func;
PFNGLGETVERTEXATTRIBDVNVPROC getVertexAttribdvNV = (PFNGLGETVERTEXATTRIBDVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribdvNV");
const GLdouble v[4] = {2.5, 4.25, 7.125, 1.0};
const GLdouble def[4] = {0, 0, 0, 1};
GLdouble res[4];
(*vertexAttrib3dvNV)(6, v);
(*getVertexAttribdvNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttrib3dvNV)(6, def);
return compare_doubles(__FUNCTION__, 4, v, 4, res);
}
static GLboolean
test_VertexAttrib4svNV(generic_func func)
{
PFNGLVERTEXATTRIB4SVNVPROC vertexAttrib4svNV = (PFNGLVERTEXATTRIB4SVNVPROC) func;
PFNGLGETVERTEXATTRIBIVNVPROC getVertexAttribivNV = (PFNGLGETVERTEXATTRIBIVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribivNV");
const GLshort v[4] = {2, 4, 7, 5};
const GLshort def[4] = {0, 0, 0, 1};
GLint res[4];
(*vertexAttrib4svNV)(6, v);
(*getVertexAttribivNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttrib4svNV)(6, def);
return compare_shorts_to_ints(__FUNCTION__, 4, v, 4, res);
}
static GLboolean
test_VertexAttrib4fvNV(generic_func func)
{
PFNGLVERTEXATTRIB4FVNVPROC vertexAttrib4fvNV = (PFNGLVERTEXATTRIB4FVNVPROC) func;
PFNGLGETVERTEXATTRIBFVNVPROC getVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvNV");
const GLfloat v[4] = {2.5, 4.25, 7.125, 5.0625};
const GLfloat def[4] = {0, 0, 0, 1};
GLfloat res[4];
(*vertexAttrib4fvNV)(6, v);
(*getVertexAttribfvNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttrib4fvNV)(6, def);
return compare_floats(__FUNCTION__, 4, v, 4, res);
}
static GLboolean
test_VertexAttrib4dvNV(generic_func func)
{
PFNGLVERTEXATTRIB4DVNVPROC vertexAttrib4dvNV = (PFNGLVERTEXATTRIB4DVNVPROC) func;
PFNGLGETVERTEXATTRIBDVNVPROC getVertexAttribdvNV = (PFNGLGETVERTEXATTRIBDVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribdvNV");
const GLdouble v[4] = {2.5, 4.25, 7.125, 5.0625};
const GLdouble def[4] = {0, 0, 0, 1};
GLdouble res[4];
(*vertexAttrib4dvNV)(6, v);
(*getVertexAttribdvNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttrib4dvNV)(6, def);
return compare_doubles(__FUNCTION__, 4, v, 4, res);
}
static GLboolean
test_VertexAttrib4ubvNV(generic_func func)
{
PFNGLVERTEXATTRIB4UBVNVPROC vertexAttrib4ubvNV = (PFNGLVERTEXATTRIB4UBVNVPROC) func;
PFNGLGETVERTEXATTRIBFVNVPROC getVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvNV");
const GLubyte v[4] = {255, 0, 255, 0};
const GLubyte def[4] = {0, 0, 0, 255};
GLfloat res[4];
/* There's no byte-value query; so we use the float-value query.
* Bytes are interpreted as steps between 0 and 1, so the
* expected float values will be 0.0 for byte value 0 and 1.0 for
* byte value 255.
*/
GLfloat expectedResults[4] = {1.0, 0.0, 1.0, 0.0};
(*vertexAttrib4ubvNV)(6, v);
(*getVertexAttribfvNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttrib4ubvNV)(6, def);
return compare_floats(__FUNCTION__, 4, expectedResults, 4, res);
}
static GLboolean
test_VertexAttribs1fvNV(generic_func func)
{
PFNGLVERTEXATTRIBS1FVNVPROC vertexAttribs1fvNV = (PFNGLVERTEXATTRIBS1FVNVPROC) func;
PFNGLGETVERTEXATTRIBFVNVPROC getVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvNV");
const GLfloat v[4] = {2.5, 0.0, 0.0, 1.0};
const GLfloat def[4] = {0, 0, 0, 1};
GLfloat res[4];
(*vertexAttribs1fvNV)(6, 1, v);
(*getVertexAttribfvNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttribs1fvNV)(6, 1, def);
return compare_floats(__FUNCTION__, 4, v, 4, res);
}
static GLboolean
test_VertexAttribs1dvNV(generic_func func)
{
PFNGLVERTEXATTRIBS1DVNVPROC vertexAttribs1dvNV = (PFNGLVERTEXATTRIBS1DVNVPROC) func;
PFNGLGETVERTEXATTRIBDVNVPROC getVertexAttribdvNV = (PFNGLGETVERTEXATTRIBDVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribdvNV");
const GLdouble v[4] = {2.5, 0.0, 0.0, 1.0};
const GLdouble def[4] = {0, 0, 0, 1};
GLdouble res[4];
(*vertexAttribs1dvNV)(6, 1, v);
(*getVertexAttribdvNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttribs1dvNV)(6, 1, def);
return compare_doubles(__FUNCTION__, 4, v, 4, res);
}
static GLboolean
test_VertexAttribs2svNV(generic_func func)
{
PFNGLVERTEXATTRIBS2SVNVPROC vertexAttribs2svNV = (PFNGLVERTEXATTRIBS2SVNVPROC) func;
PFNGLGETVERTEXATTRIBIVNVPROC getVertexAttribivNV = (PFNGLGETVERTEXATTRIBIVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribivNV");
const GLshort v[4] = {2, 4, 0, 1};
const GLshort def[4] = {0, 0, 0, 1};
GLint res[4];
(*vertexAttribs2svNV)(6, 1, v);
(*getVertexAttribivNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttribs2svNV)(6, 1, def);
return compare_shorts_to_ints(__FUNCTION__, 4, v, 4, res);
}
static GLboolean
test_VertexAttribs2fvNV(generic_func func)
{
PFNGLVERTEXATTRIBS2FVNVPROC vertexAttribs2fvNV = (PFNGLVERTEXATTRIBS2FVNVPROC) func;
PFNGLGETVERTEXATTRIBFVNVPROC getVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvNV");
const GLfloat v[4] = {2.5, 4.25, 0.0, 1.0};
const GLfloat def[4] = {0, 0, 0, 1};
GLfloat res[4];
(*vertexAttribs2fvNV)(6, 1, v);
(*getVertexAttribfvNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttribs2fvNV)(6, 1, def);
return compare_floats(__FUNCTION__, 4, v, 4, res);
}
static GLboolean
test_VertexAttribs2dvNV(generic_func func)
{
PFNGLVERTEXATTRIBS2DVNVPROC vertexAttribs2dvNV = (PFNGLVERTEXATTRIBS2DVNVPROC) func;
PFNGLGETVERTEXATTRIBDVNVPROC getVertexAttribdvNV = (PFNGLGETVERTEXATTRIBDVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribdvNV");
const GLdouble v[4] = {2.5, 4.25, 0.0, 1.0};
const GLdouble def[4] = {0, 0, 0, 1};
GLdouble res[4];
(*vertexAttribs2dvNV)(6, 1, v);
(*getVertexAttribdvNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttribs2dvNV)(6, 1, def);
return compare_doubles(__FUNCTION__, 4, v, 4, res);
}
static GLboolean
test_VertexAttribs3svNV(generic_func func)
{
PFNGLVERTEXATTRIBS3SVNVPROC vertexAttribs3svNV = (PFNGLVERTEXATTRIBS3SVNVPROC) func;
PFNGLGETVERTEXATTRIBIVNVPROC getVertexAttribivNV = (PFNGLGETVERTEXATTRIBIVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribivNV");
const GLshort v[4] = {2, 4, 7, 1};
const GLshort def[4] = {0, 0, 0, 1};
GLint res[4];
(*vertexAttribs3svNV)(6, 1, v);
(*getVertexAttribivNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttribs3svNV)(6, 1, def);
return compare_shorts_to_ints(__FUNCTION__, 4, v, 4, res);
}
static GLboolean
test_VertexAttribs3fvNV(generic_func func)
{
PFNGLVERTEXATTRIBS3FVNVPROC vertexAttribs3fvNV = (PFNGLVERTEXATTRIBS3FVNVPROC) func;
PFNGLGETVERTEXATTRIBFVNVPROC getVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvNV");
const GLfloat v[4] = {2.5, 4.25, 7.125, 1.0};
const GLfloat def[4] = {0, 0, 0, 1};
GLfloat res[4];
(*vertexAttribs3fvNV)(6, 1, v);
(*getVertexAttribfvNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttribs3fvNV)(6, 1, def);
return compare_floats(__FUNCTION__, 4, v, 4, res);
}
static GLboolean
test_VertexAttribs3dvNV(generic_func func)
{
PFNGLVERTEXATTRIBS3DVNVPROC vertexAttribs3dvNV = (PFNGLVERTEXATTRIBS3DVNVPROC) func;
PFNGLGETVERTEXATTRIBDVNVPROC getVertexAttribdvNV = (PFNGLGETVERTEXATTRIBDVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribdvNV");
const GLdouble v[4] = {2.5, 4.25, 7.125, 1.0};
const GLdouble def[4] = {0, 0, 0, 1};
GLdouble res[4];
(*vertexAttribs3dvNV)(6, 1, v);
(*getVertexAttribdvNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttribs3dvNV)(6, 1, def);
return compare_doubles(__FUNCTION__, 4, v, 4, res);
}
static GLboolean
test_VertexAttribs4svNV(generic_func func)
{
PFNGLVERTEXATTRIBS4SVNVPROC vertexAttribs4svNV = (PFNGLVERTEXATTRIBS4SVNVPROC) func;
PFNGLGETVERTEXATTRIBIVNVPROC getVertexAttribivNV = (PFNGLGETVERTEXATTRIBIVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribivNV");
const GLshort v[4] = {2, 4, 7, 5};
const GLshort def[4] = {0, 0, 0, 1};
GLint res[4];
(*vertexAttribs4svNV)(6, 1, v);
(*getVertexAttribivNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttribs4svNV)(6, 1, def);
return compare_shorts_to_ints(__FUNCTION__, 4, v, 4, res);
}
static GLboolean
test_VertexAttribs4fvNV(generic_func func)
{
PFNGLVERTEXATTRIBS4FVNVPROC vertexAttribs4fvNV = (PFNGLVERTEXATTRIBS4FVNVPROC) func;
PFNGLGETVERTEXATTRIBFVNVPROC getVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvNV");
const GLfloat v[4] = {2.5, 4.25, 7.125, 5.0625};
const GLfloat def[4] = {0, 0, 0, 1};
GLfloat res[4];
(*vertexAttribs4fvNV)(6, 1, v);
(*getVertexAttribfvNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttribs4fvNV)(6, 1, def);
return compare_floats(__FUNCTION__, 4, v, 4, res);
}
static GLboolean
test_VertexAttribs4dvNV(generic_func func)
{
PFNGLVERTEXATTRIBS4DVNVPROC vertexAttribs4dvNV = (PFNGLVERTEXATTRIBS4DVNVPROC) func;
PFNGLGETVERTEXATTRIBDVNVPROC getVertexAttribdvNV = (PFNGLGETVERTEXATTRIBDVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribdvNV");
const GLdouble v[4] = {2.5, 4.25, 7.125, 5.0625};
const GLdouble def[4] = {0, 0, 0, 1};
GLdouble res[4];
(*vertexAttribs4dvNV)(6, 1, v);
(*getVertexAttribdvNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttribs4dvNV)(6, 1, def);
return compare_doubles(__FUNCTION__, 4, v, 4, res);
}
static GLboolean
test_VertexAttribs4ubvNV(generic_func func)
{
PFNGLVERTEXATTRIBS4UBVNVPROC vertexAttribs4ubvNV = (PFNGLVERTEXATTRIBS4UBVNVPROC) func;
PFNGLGETVERTEXATTRIBFVNVPROC getVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvNV");
const GLubyte v[4] = {255, 0, 255, 0};
const GLubyte def[4] = {0, 0, 0, 255};
GLfloat res[4];
/* There's no byte-value query; so we use the float-value query.
* Bytes are interpreted as steps between 0 and 1, so the
* expected float values will be 0.0 for byte value 0 and 1.0 for
* byte value 255.
*/
GLfloat expectedResults[4] = {1.0, 0.0, 1.0, 0.0};
(*vertexAttribs4ubvNV)(6, 1, v);
(*getVertexAttribfvNV)(6, GL_CURRENT_ATTRIB_NV, res);
(*vertexAttribs4ubvNV)(6, 1, def);
return compare_floats(__FUNCTION__, 4, expectedResults, 4, res);
}
static GLboolean
test_StencilFuncSeparateATI(generic_func func)
{
#ifdef GL_ATI_separate_stencil
PFNGLSTENCILFUNCSEPARATEATIPROC stencilFuncSeparateATI = (PFNGLSTENCILFUNCSEPARATEATIPROC) func;
GLint frontFunc, backFunc;
GLint frontRef, backRef;
GLint frontMask, backMask;
(*stencilFuncSeparateATI)(GL_LESS, GL_GREATER, 2, 0xa);
glGetIntegerv(GL_STENCIL_FUNC, &frontFunc);
glGetIntegerv(GL_STENCIL_BACK_FUNC, &backFunc);
glGetIntegerv(GL_STENCIL_REF, &frontRef);
glGetIntegerv(GL_STENCIL_BACK_REF, &backRef);
glGetIntegerv(GL_STENCIL_VALUE_MASK, &frontMask);
glGetIntegerv(GL_STENCIL_BACK_VALUE_MASK, &backMask);
if (frontFunc != GL_LESS ||
backFunc != GL_GREATER ||
frontRef != 2 ||
backRef != 2 ||
frontMask != 0xa ||
backMask != 0xa)
return GL_FALSE;
#endif
return GL_TRUE;
}
static GLboolean
test_StencilFuncSeparate(generic_func func)
{
#ifdef GL_VERSION_2_0
PFNGLSTENCILFUNCSEPARATEPROC stencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC) func;
GLint frontFunc, backFunc;
GLint frontRef, backRef;
GLint frontMask, backMask;
(*stencilFuncSeparate)(GL_BACK, GL_GREATER, 2, 0xa);
glGetIntegerv(GL_STENCIL_FUNC, &frontFunc);
glGetIntegerv(GL_STENCIL_BACK_FUNC, &backFunc);
glGetIntegerv(GL_STENCIL_REF, &frontRef);
glGetIntegerv(GL_STENCIL_BACK_REF, &backRef);
glGetIntegerv(GL_STENCIL_VALUE_MASK, &frontMask);
glGetIntegerv(GL_STENCIL_BACK_VALUE_MASK, &backMask);
if (frontFunc != GL_ALWAYS ||
backFunc != GL_GREATER ||
frontRef != 0 ||
backRef != 2 ||
frontMask == 0xa || /* might be 0xff or ~0 */
backMask != 0xa)
return GL_FALSE;
#endif
return GL_TRUE;
}
static GLboolean
test_StencilOpSeparate(generic_func func)
{
#ifdef GL_VERSION_2_0
PFNGLSTENCILOPSEPARATEPROC stencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC) func;
GLint frontFail, backFail;
GLint frontZFail, backZFail;
GLint frontZPass, backZPass;
(*stencilOpSeparate)(GL_BACK, GL_INCR, GL_DECR, GL_INVERT);
glGetIntegerv(GL_STENCIL_FAIL, &frontFail);
glGetIntegerv(GL_STENCIL_BACK_FAIL, &backFail);
glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &frontZFail);
glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_FAIL, &backZFail);
glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &frontZPass);
glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_PASS, &backZPass);
if (frontFail != GL_KEEP ||
backFail != GL_INCR ||
frontZFail != GL_KEEP ||
backZFail != GL_DECR ||
frontZPass != GL_KEEP ||
backZPass != GL_INVERT)
return GL_FALSE;
#endif
return GL_TRUE;
}
static GLboolean
test_StencilMaskSeparate(generic_func func)
{
#ifdef GL_VERSION_2_0
PFNGLSTENCILMASKSEPARATEPROC stencilMaskSeparate = (PFNGLSTENCILMASKSEPARATEPROC) func;
GLint frontMask, backMask;
(*stencilMaskSeparate)(GL_BACK, 0x1b);
glGetIntegerv(GL_STENCIL_WRITEMASK, &frontMask);
glGetIntegerv(GL_STENCIL_BACK_WRITEMASK, &backMask);
if (frontMask == 0x1b ||
backMask != 0x1b)
return GL_FALSE;
#endif
return GL_TRUE;
}
/*
* The following file is auto-generated with Python.
*/
#include "getproclist.h"
static int
extension_supported(const char *haystack, const char *needle)
{
const char *p = strstr(haystack, needle);
if (p) {
/* found string, make sure next char is space or zero */
const int len = strlen(needle);
if (p[len] == ' ' || p[len] == 0)
return 1;
else
return 0;
}
else
return 0;
}
/* Run all the known extension function tests, if the extension is supported.
* Return a count of how many failed.
*/
static int
check_functions( const char *extensions )
{
struct name_test_pair *entry;
int failures = 0, passes = 0, untested = 0;
int totalFail = 0, totalPass = 0, totalUntested = 0, totalUnsupported = 0;
int doTests = 0;
const char *version = (const char *) glGetString(GL_VERSION);
/* The functions list will have "real" entries (consisting of
* a GL function name and a pointer to an exercise function for
* that GL function), and "group" entries (indicated as
* such by having a "-" as the first character of the name).
* "Group" names always start with the "-" character, and can
* be numeric (e.g. "-1.0", "-2.1"), indicating that a particular
* OpenGL version is required for the following functions; or can be
* an extension name (e.g. "-GL_ARB_multitexture") that means
* that the named extension is required for the following functions.
*/
for (entry = functions; entry->name; entry++) {
/* Check if this is a group indicator */
if (entry->name[0] == '-') {
/* A group indicator; check if it's an OpenGL version group */
if (entry->name[1] == '1') {
/* check GL version 1.x */
if (version[0] == '1' &&
version[1] == '.' &&
version[2] >= entry->name[3])
doTests = 1;
else
doTests = 0;
}
else if (entry->name[1] == '2') {
if (version[0] == '2' &&
version[1] == '.' &&
version[2] >= entry->name[3])
doTests = 1;
else
doTests = 0;
}
else {
/* check if the named extension is available */
doTests = extension_supported(extensions, entry->name+1);
}
/* doTests is now set if we're starting an OpenGL version
* group, and the running OpenGL version is at least the
* version required; or if we're starting an OpenGL extension
* group, and the extension is supported.
*/
if (doTests)
printf("Testing %s functions\n", entry->name + 1);
/* Each time we hit a title function, reset the function
* counts.
*/
failures = 0;
passes = 0;
untested = 0;
}
else if (doTests) {
/* Here, we know we're trying to exercise a function for
* a supported extension. See whether we have a test for
* it, and try to run it.
*/
generic_func funcPtr = (generic_func) glXGetProcAddressARB((const GLubyte *) entry->name);
if (funcPtr) {
if (entry->test) {
GLboolean b;
printf(" Validating %s:", entry->name);
b = (*entry->test)(funcPtr);
if (b) {
printf(" Pass\n");
passes++;
totalPass++;
}
else {
printf(" FAIL!!!\n");
failures++;
totalFail++;
}
}
else {
untested++;
totalUntested++;
}
}
else {
printf(" glXGetProcAddress(%s) failed!\n", entry->name);
failures++;
totalFail++;
}
}
else {
/* Here, we have a function that belongs to a group that
* is known to be unsupported.
*/
totalUnsupported++;
}
/* Make sure a poor test case doesn't leave any lingering
* OpenGL errors.
*/
CheckGLError(__LINE__, __FILE__, __FUNCTION__);
if (doTests && (!(entry+1)->name || (entry+1)->name[0] == '-')) {
if (failures > 0) {
printf(" %d failed.\n", failures);
}
if (passes > 0) {
printf(" %d passed.\n", passes);
}
if (untested > 0) {
printf(" %d untested.\n", untested);
}
}
}
printf("-----------------------------\n");
printf("Total: %d pass %d fail %d untested %d unsupported %d total\n",
totalPass, totalFail, totalUntested, totalUnsupported,
totalPass + totalFail + totalUntested + totalUnsupported);
return totalFail;
}
/* Return an error code */
#define ERROR_NONE 0
#define ERROR_NO_VISUAL 1
#define ERROR_NO_CONTEXT 2
#define ERROR_NO_MAKECURRENT 3
#define ERROR_FAILED 4
static int
print_screen_info(Display *dpy, int scrnum, Bool allowDirect)
{
Window win;
int attribSingle[] = {
GLX_RGBA,
GLX_RED_SIZE, 1,
GLX_GREEN_SIZE, 1,
GLX_BLUE_SIZE, 1,
GLX_STENCIL_SIZE, 1,
None };
int attribDouble[] = {
GLX_RGBA,
GLX_RED_SIZE, 1,
GLX_GREEN_SIZE, 1,
GLX_BLUE_SIZE, 1,
GLX_STENCIL_SIZE, 1,
GLX_DOUBLEBUFFER,
None };
XSetWindowAttributes attr;
unsigned long mask;
Window root;
GLXContext ctx;
XVisualInfo *visinfo;
int width = 100, height = 100;
int failures;
root = RootWindow(dpy, scrnum);
visinfo = glXChooseVisual(dpy, scrnum, attribSingle);
if (!visinfo) {
visinfo = glXChooseVisual(dpy, scrnum, attribDouble);
if (!visinfo) {
fprintf(stderr, "Error: couldn't find RGB GLX visual\n");
return ERROR_NO_VISUAL;
}
}
attr.background_pixel = 0;
attr.border_pixel = 0;
attr.colormap = XCreateColormap(dpy, root, visinfo->visual, AllocNone);
attr.event_mask = StructureNotifyMask | ExposureMask;
mask = CWBackPixel | CWBorderPixel | CWColormap | CWEventMask;
win = XCreateWindow(dpy, root, 0, 0, width, height,
0, visinfo->depth, InputOutput,
visinfo->visual, mask, &attr);
ctx = glXCreateContext( dpy, visinfo, NULL, allowDirect );
if (!ctx) {
fprintf(stderr, "Error: glXCreateContext failed\n");
XDestroyWindow(dpy, win);
return ERROR_NO_CONTEXT;
}
if (!glXMakeCurrent(dpy, win, ctx)) {
fprintf(stderr, "Error: glXMakeCurrent failed\n");
glXDestroyContext(dpy, ctx);
XDestroyWindow(dpy, win);
return ERROR_NO_MAKECURRENT;
}
failures = check_functions( (const char *) glGetString(GL_EXTENSIONS) );
glXDestroyContext(dpy, ctx);
XDestroyWindow(dpy, win);
return (failures == 0 ? ERROR_NONE : ERROR_FAILED);
}
int
main(int argc, char *argv[])
{
char *displayName = NULL;
Display *dpy;
int returnCode;
dpy = XOpenDisplay(displayName);
if (!dpy) {
fprintf(stderr, "Error: unable to open display %s\n", displayName);
return -1;
}
returnCode = print_screen_info(dpy, 0, GL_TRUE);
XCloseDisplay(dpy);
return returnCode;
}