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-rw-r--r--progs/tests/getprocaddress.c3741
1 files changed, 0 insertions, 3741 deletions
diff --git a/progs/tests/getprocaddress.c b/progs/tests/getprocaddress.c
deleted file mode 100644
index f7903d2bf88..00000000000
--- a/progs/tests/getprocaddress.c
+++ /dev/null
@@ -1,3741 +0,0 @@
-/*
- * 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;
- const char *extensions = (const char *) glGetString(GL_EXTENSIONS);
-
- /* 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);
- if (!strstr("GL_APPLE_flush_buffer_range", extensions)) {
- BufferParameteriAPPLE = NULL;
- }
-
- /* 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, 0, 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);*/
- return GL_TRUE;
-}
-static GLboolean
-test_CompressedTexSubImage3DARB(generic_func func)
-{
- (void) func;
- /*return exercise_CompressedTextures(GL_TEXTURE_3D);*/
- return GL_TRUE;
-}
-static GLboolean
-test_GetCompressedTexImageARB(generic_func func)
-{
- (void) func;
- /*return exercise_CompressedTextures(GL_TEXTURE_3D);*/
- return GL_TRUE;
-}
-
-/* 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;
-}