diff options
Diffstat (limited to 'progs')
82 files changed, 8127 insertions, 518 deletions
diff --git a/progs/SConscript b/progs/SConscript index 620dd30e69c..66eaf9e5410 100644 --- a/progs/SConscript +++ b/progs/SConscript @@ -10,4 +10,5 @@ SConscript([ 'vpglsl/SConscript', 'fp/SConscript', 'wgl/SConscript', + 'perf/SConscript', ]) diff --git a/progs/demos/.gitignore b/progs/demos/.gitignore index f3c7091bcc2..5dd974b63dc 100644 --- a/progs/demos/.gitignore +++ b/progs/demos/.gitignore @@ -63,3 +63,4 @@ tunnel2 vao_demo Windows winpos +*.rgb diff --git a/progs/demos/copypix.c b/progs/demos/copypix.c index 51435acfa0f..a13339ea62f 100644 --- a/progs/demos/copypix.c +++ b/progs/demos/copypix.c @@ -26,6 +26,7 @@ static int Scissor = 0; static float Xzoom, Yzoom; static GLboolean DrawFront = GL_FALSE; static GLboolean Dither = GL_TRUE; +static GLboolean Invert = GL_FALSE; static void Reset( void ) @@ -59,6 +60,15 @@ static void Display( void ) if (Scissor) glEnable(GL_SCISSOR_TEST); + if (Invert) { + glPixelTransferf(GL_RED_SCALE, -1.0); + glPixelTransferf(GL_GREEN_SCALE, -1.0); + glPixelTransferf(GL_BLUE_SCALE, -1.0); + glPixelTransferf(GL_RED_BIAS, 1.0); + glPixelTransferf(GL_GREEN_BIAS, 1.0); + glPixelTransferf(GL_BLUE_BIAS, 1.0); + } + /* draw copy */ glPixelZoom(Xzoom, Yzoom); glWindowPos2iARB(Xpos, Ypos); @@ -67,6 +77,15 @@ static void Display( void ) glDisable(GL_SCISSOR_TEST); + if (Invert) { + glPixelTransferf(GL_RED_SCALE, 1.0); + glPixelTransferf(GL_GREEN_SCALE, 1.0); + glPixelTransferf(GL_BLUE_SCALE, 1.0); + glPixelTransferf(GL_RED_BIAS, 0.0); + glPixelTransferf(GL_GREEN_BIAS, 0.0); + glPixelTransferf(GL_BLUE_BIAS, 0.0); + } + if (DrawFront) glFinish(); else @@ -105,6 +124,9 @@ static void Key( unsigned char key, int x, int y ) else glDisable(GL_DITHER); break; + case 'i': + Invert = !Invert; + break; case 's': Scissor = !Scissor; break; diff --git a/progs/demos/cubemap.c b/progs/demos/cubemap.c index 0a3e10dac08..20332b1d960 100644 --- a/progs/demos/cubemap.c +++ b/progs/demos/cubemap.c @@ -43,6 +43,9 @@ #include "GL/glut.h" #include "readtex.h" +#ifndef GL_TEXTURE_CUBE_MAP_SEAMLESS +#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F +#endif static GLfloat Xrot = 0, Yrot = 0; static GLfloat EyeDist = 10; @@ -53,6 +56,9 @@ static GLint FrameParity = 0; static GLenum FilterIndex = 0; static GLint ClampIndex = 0; static GLboolean supportFBO = GL_FALSE; +static GLboolean supportSeamless = GL_FALSE; +static GLboolean seamless = GL_FALSE; +static GLuint TexObj = 0; static GLint T0 = 0; static GLint Frames = 0; @@ -93,7 +99,9 @@ static struct { -#define eps1 0.99 +/* The effects of GL_ARB_seamless_cube_map don't show up unless eps1 is 1.0. + */ +#define eps1 1.0 /*0.99*/ #define br 20.0 /* box radius */ static const GLfloat tex_coords[] = { @@ -233,6 +241,13 @@ static void draw( void ) glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, FilterModes[FilterIndex].mag_mode); + if (supportSeamless) { + if (seamless) { + glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); + } else { + glDisable(GL_TEXTURE_CUBE_MAP_SEAMLESS); + } + } wrap = ClampModes[ClampIndex].mode; glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, wrap); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, wrap); @@ -337,6 +352,11 @@ static void key(unsigned char k, int x, int y) mode = !mode; set_mode(mode); break; + case 's': + seamless = ! seamless; + printf("Seamless cube map filtering is %sabled\n", + (seamless) ? "en" : "dis" ); + break; case 'v': use_vertex_arrays = ! use_vertex_arrays; printf( "Vertex arrays are %sabled\n", @@ -518,25 +538,32 @@ static void load_envmaps(void) static void init( GLboolean useImageFiles ) { /* check for extensions */ - { - char *exten = (char *) glGetString(GL_EXTENSIONS); - if (!strstr(exten, "GL_ARB_texture_cube_map")) { - printf("Sorry, this demo requires GL_ARB_texture_cube_map\n"); - exit(0); - } + if (!GLEW_ARB_texture_cube_map) { + printf("Sorry, this demo requires GL_ARB_texture_cube_map\n"); + exit(0); + } - /* Needed for glGenerateMipmapEXT / auto mipmapping - */ - if (strstr(exten, "GL_EXT_framebuffer_object")) { - supportFBO = GL_TRUE; - } - else if (!strstr(exten, "GL_SGIS_generate_mipmap")) { - printf("Sorry, this demo requires GL_EXT_framebuffer_object or GL_SGIS_generate_mipmap\n"); - exit(0); - } + /* Needed for glGenerateMipmapEXT / auto mipmapping + */ + supportFBO = GLEW_EXT_framebuffer_object; + + if (!supportFBO && !GLEW_SGIS_generate_mipmap) { + printf("Sorry, this demo requires GL_EXT_framebuffer_object or " + "GL_SGIS_generate_mipmap\n"); + exit(0); } + + /* GLEW doesn't know about this extension yet, so use the old GLUT function + * to check for availability. + */ + supportSeamless = glutExtensionSupported("GL_ARB_seamless_cube_map"); + printf("GL_RENDERER: %s\n", (char *) glGetString(GL_RENDERER)); + + glGenTextures(1, &TexObj); + glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, TexObj); + if (useImageFiles) { load_envmaps(); } diff --git a/progs/demos/fbotexture.c b/progs/demos/fbotexture.c index 3b36f755a04..56482663dc4 100644 --- a/progs/demos/fbotexture.c +++ b/progs/demos/fbotexture.c @@ -498,7 +498,7 @@ SetupFunctionPointers(void) * Make FBO to render into given texture. */ static GLuint -MakeFBO_RenderTexture(GLuint TexObj) +MakeFBO_RenderTexture(GLuint texObj) { GLuint fb; GLint sizeFudge = 0; @@ -507,7 +507,7 @@ MakeFBO_RenderTexture(GLuint TexObj) glBindFramebuffer_func(GL_FRAMEBUFFER_EXT, fb); /* Render color to texture */ glFramebufferTexture2D_func(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, - TexTarget, TexObj, TextureLevel); + TexTarget, texObj, TextureLevel); if (Use_ARB_fbo) { /* use a smaller depth buffer to see what happens */ @@ -541,7 +541,7 @@ MakeFBO_RenderTexture(GLuint TexObj) /* queries */ { - GLint bits, w, h; + GLint bits, w, h, name; glBindRenderbuffer_func(GL_RENDERBUFFER_EXT, DepthRB); glGetRenderbufferParameteriv_func(GL_RENDERBUFFER_EXT, @@ -559,8 +559,28 @@ MakeFBO_RenderTexture(GLuint TexObj) glGetRenderbufferParameteriv_func(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_STENCIL_SIZE_EXT, &bits); printf("Stencil renderbuffer size = %d bits\n", bits); - } + glGetFramebufferAttachmentParameteriv_func(GL_FRAMEBUFFER_EXT, + GL_COLOR_ATTACHMENT0, + GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT, + &name); + printf("Render to texture name: %d\n", texObj); + printf("Color attachment[0] name: %d\n", name); + assert(texObj == name); + + glGetFramebufferAttachmentParameteriv_func(GL_FRAMEBUFFER_EXT, + GL_STENCIL_ATTACHMENT, + GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT, + &name); + printf("Stencil attachment name: %d\n", name); + + glGetFramebufferAttachmentParameteriv_func(GL_FRAMEBUFFER_EXT, + GL_DEPTH_ATTACHMENT, + GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT, + &name); + printf("Depth attachment name: %d\n", name); + + } /* bind the regular framebuffer */ glBindFramebuffer_func(GL_FRAMEBUFFER_EXT, 0); diff --git a/progs/demos/lodbias.c b/progs/demos/lodbias.c index 30b1ed13d5f..8d39bd605a7 100644 --- a/progs/demos/lodbias.c +++ b/progs/demos/lodbias.c @@ -43,6 +43,7 @@ static GLboolean Anim = GL_TRUE; static GLint Bias = 0, BiasStepSign = +1; /* ints avoid fp precision problem */ static GLint BiasMin = -400, BiasMax = 400; static int win = 0; +static GLuint TexObj = 0; static void @@ -214,6 +215,9 @@ static void Init( void ) glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + glGenTextures(1, &TexObj); + glBindTexture(GL_TEXTURE_2D, TexObj); + if (glutExtensionSupported("GL_SGIS_generate_mipmap")) { /* test auto mipmap generation */ GLint width, height, i; diff --git a/progs/egl/.gitignore b/progs/egl/.gitignore index f417aefb93a..7a13d4686a0 100644 --- a/progs/egl/.gitignore +++ b/progs/egl/.gitignore @@ -6,6 +6,7 @@ eglinfo eglscreen egltri peglgears +xeglbindtex xeglgears xeglthreads xegl_tri diff --git a/progs/egl/Makefile b/progs/egl/Makefile index d3c32d46f78..ff9a858c569 100644 --- a/progs/egl/Makefile +++ b/progs/egl/Makefile @@ -7,6 +7,9 @@ include $(TOP)/configs/current INCLUDE_DIRS = -I$(TOP)/include HEADERS = $(TOP)/include/GLES/egl.h +LIB_DEP = $(TOP)/$(LIB_DIR)/libEGL.so + +LIBS = -L$(TOP)/$(LIB_DIR) -lEGL -lGL PROGRAMS = \ demo1 \ @@ -17,6 +20,7 @@ PROGRAMS = \ eglgears \ eglscreen \ peglgears \ + xeglbindtex \ xeglgears \ xeglthreads \ xegl_tri @@ -29,84 +33,42 @@ PROGRAMS = \ default: $(PROGRAMS) +demo1: demo1.o $(HEADERS) $(LIB_DEP) + $(CC) $(CFLAGS) $(LDFLAGS) -o $@ $< $(LIBS) $(LIBDRM_LIB) -demo1: demo1.o $(TOP)/$(LIB_DIR)/libEGL.so - $(CC) $(CFLAGS) $(LDFLAGS) demo1.o -L$(TOP)/$(LIB_DIR) -lEGL $(LIBDRM_LIB) -o $@ - -demo1.o: demo1.c $(HEADERS) - $(CC) -c $(CFLAGS) -I$(TOP)/include demo1.c - - -demo2: demo2.o $(TOP)/$(LIB_DIR)/libEGL.so - $(CC) $(CFLAGS) $(LDFLAGS) demo2.o -L$(TOP)/$(LIB_DIR) -lEGL -lGL $(LIBDRM_LIB) $(APP_LIB_DEPS) -o $@ - -demo2.o: demo2.c $(HEADERS) - $(CC) -c $(CFLAGS) -I$(TOP)/include demo2.c - - -demo3: demo3.o $(TOP)/$(LIB_DIR)/libEGL.so - $(CC) $(CFLAGS) $(LDFLAGS) demo3.o -L$(TOP)/$(LIB_DIR) -lEGL -lGL $(LIBDRM_LIB) $(APP_LIB_DEPS) -o $@ - -demo3.o: demo3.c $(HEADERS) - $(CC) -c $(CFLAGS) -I$(TOP)/include demo3.c - - -egltri: egltri.o $(TOP)/$(LIB_DIR)/libEGL.so - $(CC) $(CFLAGS) egltri.o -L$(TOP)/$(LIB_DIR) -lEGL -lGL $(LIBDRM_LIB) -o $@ - -egltri.o: egltri.c $(HEADERS) - $(CC) -c $(CFLAGS) -I$(TOP)/include egltri.c +demo2: demo2.o $(HEADERS) $(LIB_DEP) + $(CC) $(CFLAGS) $(LDFLAGS) -o $@ $< $(LIBS) $(LIBDRM_LIB) +demo3: demo3.o $(HEADERS) $(LIB_DEP) + $(CC) $(CFLAGS) $(LDFLAGS) -o $@ $< $(LIBS) $(LIBDRM_LIB) -eglinfo: eglinfo.o $(TOP)/$(LIB_DIR)/libEGL.so - $(CC) $(CFLAGS) $(LDFLAGS) eglinfo.o -L$(TOP)/$(LIB_DIR) -lEGL -lGL $(LIBDRM_LIB) -o $@ +egltri: egltri.o $(HEADERS) $(LIB_DEP) + $(CC) $(CFLAGS) $(LDFLAGS) -o $@ $< $(LIBS) $(LIBDRM_LIB) -eglinfo.o: eglinfo.c $(HEADERS) - $(CC) -c $(CFLAGS) -I$(TOP)/include eglinfo.c +eglinfo: eglinfo.o $(HEADERS) $(LIB_DEP) + $(CC) $(CFLAGS) $(LDFLAGS) -o $@ $< $(LIBS) $(LIBDRM_LIB) +eglgears: eglgears.o $(HEADERS) $(LIB_DEP) + $(CC) $(CFLAGS) $(LDFLAGS) -o $@ $< $(LIBS) $(LIBDRM_LIB) -eglgears: eglgears.o $(TOP)/$(LIB_DIR)/libEGL.so - $(CC) $(CFLAGS) $(LDFLAGS) eglgears.o -L$(TOP)/$(LIB_DIR) -lEGL -lGL $(LIBDRM_LIB) $(APP_LIB_DEPS) -o $@ +eglscreen: eglscreen.o $(HEADERS) $(LIB_DEP) + $(CC) $(CFLAGS) $(LDFLAGS) -o $@ $< $(LIBS) $(LIBDRM_LIB) -eglgears.o: eglgears.c $(HEADERS) - $(CC) -c $(CFLAGS) -I$(TOP)/include eglgears.c +peglgears: peglgears.o $(HEADERS) $(LIB_DEP) + $(CC) $(CFLAGS) $(LDFLAGS) -o $@ $< $(LIBS) $(LIBDRM_LIB) -eglscreen: eglscreen.o $(TOP)/$(LIB_DIR)/libEGL.so - $(CC) $(CFLAGS) $(LDFLAGS) eglscreen.o -L$(TOP)/$(LIB_DIR) -lEGL -lGL $(LIBDRM_LIB) $(APP_LIB_DEPS) -o $@ +xeglbindtex: xeglbindtex.o $(HEADERS) $(LIB_DEP) + $(CC) $(CFLAGS) $(LDFLAGS) -o $@ $< $(LIBS) -lX11 -eglscreen.o: eglscreen.c $(HEADERS) - $(CC) -c $(CFLAGS) -I$(TOP)/include eglscreen.c +xeglgears: xeglgears.o $(HEADERS) $(LIB_DEP) + $(CC) $(CFLAGS) $(LDFLAGS) -o $@ $< $(LIBS) -lX11 -peglgears: peglgears.o $(TOP)/$(LIB_DIR)/libEGL.so - $(CC) $(CFLAGS) peglgears.o -L$(TOP)/$(LIB_DIR) -lEGL -lGL $(LIBDRM_LIB) $(APP_LIB_DEPS) -o $@ - -peglgears.o: peglgears.c $(HEADERS) - $(CC) -c $(CFLAGS) -I$(TOP)/include peglgears.c - - -xeglgears: xeglgears.o $(TOP)/$(LIB_DIR)/libEGL.so - $(CC) $(CFLAGS) xeglgears.o -L$(TOP)/$(LIB_DIR) -lEGL -lGL $(LIBDRM_LIB) $(APP_LIB_DEPS) -o $@ - -xeglgears.o: xeglgears.c $(HEADERS) - $(CC) -c $(CFLAGS) -I$(TOP)/include xeglgears.c - - -xeglthreads: xeglthreads.o $(TOP)/$(LIB_DIR)/libEGL.so - $(CC) $(CFLAGS) xeglthreads.o -L$(TOP)/$(LIB_DIR) -lEGL -lGL $(LIBDRM_LIB) $(APP_LIB_DEPS) -o $@ - -xeglthreads.o: xeglthreads.c $(HEADERS) - $(CC) -c $(CFLAGS) -I$(TOP)/include xeglthreads.c - - -xegl_tri: xegl_tri.o $(TOP)/$(LIB_DIR)/libEGL.so - $(CC) $(CFLAGS) xegl_tri.o -L$(TOP)/$(LIB_DIR) -lEGL -lGL $(LIBDRM_LIB) $(APP_LIB_DEPS) -o $@ - -xegl_tri.o: xegl_tri.c $(HEADERS) - $(CC) -c $(CFLAGS) -I$(TOP)/include xegl_tri.c +xeglthreads: xeglthreads.o $(HEADERS) $(LIB_DEP) + $(CC) $(CFLAGS) $(LDFLAGS) -o $@ $< $(LIBS) -lX11 +xegl_tri: xegl_tri.o $(HEADERS) $(LIB_DEP) + $(CC) $(CFLAGS) $(LDFLAGS) -o $@ $< $(LIBS) -lX11 clean: -rm -f *.o *~ - -rm -f *.so -rm -f $(PROGRAMS) - diff --git a/progs/egl/demo3.c b/progs/egl/demo3.c index a6096a257ec..daab62d1738 100644 --- a/progs/egl/demo3.c +++ b/progs/egl/demo3.c @@ -551,7 +551,7 @@ write_ppm(const char *filename, const GLubyte *buffer, int width, int height) } } -#include "../src/egl/main/egldisplay.h" +#include "../../src/egl/main/egldisplay.h" typedef struct fb_display { diff --git a/progs/egl/xeglbindtex.c b/progs/egl/xeglbindtex.c new file mode 100644 index 00000000000..fdd9fe2b87b --- /dev/null +++ b/progs/egl/xeglbindtex.c @@ -0,0 +1,474 @@ +/* + * Simple demo for eglBindTexImage. Based on xegl_tri.c by + * + * Copyright (C) 2008 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. + */ + +/* + * The spec says that eglBindTexImage supports only OpenGL ES context, but this + * demo uses OpenGL context. Keep in mind that this is non-standard. + */ + +#include <math.h> +#include <stdlib.h> +#include <stdio.h> +#include <string.h> +#include <X11/Xlib.h> +#include <X11/Xutil.h> +#include <X11/keysym.h> +#include <GL/gl.h> +#include <EGL/egl.h> + +static EGLDisplay dpy; +static EGLContext ctx_win, ctx_pbuf; +static EGLSurface surf_win, surf_pbuf; +static GLuint tex_pbuf; + +static GLfloat view_rotx = 0.0, view_roty = 0.0, view_rotz = 0.0; +static GLboolean blend = GL_TRUE; +static GLuint color_flow; + +static void +make_pbuffer(int width, int height) +{ + static const EGLint config_attribs[] = { + EGL_RED_SIZE, 8, + EGL_GREEN_SIZE, 8, + EGL_BLUE_SIZE, 8, + EGL_BIND_TO_TEXTURE_RGB, EGL_TRUE, + EGL_NONE + }; + EGLint pbuf_attribs[] = { + EGL_WIDTH, width, + EGL_HEIGHT, height, + EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGB, + EGL_TEXTURE_TARGET, EGL_TEXTURE_2D, + EGL_NONE + }; + EGLConfig config; + EGLint num_configs; + + if (!eglChooseConfig(dpy, config_attribs, &config, 1, &num_configs)) { + printf("Error: couldn't get an EGL visual config for pbuffer\n"); + exit(1); + } + + eglBindAPI(EGL_OPENGL_API); + ctx_pbuf = eglCreateContext(dpy, config, EGL_NO_CONTEXT, NULL ); + surf_pbuf = eglCreatePbufferSurface(dpy, config, pbuf_attribs); + if (surf_pbuf == EGL_NO_SURFACE) { + printf("failed to allocate pbuffer\n"); + exit(1); + } + + glGenTextures(1, &tex_pbuf); +} + +static void +use_pbuffer(void) +{ + static int initialized; + + eglMakeCurrent(dpy, surf_pbuf, surf_pbuf, ctx_pbuf); + if (!initialized) { + EGLint width, height; + GLfloat ar; + + initialized = 1; + + eglQuerySurface(dpy, surf_pbuf, EGL_WIDTH, &width); + eglQuerySurface(dpy, surf_pbuf, EGL_WIDTH, &height); + ar = (GLfloat) width / (GLfloat) height; + + glViewport(0, 0, (GLint) width, (GLint) height); + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glFrustum(-ar, ar, -1, 1, 1.0, 10.0); + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + + /* y-inverted */ + glScalef(1.0, -1.0, 1.0); + + glTranslatef(0.0, 0.0, -5.0); + + glClearColor(0.2, 0.2, 0.2, 0.0); + } +} + +static void +make_window(Display *x_dpy, const char *name, + int x, int y, int width, int height, + Window *winRet) +{ + static const EGLint attribs[] = { + EGL_RED_SIZE, 8, + EGL_GREEN_SIZE, 8, + EGL_BLUE_SIZE, 8, + EGL_ALPHA_SIZE, 8, + EGL_DEPTH_SIZE, 8, + EGL_NONE + }; + + int scrnum; + XSetWindowAttributes attr; + unsigned long mask; + Window root; + Window win; + XVisualInfo *visInfo, visTemplate; + int num_visuals; + EGLConfig config; + EGLint num_configs, vid; + + scrnum = DefaultScreen( x_dpy ); + root = RootWindow( x_dpy, scrnum ); + + if (!eglChooseConfig(dpy, attribs, &config, 1, &num_configs)) { + printf("Error: couldn't get an EGL visual config\n"); + exit(1); + } + + if (!eglGetConfigAttrib(dpy, config, EGL_NATIVE_VISUAL_ID, &vid)) { + printf("Error: eglGetConfigAttrib() failed\n"); + exit(1); + } + + /* The X window visual must match the EGL config */ + visTemplate.visualid = vid; + visInfo = XGetVisualInfo(x_dpy, VisualIDMask, &visTemplate, &num_visuals); + if (!visInfo) { + printf("Error: couldn't get X visual\n"); + exit(1); + } + + /* window attributes */ + attr.background_pixel = 0; + attr.border_pixel = 0; + attr.colormap = XCreateColormap( x_dpy, root, visInfo->visual, AllocNone); + attr.event_mask = StructureNotifyMask | ExposureMask | KeyPressMask; + attr.override_redirect = 0; + mask = CWBackPixel | CWBorderPixel | CWColormap | CWEventMask | CWOverrideRedirect; + + win = XCreateWindow( x_dpy, root, 0, 0, width, height, + 0, visInfo->depth, InputOutput, + visInfo->visual, mask, &attr ); + + /* set hints and properties */ + { + XSizeHints sizehints; + sizehints.x = x; + sizehints.y = y; + sizehints.width = width; + sizehints.height = height; + sizehints.flags = USSize | USPosition; + XSetNormalHints(x_dpy, win, &sizehints); + XSetStandardProperties(x_dpy, win, name, name, + None, (char **)NULL, 0, &sizehints); + } + + eglBindAPI(EGL_OPENGL_API); + ctx_win = eglCreateContext(dpy, config, EGL_NO_CONTEXT, NULL ); + if (!ctx_win) { + printf("Error: glXCreateContext failed\n"); + exit(1); + } + + surf_win = eglCreateWindowSurface(dpy, config, win, NULL); + + XFree(visInfo); + + *winRet = win; +} + +static void +use_window(void) +{ + static int initialized; + + eglMakeCurrent(dpy, surf_win, surf_win, ctx_win); + if (!initialized) { + initialized = 1; + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, tex_pbuf); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } +} + +static void +draw_triangle(void) +{ + static const GLfloat verts[3][2] = { + { -3, -3 }, + { 3, -3 }, + { 0, 3 } + }; + GLfloat colors[3][3] = { + { 1, 0, 0 }, + { 0, 1, 0 }, + { 0, 0, 1 } + }; + GLint i; + + /* flow the color */ + for (i = 0; i < 3; i++) { + GLint first = (i + color_flow / 256) % 3; + GLint second = (first + 1) % 3; + GLint third = (second + 1) % 3; + GLfloat c = (color_flow % 256) / 256.0f; + + c = c * c * c; + colors[i][first] = 1.0f - c; + colors[i][second] = c; + colors[i][third] = 0.0f; + } + + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glVertexPointer(2, GL_FLOAT, 0, verts); + glColorPointer(3, GL_FLOAT, 0, colors); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + + glDrawArrays(GL_TRIANGLES, 0, 3); + + glDisableClientState(GL_VERTEX_ARRAY); + glDisableClientState(GL_COLOR_ARRAY); +} + +static void +draw_textured_cube(void) +{ + static const GLfloat verts[][2] = { + { -4, -4 }, + { 4, -4 }, + { 4, 4 }, + { -4, 4 } + }; + static const GLfloat colors[][4] = { + { 1, 1, 1, 0.5 }, + { 1, 1, 1, 0.5 }, + { 1, 1, 1, 0.5 }, + { 1, 1, 1, 0.5 } + }; + static const GLfloat texs[][2] = { + { 0, 0 }, + { 1, 0 }, + { 1, 1 }, + { 0, 1 } + }; + static const GLfloat xforms[6][4] = { + { 0, 0, 1, 0 }, + { 90, 0, 1, 0 }, + { 180, 0, 1, 0 }, + { 270, 0, 1, 0 }, + { 90, 1, 0, 0 }, + { -90, 1, 0, 0 } + }; + GLint i; + + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + if (blend) { + glDisable(GL_DEPTH_TEST); + glEnable(GL_BLEND); + } else { + glEnable(GL_DEPTH_TEST); + glDisable(GL_BLEND); + } + + glVertexPointer(2, GL_FLOAT, 0, verts); + glColorPointer(4, GL_FLOAT, 0, colors); + glTexCoordPointer(2, GL_FLOAT, 0, texs); + + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + + for (i = 0; i < 6; i++) { + glPushMatrix(); + glRotatef(xforms[i][0], xforms[i][1], xforms[i][2], xforms[i][3]); + glTranslatef(0, 0, 4.1); + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + glPopMatrix(); + } + + glDisableClientState(GL_VERTEX_ARRAY); + glDisableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); +} + +static void +draw(void) +{ + use_pbuffer(); + draw_triangle(); + + use_window(); + + eglBindTexImage(dpy, surf_pbuf, EGL_BACK_BUFFER); + + glPushMatrix(); + glRotatef(view_rotx, 1, 0, 0); + glRotatef(view_roty, 0, 1, 0); + glRotatef(view_rotz, 0, 0, 1); + + draw_textured_cube(); + + glPopMatrix(); + + eglReleaseTexImage(dpy, surf_pbuf, EGL_BACK_BUFFER); +} + +/* new window size or exposure */ +static void +reshape(int width, int height) +{ + GLfloat ar = (GLfloat) width / (GLfloat) height; + + use_window(); + + glViewport(0, 0, (GLint) width, (GLint) height); + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glFrustum(-ar, ar, -1, 1, 5.0, 60.0); + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + glTranslatef(0.0, 0.0, -40.0); +} + +static void +event_loop(Display *x_dpy, Window win) +{ + while (1) { + int redraw = 1; + + if (XPending(x_dpy) > 0) { + XEvent event; + XNextEvent(x_dpy, &event); + + switch (event.type) { + case Expose: + redraw = 1; + break; + case ConfigureNotify: + reshape(event.xconfigure.width, event.xconfigure.height); + break; + case KeyPress: + { + char buffer[10]; + int r, code; + code = XLookupKeysym(&event.xkey, 0); + if (code == XK_Left) { + view_roty += 5.0; + } + else if (code == XK_Right) { + view_roty -= 5.0; + } + else if (code == XK_Up) { + view_rotx += 5.0; + } + else if (code == XK_Down) { + view_rotx -= 5.0; + } + else if (code == XK_b) { + blend = !blend; + } + else { + r = XLookupString(&event.xkey, buffer, sizeof(buffer), + NULL, NULL); + if (buffer[0] == 27) { + /* escape */ + return; + } + } + } + redraw = 1; + break; + default: + ; /*no-op*/ + } + } + + if (redraw) { + view_rotx += 1.0; + view_roty += 2.0; + view_rotz += 1.5; + color_flow += 20; + draw(); + eglSwapBuffers(dpy, surf_win); + } + } +} + +int +main(int argc, char *argv[]) +{ + const int winWidth = 300, winHeight = 300; + Display *x_dpy; + Window win; + char *dpyName = NULL; + EGLint egl_major, egl_minor; + const char *s; + + x_dpy = XOpenDisplay(dpyName); + if (!x_dpy) { + printf("Error: couldn't open display %s\n", + dpyName ? dpyName : getenv("DISPLAY")); + return -1; + } + + dpy = eglGetDisplay(x_dpy); + if (!dpy) { + printf("Error: eglGetDisplay() failed\n"); + return -1; + } + + if (!eglInitialize(dpy, &egl_major, &egl_minor)) { + printf("Error: eglInitialize() failed\n"); + return -1; + } + + s = eglQueryString(dpy, EGL_VERSION); + printf("EGL_VERSION = %s\n", s); + + make_window(x_dpy, "color flow", 0, 0, winWidth, winHeight, &win); + make_pbuffer(winWidth, winHeight); + + XMapWindow(x_dpy, win); + + reshape(winWidth, winHeight); + event_loop(x_dpy, win); + + glDeleteTextures(1, &tex_pbuf); + + eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); + eglTerminate(dpy); + + XDestroyWindow(x_dpy, win); + XCloseDisplay(x_dpy); + + return 0; +} diff --git a/progs/fp/add-sat.txt b/progs/fp/add-sat.txt new file mode 100644 index 00000000000..2253efb0855 --- /dev/null +++ b/progs/fp/add-sat.txt @@ -0,0 +1,6 @@ +!!ARBfp1.0 +TEMP R0; +MOV R0, fragment.color; +ADD_SAT R0, R0, R0; +MUL result.color, {0.5}.x, R0; +END diff --git a/progs/fp/mov-alias.txt b/progs/fp/mov-alias.txt new file mode 100644 index 00000000000..5f04e9c76e2 --- /dev/null +++ b/progs/fp/mov-alias.txt @@ -0,0 +1,6 @@ +!!ARBfp1.0 +TEMP R0; +MOV R0, fragment.color; +MOV R0, R0.zyxw; +MOV result.color, R0; +END diff --git a/progs/fp/mul-alias.txt b/progs/fp/mul-alias.txt new file mode 100644 index 00000000000..cf7d359e780 --- /dev/null +++ b/progs/fp/mul-alias.txt @@ -0,0 +1,6 @@ +!!ARBfp1.0 +TEMP R0; +MOV R0, fragment.color; +MUL R0, R0.zyxw, fragment.color; +MOV result.color, R0; +END diff --git a/progs/glsl/.gitignore b/progs/glsl/.gitignore index 39d90c23ac5..986775bac22 100644 --- a/progs/glsl/.gitignore +++ b/progs/glsl/.gitignore @@ -22,6 +22,7 @@ samplers_array shaderutil.c shaderutil.h shadow_sampler +shtest skinning texaaline texdemo1 diff --git a/progs/glsl/Makefile b/progs/glsl/Makefile index eedd866c957..8928c833c0e 100644 --- a/progs/glsl/Makefile +++ b/progs/glsl/Makefile @@ -10,11 +10,15 @@ LIB_DEP = \ $(TOP)/$(LIB_DIR)/$(GLU_LIB_NAME) \ $(TOP)/$(LIB_DIR)/$(GLUT_LIB_NAME) -LIBS = -L$(TOP)/$(LIB_DIR) -l$(GLUT_LIB) -l$(GLEW_LIB) -l$(GLU_LIB) -l$(GL_LIB) $(APP_LIB_DEPS) +LIBS = -L$(TOP)/$(LIB_DIR) -l$(GLUT_LIB) -l$(GLEW_LIB) -l$(GLU_LIB) \ + -l$(GL_LIB) $(APP_LIB_DEPS) -INCLUDE_DIRS = -I$(TOP)/progs/util +# using : to avoid APP_CC pointing to CC loop +CC := $(APP_CC) +CFLAGS := -I$(INCDIR) $(CFLAGS) +LDLIBS = $(LIBS) -DEMO_SOURCES = \ +PROG_SOURCES = \ array.c \ bitmap.c \ brick.c \ @@ -32,7 +36,9 @@ DEMO_SOURCES = \ pointcoord.c \ points.c \ samplers.c \ + samplers_array.c \ shadow_sampler.c \ + shtest.c \ skinning.c \ texaaline.c \ texdemo1.c \ @@ -52,28 +58,16 @@ UTIL_SOURCES = \ readtex.c UTIL_OBJS = $(UTIL_SOURCES:.c=.o) - - -PROGS = $(DEMO_SOURCES:%.c=%) - - - -##### RULES ##### - -# make .o file from .c file: -.c.o: - $(APP_CC) -c -I$(INCDIR) $(CFLAGS) $< -o $@ - - -# make executable from .o files -.o: - $(APP_CC) $(INCLUDES) $(CFLAGS) $(LDFLAGS) $< $(UTIL_OBJS) $(LIBS) -o $@ - +PROG_OBJS = $(PROG_SOURCES:.c=.o) +PROGS = $(PROG_SOURCES:%.c=%) ##### TARGETS ##### default: $(PROGS) +$(PROG_OBJS): $(UTIL_HEADERS) + +$(PROGS): $(UTIL_OBJS) clean: -rm -f $(PROGS) @@ -83,9 +77,11 @@ clean: -rm -f readtex.* - ##### Extra dependencies +samplers_array.o: samplers.c + $(APP_CC) $(CFLAGS) -DSAMPLERS_ARRAY $< -c -o $@ + extfuncs.h: $(TOP)/progs/util/extfuncs.h cp $< . @@ -101,138 +97,3 @@ shaderutil.c: $(TOP)/progs/util/shaderutil.c shaderutil.h: $(TOP)/progs/util/shaderutil.h cp $< . - - -array.o: $(UTIL_HEADERS) - -array: array.o $(UTIL_OBJS) - - -bitmap.o: $(UTIL_HEADERS) - -bitmap: bitmap.o $(UTIL_OBJS) - - -brick.o: $(UTIL_HEADERS) - -brick: brick.o $(UTIL_OBJS) - - -bump.o: $(UTIL_HEADERS) - -bump: bump.o $(UTIL_OBJS) - - -convolutions.o: $(UTIL_HEADERS) - -convolutions: convolutions.o $(UTIL_OBJS) - - -deriv.o: deriv.c $(UTIL_HEADERS) - -deriv: deriv.o $(UTIL_OBJS) - - -identity.o: $(UTIL_HEADERS) - -identity: identity.o $(UTIL_OBJS) - - -fragcoord.o: $(UTIL_HEADERS) - -fragcoord: fragcoord.o $(UTIL_OBJS) - - -linktest.o: $(UTIL_HEADERS) - -linktest: linktest.o $(UTIL_OBJS) - - -mandelbrot.o: $(UTIL_HEADERS) - -mandelbrot: mandelbrot.o $(UTIL_OBJS) - - -multinoise.o: $(UTIL_HEADERS) - -multinoise: multinoise.o $(UTIL_OBJS) - - -multitex.o: $(UTIL_HEADERS) - -multitex: multitex.o $(UTIL_OBJS) - - -noise.o: $(UTIL_HEADERS) - -noise: noise.o $(UTIL_OBJS) - - -noise2.o: $(UTIL_HEADERS) - -noise2: noise2.o $(UTIL_OBJS) - - -points.o: $(UTIL_HEADERS) - -points: points.o $(UTIL_OBJS) - - -pointcoord.o: $(UTIL_HEADERS) - -pointcoord: pointcoord.o $(UTIL_OBJS) - - -samplers.o: $(UTIL_HEADERS) - -samplers: samplers.o $(UTIL_OBJS) - - -samplers_array.o: $(UTIL_HEADERS) - -samplers_array: samplers_array.o $(UTIL_OBJS) - - -shadow_sampler.o: $(UTIL_HEADERS) - -shadow_sampler: shadow_sampler.o $(UTIL_OBJS) - - -skinning.o: $(UTIL_HEADERS) - -skinning: skinning.o $(UTIL_OBJS) - - -texaaline.o: $(UTIL_HEADERS) - -texaaline: texaaline.o $(UTIL_OBJS) - - -texdemo1.o: $(UTIL_HEADERS) - -texdemo1: texdemo1.o $(UTIL_OBJS) - - -toyball.o: $(UTIL_HEADERS) - -toyball: toyball.o $(UTIL_OBJS) - - -twoside.o: $(UTIL_HEADERS) - -twoside: twoside.o $(UTIL_OBJS) - - -trirast.o: $(UTIL_HEADERS) - -trirast: trirast.o $(UTIL_OBJS) - - -vert-or-frag-only.o: $(UTIL_HEADERS) - -vert-or-frag-only: vert-or-frag-only.o $(UTIL_OBJS) - - -vert-tex.o: $(UTIL_HEADERS) - -vert-tex: vert-tex.o $(UTIL_OBJS) diff --git a/progs/glsl/brick.c b/progs/glsl/brick.c index 1d08b231e7e..20417aa4626 100644 --- a/progs/glsl/brick.c +++ b/progs/glsl/brick.c @@ -24,12 +24,12 @@ static GLuint program; static struct uniform_info Uniforms[] = { /* vert */ - { "LightPosition", 3, GL_FLOAT, { 0.1, 0.1, 9.0, 0}, -1 }, + { "LightPosition", 1, GL_FLOAT_VEC3, { 0.1, 0.1, 9.0, 0}, -1 }, /* frag */ - { "BrickColor", 3, GL_FLOAT, { 0.8, 0.2, 0.2, 0 }, -1 }, - { "MortarColor", 3, GL_FLOAT, { 0.6, 0.6, 0.6, 0 }, -1 }, - { "BrickSize", 2, GL_FLOAT, { 1.0, 0.3, 0, 0 }, -1 }, - { "BrickPct", 2, GL_FLOAT, { 0.9, 0.8, 0, 0 }, -1 }, + { "BrickColor", 1, GL_FLOAT_VEC3, { 0.8, 0.2, 0.2, 0 }, -1 }, + { "MortarColor", 1, GL_FLOAT_VEC3, { 0.6, 0.6, 0.6, 0 }, -1 }, + { "BrickSize", 1, GL_FLOAT_VEC2, { 1.0, 0.3, 0, 0 }, -1 }, + { "BrickPct", 1, GL_FLOAT_VEC2, { 0.9, 0.8, 0, 0 }, -1 }, END_OF_UNIFORMS }; @@ -148,7 +148,8 @@ Init(void) glUseProgram(program); - InitUniforms(program, Uniforms); + SetUniformValues(program, Uniforms); + PrintUniforms(Uniforms); assert(glGetError() == 0); @@ -183,7 +184,6 @@ int main(int argc, char *argv[]) { glutInit(&argc, argv); - glutInitWindowPosition( 0, 0); glutInitWindowSize(400, 400); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); win = glutCreateWindow(argv[0]); diff --git a/progs/glsl/brick.shtest b/progs/glsl/brick.shtest new file mode 100644 index 00000000000..8a2152692eb --- /dev/null +++ b/progs/glsl/brick.shtest @@ -0,0 +1,8 @@ +vs CH06-brick.vert +fs CH06-brick.frag +uniform LightPosition GL_FLOAT_VEC3 0.1 0.1 9.0 +uniform BrickColor GL_FLOAT_VEC3 0.8 0.2 0.2 +uniform MortarColor GL_FLOAT_VEC3 0.6 0.6 0.6 +uniform BrickSize GL_FLOAT_VEC2 1.0 0.3 +uniform BrickPct GL_FLOAT_VEC2 0.9 0.8 + diff --git a/progs/glsl/bump.c b/progs/glsl/bump.c index ddb986abcb5..87669aec736 100644 --- a/progs/glsl/bump.c +++ b/progs/glsl/bump.c @@ -24,11 +24,11 @@ static GLuint program; static struct uniform_info Uniforms[] = { - { "LightPosition", 3, GL_FLOAT, { 0.57737, 0.57735, 0.57735, 0.0 }, -1 }, - { "SurfaceColor", 3, GL_FLOAT, { 0.8, 0.8, 0.2, 0 }, -1 }, - { "BumpDensity", 1, GL_FLOAT, { 10.0, 0, 0, 0 }, -1 }, - { "BumpSize", 1, GL_FLOAT, { 0.125, 0, 0, 0 }, -1 }, - { "SpecularFactor", 1, GL_FLOAT, { 0.5, 0, 0, 0 }, -1 }, + { "LightPosition", 1, GL_FLOAT_VEC3, { 0.57737, 0.57735, 0.57735, 0.0 }, -1 }, + { "SurfaceColor", 1, GL_FLOAT_VEC3, { 0.8, 0.8, 0.2, 0 }, -1 }, + { "BumpDensity", 1, GL_FLOAT, { 10.0, 0, 0, 0 }, -1 }, + { "BumpSize", 1, GL_FLOAT, { 0.125, 0, 0, 0 }, -1 }, + { "SpecularFactor", 1, GL_FLOAT, { 0.5, 0, 0, 0 }, -1 }, END_OF_UNIFORMS }; @@ -242,7 +242,8 @@ Init(void) CheckError(__LINE__); - InitUniforms(program, Uniforms); + SetUniformValues(program, Uniforms); + PrintUniforms(Uniforms); CheckError(__LINE__); @@ -280,7 +281,6 @@ int main(int argc, char *argv[]) { glutInit(&argc, argv); - glutInitWindowPosition( 0, 0); glutInitWindowSize(400, 400); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); win = glutCreateWindow(argv[0]); diff --git a/progs/glsl/convolutions.c b/progs/glsl/convolutions.c index 22ce7edcdc5..c2fb76e1aa5 100644 --- a/progs/glsl/convolutions.c +++ b/progs/glsl/convolutions.c @@ -448,7 +448,6 @@ int main(int argc, char **argv) { glutInit(&argc, argv); - glutInitWindowPosition(0, 0); glutInitWindowSize(400, 400); glutInitDisplayMode(GLUT_RGB | GLUT_ALPHA | GLUT_DOUBLE); diff --git a/progs/glsl/deriv.c b/progs/glsl/deriv.c index 9cf1e40e3e6..265a5157154 100644 --- a/progs/glsl/deriv.c +++ b/progs/glsl/deriv.c @@ -220,7 +220,6 @@ int main(int argc, char *argv[]) { glutInit(&argc, argv); - glutInitWindowPosition( 0, 0); glutInitWindowSize(200, 200); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); win = glutCreateWindow(argv[0]); diff --git a/progs/glsl/fragcoord.c b/progs/glsl/fragcoord.c index 9f56a038c96..3dfcec87a56 100644 --- a/progs/glsl/fragcoord.c +++ b/progs/glsl/fragcoord.c @@ -166,7 +166,6 @@ int main(int argc, char *argv[]) { glutInit(&argc, argv); - glutInitWindowPosition( 0, 0); glutInitWindowSize(WinWidth, WinHeight); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE); win = glutCreateWindow(argv[0]); diff --git a/progs/glsl/identity.c b/progs/glsl/identity.c index a772ccd716c..526e9b82c10 100644 --- a/progs/glsl/identity.c +++ b/progs/glsl/identity.c @@ -187,7 +187,6 @@ int main(int argc, char *argv[]) { glutInit(&argc, argv); - glutInitWindowPosition( 0, 0); glutInitWindowSize(200, 200); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); win = glutCreateWindow(argv[0]); diff --git a/progs/glsl/mandelbrot.c b/progs/glsl/mandelbrot.c index 38dffc3e741..b05ef37fae1 100644 --- a/progs/glsl/mandelbrot.c +++ b/progs/glsl/mandelbrot.c @@ -25,7 +25,7 @@ static GLuint program; static struct uniform_info Uniforms[] = { /* vert */ - { "LightPosition", 3, GL_FLOAT, { 0.1, 0.1, 9.0, 0}, -1 }, + { "LightPosition", 1, GL_FLOAT_VEC3, { 0.1, 0.1, 9.0, 0}, -1 }, { "SpecularContribution", 1, GL_FLOAT, { 0.5, 0, 0, 0 }, -1 }, { "DiffuseContribution", 1, GL_FLOAT, { 0.5, 0, 0, 0 }, -1 }, { "Shininess", 1, GL_FLOAT, { 20.0, 0, 0, 0 }, -1 }, @@ -34,9 +34,9 @@ static struct uniform_info Uniforms[] = { { "Zoom", 1, GL_FLOAT, { 0.125, 0, 0, 0 }, -1 }, { "Xcenter", 1, GL_FLOAT, { -1.5, 0, 0, 0 }, -1 }, { "Ycenter", 1, GL_FLOAT, { .005, 0, 0, 0 }, -1 }, - { "InnerColor", 3, GL_FLOAT, { 1, 0, 0, 0 }, -1 }, - { "OuterColor1", 3, GL_FLOAT, { 0, 1, 0, 0 }, -1 }, - { "OuterColor2", 3, GL_FLOAT, { 0, 0, 1, 0 }, -1 }, + { "InnerColor", 1, GL_FLOAT_VEC3, { 1, 0, 0, 0 }, -1 }, + { "OuterColor1", 1, GL_FLOAT_VEC3, { 0, 1, 0, 0 }, -1 }, + { "OuterColor2", 1, GL_FLOAT_VEC3, { 0, 0, 1, 0 }, -1 }, END_OF_UNIFORMS }; @@ -159,7 +159,8 @@ Init(void) glUseProgram(program); - InitUniforms(program, Uniforms); + SetUniformValues(program, Uniforms); + PrintUniforms(Uniforms); uZoom = glGetUniformLocation(program, "Zoom"); uXcenter = glGetUniformLocation(program, "Xcenter"); @@ -198,7 +199,6 @@ int main(int argc, char *argv[]) { glutInit(&argc, argv); - glutInitWindowPosition( 0, 0); glutInitWindowSize(400, 400); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); win = glutCreateWindow(argv[0]); diff --git a/progs/glsl/mandelbrot.shtest b/progs/glsl/mandelbrot.shtest new file mode 100644 index 00000000000..4f4e5c747ea --- /dev/null +++ b/progs/glsl/mandelbrot.shtest @@ -0,0 +1,13 @@ +vs CH18-mandel.vert +fs CH18-mandel.frag +uniform LightPosition GL_FLOAT_VEC3 0.1 0.1 9.0 +uniform SpecularContribution GL_FLOAT 0.5 +uniform DiffuseContribution GL_FLOAT 0.5 +uniform Shininess GL_FLOAT 20.0 +uniform Iterations GL_FLOAT 12 +uniform Zoom GL_FLOAT 0.125 +uniform Xcenter GL_FLOAT -1.5 +uniform Ycenter GL_FLOAT .005 +uniform InnerColor GL_FLOAT_VEC3 1 0 0 +uniform OuterColor1 GL_FLOAT_VEC3 0 1 0 +uniform OuterColor2 GL_FLOAT_VEC3 0 0 1 diff --git a/progs/glsl/multinoise.c b/progs/glsl/multinoise.c index 0afe2308012..0d4026e29cf 100644 --- a/progs/glsl/multinoise.c +++ b/progs/glsl/multinoise.c @@ -262,7 +262,6 @@ int main(int argc, char *argv[]) { glutInit(&argc, argv); - glutInitWindowPosition( 0, 0); glutInitWindowSize(400, 400); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); win = glutCreateWindow(argv[0]); diff --git a/progs/glsl/multitex.c b/progs/glsl/multitex.c index 5e971716add..bf46fd5210e 100644 --- a/progs/glsl/multitex.c +++ b/progs/glsl/multitex.c @@ -59,8 +59,8 @@ static GLint VertCoord_attr = -1, TexCoord0_attr = -1, TexCoord1_attr = -1; /* value[0] = tex unit */ static struct uniform_info Uniforms[] = { - { "tex1", 1, GL_INT, { 0, 0, 0, 0 }, -1 }, - { "tex2", 1, GL_INT, { 1, 0, 0, 0 }, -1 }, + { "tex1", 1, GL_SAMPLER_2D, { 0, 0, 0, 0 }, -1 }, + { "tex2", 1, GL_SAMPLER_2D, { 1, 0, 0, 0 }, -1 }, END_OF_UNIFORMS }; @@ -134,7 +134,7 @@ DrawPolygonArray(void) if (VertCoord_attr >= 0) { glVertexAttribPointer(VertCoord_attr, 2, GL_FLOAT, GL_FALSE, - 0, VertCoords); + 0, vertPtr); glEnableVertexAttribArray(VertCoord_attr); } else { @@ -143,11 +143,11 @@ DrawPolygonArray(void) } glVertexAttribPointer(TexCoord0_attr, 2, GL_FLOAT, GL_FALSE, - 0, Tex0Coords); + 0, tex0Ptr); glEnableVertexAttribArray(TexCoord0_attr); glVertexAttribPointer(TexCoord1_attr, 2, GL_FLOAT, GL_FALSE, - 0, Tex1Coords); + 0, tex1Ptr); glEnableVertexAttribArray(TexCoord1_attr); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); @@ -328,7 +328,10 @@ CreateProgram(const char *vertProgFile, const char *fragProgFile, glUseProgram(program); - InitUniforms(program, uniforms); + SetUniformValues(program, uniforms); + PrintUniforms(Uniforms); + + assert(ValidateShaderProgram(program)); VertCoord_attr = glGetAttribLocation(program, "VertCoord"); if (VertCoord_attr > 0) { diff --git a/progs/glsl/multitex.shtest b/progs/glsl/multitex.shtest new file mode 100644 index 00000000000..4b7c3fd4a5f --- /dev/null +++ b/progs/glsl/multitex.shtest @@ -0,0 +1,6 @@ +vs multitex.vert +fs multitex.frag +texture 0 2D ../images/tile.rgb +texture 1 2D ../images/tree2.rgba +uniform tex1 GL_SAMPLER_2D 0 +uniform tex2 GL_SAMPLER_2D 1 diff --git a/progs/glsl/noise.c b/progs/glsl/noise.c index 59f594e78bf..fdab263ea6a 100644 --- a/progs/glsl/noise.c +++ b/progs/glsl/noise.c @@ -35,8 +35,8 @@ static const char *FragShaderText = static struct uniform_info Uniforms[] = { - { "Scale", 4, GL_FLOAT, { 0.5, 0.4, 0.0, 0}, -1 }, - { "Bias", 4, GL_FLOAT, { 0.5, 0.3, 0.0, 0}, -1 }, + { "Scale", 1, GL_FLOAT_VEC4, { 0.5, 0.4, 0.0, 0}, -1 }, + { "Bias", 1, GL_FLOAT_VEC4, { 0.5, 0.3, 0.0, 0}, -1 }, { "Slice", 1, GL_FLOAT, { 0.5, 0, 0, 0}, -1 }, END_OF_UNIFORMS }; @@ -179,7 +179,8 @@ Init(void) glUseProgram(program); - InitUniforms(program, Uniforms); + SetUniformValues(program, Uniforms); + PrintUniforms(Uniforms); assert(glGetError() == 0); @@ -199,7 +200,6 @@ int main(int argc, char *argv[]) { glutInit(&argc, argv); - glutInitWindowPosition( 0, 0); glutInitWindowSize(400, 400); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); win = glutCreateWindow(argv[0]); diff --git a/progs/glsl/noise2.c b/progs/glsl/noise2.c index e972b62673f..7a28f09947c 100644 --- a/progs/glsl/noise2.c +++ b/progs/glsl/noise2.c @@ -186,7 +186,6 @@ static void Init (void) int main (int argc, char *argv[]) { glutInit (&argc, argv); - glutInitWindowPosition ( 0, 0); glutInitWindowSize (200, 200); glutInitDisplayMode (GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutCreateWindow (argv[0]); diff --git a/progs/glsl/pointcoord.c b/progs/glsl/pointcoord.c index 27b73a05dee..5dced6fac3a 100644 --- a/progs/glsl/pointcoord.c +++ b/progs/glsl/pointcoord.c @@ -187,7 +187,6 @@ int main(int argc, char *argv[]) { glutInit(&argc, argv); - glutInitWindowPosition( 0, 0); glutInitWindowSize(WinWidth, WinHeight); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE); win = glutCreateWindow(argv[0]); diff --git a/progs/glsl/samplers.c b/progs/glsl/samplers.c index 113e5bbeff1..87dad5d8575 100644 --- a/progs/glsl/samplers.c +++ b/progs/glsl/samplers.c @@ -211,10 +211,18 @@ InitTextures(void) for (y = 0; y < stripeSize; y++) { for (x = 0; x < size; x++) { GLint k = 4 * ((ypos + y) * size + x); - texImage[k + 0] = intensity; - texImage[k + 1] = intensity; - texImage[k + 2] = 0; - texImage[k + 3] = 255; + if (x < size / 2) { + texImage[k + 0] = intensity; + texImage[k + 1] = intensity; + texImage[k + 2] = 0; + texImage[k + 3] = 255; + } + else { + texImage[k + 0] = 255 - intensity; + texImage[k + 1] = 0; + texImage[k + 2] = 0; + texImage[k + 3] = 255; + } } } diff --git a/progs/glsl/shadow_sampler.c b/progs/glsl/shadow_sampler.c index 0a4d04dd8cf..0adc9d88ba4 100644 --- a/progs/glsl/shadow_sampler.c +++ b/progs/glsl/shadow_sampler.c @@ -321,7 +321,6 @@ int main(int argc, char *argv[]) { glutInit(&argc, argv); - glutInitWindowPosition( 0, 0); glutInitWindowSize(400, 300); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE); win = glutCreateWindow(argv[0]); diff --git a/progs/glsl/shtest.c b/progs/glsl/shtest.c new file mode 100644 index 00000000000..628a7dd5b98 --- /dev/null +++ b/progs/glsl/shtest.c @@ -0,0 +1,709 @@ +/* + * Simple shader test harness. + * Brian Paul + * 13 Aug 2009 + * + * Usage: + * shtest --vs vertShaderFile --fs fragShaderFile + * + * In this case the given vertex/frag shaders are read and compiled. + * Random values are assigned to the uniforms. + * + * or: + * shtest configFile + * + * In this case a config file is read that specifies the file names + * of the shaders plus initial values for uniforms. + * + * Example config file: + * + * vs shader.vert + * fs shader.frag + * uniform pi 3.14159 + * uniform v1 1.0 0.5 0.2 0.3 + * texture 0 2D texture0.rgb + * texture 1 CUBE texture1.rgb + * texture 2 RECT texture2.rgb + * + */ + + +#include <assert.h> +#include <string.h> +#include <stdio.h> +#include <stdlib.h> +#include <string.h> +#include <math.h> +#include <GL/glew.h> +#include <GL/glu.h> +#include <GL/glut.h> +#include "shaderutil.h" +#include "readtex.h" + + +typedef enum +{ + SPHERE, + CUBE, + NUM_SHAPES +} shape; + + +static char *FragShaderFile = NULL; +static char *VertShaderFile = NULL; +static char *ConfigFile = NULL; + +/* program/shader objects */ +static GLuint fragShader; +static GLuint vertShader; +static GLuint Program; + + +#define MAX_UNIFORMS 100 +static struct uniform_info Uniforms[MAX_UNIFORMS]; +static GLuint NumUniforms = 0; + + +#define MAX_ATTRIBS 100 +static struct attrib_info Attribs[MAX_ATTRIBS]; +static GLuint NumAttribs = 0; + + +/** + * Config file info. + */ +struct config_file +{ + struct name_value + { + char name[100]; + float value[4]; + int type; + } uniforms[100]; + + int num_uniforms; +}; + + +static GLint win = 0; +static GLboolean Anim = GL_FALSE; +static GLfloat TexRot = 0.0; +static GLfloat xRot = 0.0f, yRot = 0.0f, zRot = 0.0f; +static shape Object = SPHERE; + + +static float +RandomFloat(float min, float max) +{ + int k = rand() % 10000; + float x = min + (max - min) * k / 10000.0; + return x; +} + + +/** Set new random values for uniforms */ +static void +RandomUniformValues(void) +{ + GLuint i; + for (i = 0; i < NumUniforms; i++) { + switch (Uniforms[i].type) { + case GL_FLOAT: + Uniforms[i].value[0] = RandomFloat(0.0, 1.0); + break; + case GL_SAMPLER_1D: + case GL_SAMPLER_2D: + case GL_SAMPLER_3D: + case GL_SAMPLER_CUBE: + case GL_SAMPLER_2D_RECT_ARB: + /* don't change sampler values - random values are bad */ + break; + default: + Uniforms[i].value[0] = RandomFloat(-1.0, 2.0); + Uniforms[i].value[1] = RandomFloat(-1.0, 2.0); + Uniforms[i].value[2] = RandomFloat(-1.0, 2.0); + Uniforms[i].value[3] = RandomFloat(-1.0, 2.0); + } + } +} + + +static void +Idle(void) +{ + yRot += 2.0; + if (yRot > 360.0) + yRot -= 360.0; + glutPostRedisplay(); +} + + + +static void +SquareVertex(GLfloat s, GLfloat t, GLfloat size) +{ + GLfloat x = -size + s * 2.0 * size; + GLfloat y = -size + t * 2.0 * size; + GLuint i; + + glMultiTexCoord2f(GL_TEXTURE0, s, t); + glMultiTexCoord2f(GL_TEXTURE1, s, t); + glMultiTexCoord2f(GL_TEXTURE2, s, t); + glMultiTexCoord2f(GL_TEXTURE3, s, t); + + /* assign (s,t) to the generic attributes */ + for (i = 0; i < NumAttribs; i++) { + if (Attribs[i].location >= 0) { + glVertexAttrib2f(Attribs[i].location, s, t); + } + } + + glVertex2f(x, y); +} + + +/* + * Draw a square, specifying normal and tangent vectors. + */ +static void +Square(GLfloat size) +{ + GLint tangentAttrib = 1; + glNormal3f(0, 0, 1); + glVertexAttrib3f(tangentAttrib, 1, 0, 0); + glBegin(GL_POLYGON); +#if 1 + SquareVertex(0, 0, size); + SquareVertex(1, 0, size); + SquareVertex(1, 1, size); + SquareVertex(0, 1, size); +#else + glTexCoord2f(0, 0); glVertex2f(-size, -size); + glTexCoord2f(1, 0); glVertex2f( size, -size); + glTexCoord2f(1, 1); glVertex2f( size, size); + glTexCoord2f(0, 1); glVertex2f(-size, size); +#endif + glEnd(); +} + + +static void +Cube(GLfloat size) +{ + /* +X */ + glPushMatrix(); + glRotatef(90, 0, 1, 0); + glTranslatef(0, 0, size); + Square(size); + glPopMatrix(); + + /* -X */ + glPushMatrix(); + glRotatef(-90, 0, 1, 0); + glTranslatef(0, 0, size); + Square(size); + glPopMatrix(); + + /* +Y */ + glPushMatrix(); + glRotatef(90, 1, 0, 0); + glTranslatef(0, 0, size); + Square(size); + glPopMatrix(); + + /* -Y */ + glPushMatrix(); + glRotatef(-90, 1, 0, 0); + glTranslatef(0, 0, size); + Square(size); + glPopMatrix(); + + + /* +Z */ + glPushMatrix(); + glTranslatef(0, 0, size); + Square(size); + glPopMatrix(); + + /* -Z */ + glPushMatrix(); + glRotatef(180, 0, 1, 0); + glTranslatef(0, 0, size); + Square(size); + glPopMatrix(); +} + + +static void +Sphere(GLfloat radius, GLint slices, GLint stacks) +{ + static GLUquadricObj *q = NULL; + + if (!q) { + q = gluNewQuadric(); + gluQuadricDrawStyle(q, GLU_FILL); + gluQuadricNormals(q, GLU_SMOOTH); + gluQuadricTexture(q, GL_TRUE); + } + + gluSphere(q, radius, slices, stacks); +} + + +static void +Redisplay(void) +{ + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glPushMatrix(); + glRotatef(xRot, 1.0f, 0.0f, 0.0f); + glRotatef(yRot, 0.0f, 1.0f, 0.0f); + glRotatef(zRot, 0.0f, 0.0f, 1.0f); + + glMatrixMode(GL_TEXTURE); + glLoadIdentity(); + glRotatef(TexRot, 0.0f, 1.0f, 0.0f); + glMatrixMode(GL_MODELVIEW); + + if (Object == SPHERE) { + Sphere(2.5, 20, 10); + } + else if (Object == CUBE) { + Cube(2.0); + } + + glPopMatrix(); + + glutSwapBuffers(); +} + + +static void +Reshape(int width, int height) +{ + glViewport(0, 0, width, height); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + glTranslatef(0.0f, 0.0f, -15.0f); +} + + +static void +CleanUp(void) +{ + glDeleteShader(fragShader); + glDeleteShader(vertShader); + glDeleteProgram(Program); + glutDestroyWindow(win); +} + + +static void +Key(unsigned char key, int x, int y) +{ + const GLfloat step = 2.0; + (void) x; + (void) y; + + switch(key) { + case 'a': + Anim = !Anim; + if (Anim) + glutIdleFunc(Idle); + else + glutIdleFunc(NULL); + break; + case 'z': + zRot += step; + break; + case 'Z': + zRot -= step; + break; + case 'o': + Object = (Object + 1) % NUM_SHAPES; + break; + case 'r': + RandomUniformValues(); + SetUniformValues(Program, Uniforms); + PrintUniforms(Uniforms); + break; + case 27: + CleanUp(); + exit(0); + break; + } + glutPostRedisplay(); +} + + +static void +SpecialKey(int key, int x, int y) +{ + const GLfloat step = 2.0; + + (void) x; + (void) y; + + switch(key) { + case GLUT_KEY_UP: + xRot += step; + break; + case GLUT_KEY_DOWN: + xRot -= step; + break; + case GLUT_KEY_LEFT: + yRot -= step; + break; + case GLUT_KEY_RIGHT: + yRot += step; + break; + } + glutPostRedisplay(); +} + + +static void +InitUniforms(const struct config_file *conf, + struct uniform_info uniforms[]) +{ + int i; + + for (i = 0; i < conf->num_uniforms; i++) { + int j; + for (j = 0; uniforms[j].name; j++) { + if (strcmp(uniforms[j].name, conf->uniforms[i].name) == 0) { + uniforms[j].type = conf->uniforms[i].type; + uniforms[j].value[0] = conf->uniforms[i].value[0]; + uniforms[j].value[1] = conf->uniforms[i].value[1]; + uniforms[j].value[2] = conf->uniforms[i].value[2]; + uniforms[j].value[3] = conf->uniforms[i].value[3]; + } + } + } +} + + +static void +LoadTexture(GLint unit, GLenum target, const char *texFileName) +{ + GLint imgWidth, imgHeight; + GLenum imgFormat; + GLubyte *image = NULL; + GLuint tex; + GLenum filter = GL_LINEAR; + GLenum objTarget; + + image = LoadRGBImage(texFileName, &imgWidth, &imgHeight, &imgFormat); + if (!image) { + printf("Couldn't read %s\n", texFileName); + exit(1); + } + + printf("Load Texture: unit %d, target 0x%x: %s %d x %d\n", + unit, target, texFileName, imgWidth, imgHeight); + + if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && + target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) { + objTarget = GL_TEXTURE_CUBE_MAP; + } + else { + objTarget = target; + } + + glActiveTexture(GL_TEXTURE0 + unit); + glGenTextures(1, &tex); + glBindTexture(objTarget, tex); + + if (target == GL_TEXTURE_3D) { + /* depth=1 */ + gluBuild3DMipmaps(target, 4, imgWidth, imgHeight, 1, + imgFormat, GL_UNSIGNED_BYTE, image); + } + else if (target == GL_TEXTURE_1D) { + gluBuild1DMipmaps(target, 4, imgWidth, + imgFormat, GL_UNSIGNED_BYTE, image); + } + else { + gluBuild2DMipmaps(target, 4, imgWidth, imgHeight, + imgFormat, GL_UNSIGNED_BYTE, image); + } + + free(image); + + glTexParameteri(objTarget, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(objTarget, GL_TEXTURE_WRAP_T, GL_REPEAT); + glTexParameteri(objTarget, GL_TEXTURE_MIN_FILTER, filter); + glTexParameteri(objTarget, GL_TEXTURE_MAG_FILTER, filter); +} + + +static GLenum +TypeFromName(const char *n) +{ + static const struct { + const char *name; + GLenum type; + } types[] = { + { "GL_FLOAT", GL_FLOAT }, + { "GL_FLOAT_VEC2", GL_FLOAT_VEC2 }, + { "GL_FLOAT_VEC3", GL_FLOAT_VEC3 }, + { "GL_FLOAT_VEC4", GL_FLOAT_VEC4 }, + { "GL_INT", GL_INT }, + { "GL_INT_VEC2", GL_INT_VEC2 }, + { "GL_INT_VEC3", GL_INT_VEC3 }, + { "GL_INT_VEC4", GL_INT_VEC4 }, + { "GL_SAMPLER_1D", GL_SAMPLER_1D }, + { "GL_SAMPLER_2D", GL_SAMPLER_2D }, + { "GL_SAMPLER_3D", GL_SAMPLER_3D }, + { "GL_SAMPLER_CUBE", GL_SAMPLER_CUBE }, + { "GL_SAMPLER_2D_RECT", GL_SAMPLER_2D_RECT_ARB }, + { NULL, 0 } + }; + GLuint i; + + for (i = 0; types[i].name; i++) { + if (strcmp(types[i].name, n) == 0) + return types[i].type; + } + abort(); + return GL_NONE; +} + + + +/** + * Read a config file. + */ +static void +ReadConfigFile(const char *filename, struct config_file *conf) +{ + char line[1000]; + FILE *f; + + f = fopen(filename, "r"); + if (!f) { + fprintf(stderr, "Unable to open config file %s\n", filename); + exit(1); + } + + conf->num_uniforms = 0; + + /* ugly but functional parser */ + while (!feof(f)) { + fgets(line, sizeof(line), f); + if (!feof(f) && line[0]) { + if (strncmp(line, "vs ", 3) == 0) { + VertShaderFile = strdup(line + 3); + VertShaderFile[strlen(VertShaderFile) - 1] = 0; + } + else if (strncmp(line, "fs ", 3) == 0) { + FragShaderFile = strdup(line + 3); + FragShaderFile[strlen(FragShaderFile) - 1] = 0; + } + else if (strncmp(line, "texture ", 8) == 0) { + char target[100], texFileName[100]; + int unit, k; + k = sscanf(line + 8, "%d %s %s", &unit, target, texFileName); + assert(k == 3 || k == 8); + if (strcmp(target, "CUBE") == 0) { + char texFileNames[6][100]; + k = sscanf(line + 8, "%d %s %s %s %s %s %s %s", + &unit, target, + texFileNames[0], + texFileNames[1], + texFileNames[2], + texFileNames[3], + texFileNames[4], + texFileNames[5]); + LoadTexture(unit, GL_TEXTURE_CUBE_MAP_POSITIVE_X, texFileNames[0]); + LoadTexture(unit, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, texFileNames[1]); + LoadTexture(unit, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, texFileNames[2]); + LoadTexture(unit, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, texFileNames[3]); + LoadTexture(unit, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, texFileNames[4]); + LoadTexture(unit, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, texFileNames[5]); + } + else if (!strcmp(target, "2D")) { + LoadTexture(unit, GL_TEXTURE_2D, texFileName); + } + else if (!strcmp(target, "3D")) { + LoadTexture(unit, GL_TEXTURE_3D, texFileName); + } + else if (!strcmp(target, "RECT")) { + LoadTexture(unit, GL_TEXTURE_RECTANGLE_ARB, texFileName); + } + else { + printf("Bad texture target: %s\n", target); + exit(1); + } + } + else if (strncmp(line, "uniform ", 8) == 0) { + char name[1000], typeName[100]; + int k; + float v1 = 0.0F, v2 = 0.0F, v3 = 0.0F, v4 = 0.0F; + GLenum type; + + k = sscanf(line + 8, "%s %s %f %f %f %f", name, typeName, + &v1, &v2, &v3, &v4); + + type = TypeFromName(typeName); + + strcpy(conf->uniforms[conf->num_uniforms].name, name); + conf->uniforms[conf->num_uniforms].value[0] = v1; + conf->uniforms[conf->num_uniforms].value[1] = v2; + conf->uniforms[conf->num_uniforms].value[2] = v3; + conf->uniforms[conf->num_uniforms].value[3] = v4; + conf->uniforms[conf->num_uniforms].type = type; + conf->num_uniforms++; + } + else { + if (strlen(line) > 1) { + fprintf(stderr, "syntax error in: %s\n", line); + break; + } + } + } + } + + fclose(f); +} + + +static void +Init(void) +{ + GLdouble vertTime, fragTime, linkTime; + struct config_file config; + + memset(&config, 0, sizeof(config)); + + if (ConfigFile) + ReadConfigFile(ConfigFile, &config); + + if (!VertShaderFile) { + fprintf(stderr, "Error: no vertex shader\n"); + exit(1); + } + + if (!FragShaderFile) { + fprintf(stderr, "Error: no fragment shader\n"); + exit(1); + } + + if (!ShadersSupported()) + exit(1); + + vertShader = CompileShaderFile(GL_VERTEX_SHADER, VertShaderFile); + vertTime = GetShaderCompileTime(); + fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragShaderFile); + fragTime = GetShaderCompileTime(); + + Program = LinkShaders(vertShader, fragShader); + linkTime = GetShaderLinkTime(); + + printf("Read vert shader %s\n", VertShaderFile); + printf("Read frag shader %s\n", FragShaderFile); + + printf("Time to compile vertex shader: %fs\n", vertTime); + printf("Time to compile fragment shader: %fs\n", fragTime); + printf("Time to link shaders: %fs\n", linkTime); + + assert(ValidateShaderProgram(Program)); + + glUseProgram(Program); + + NumUniforms = GetUniforms(Program, Uniforms); + if (config.num_uniforms) { + InitUniforms(&config, Uniforms); + } + else { + RandomUniformValues(); + } + SetUniformValues(Program, Uniforms); + PrintUniforms(Uniforms); + + NumAttribs = GetAttribs(Program, Attribs); + PrintAttribs(Attribs); + + //assert(glGetError() == 0); + + glClearColor(0.4f, 0.4f, 0.8f, 0.0f); + + glEnable(GL_DEPTH_TEST); + + glColor3f(1, 0, 0); +} + + +static void +Keys(void) +{ + printf("Keyboard:\n"); + printf(" a Animation toggle\n"); + printf(" r Randomize uniform values\n"); + printf(" o Change object\n"); + printf(" arrows Rotate object\n"); + printf(" ESC Exit\n"); +} + + +static void +Usage(void) +{ + printf("Usage:\n"); + printf(" shtest config.shtest\n"); + printf(" Run w/ given config file.\n"); + printf(" shtest --vs vertShader --fs fragShader\n"); + printf(" Load/compile given shaders.\n"); +} + + +static void +ParseOptions(int argc, char *argv[]) +{ + int i; + + if (argc == 1) { + Usage(); + exit(1); + } + + for (i = 1; i < argc; i++) { + if (strcmp(argv[i], "--fs") == 0) { + FragShaderFile = argv[i+1]; + i++; + } + else if (strcmp(argv[i], "--vs") == 0) { + VertShaderFile = argv[i+1]; + i++; + } + else { + /* assume the arg is a config file */ + ConfigFile = argv[i]; + break; + } + } +} + + +int +main(int argc, char *argv[]) +{ + glutInitWindowSize(400, 400); + glutInit(&argc, argv); + glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); + win = glutCreateWindow(argv[0]); + glewInit(); + glutReshapeFunc(Reshape); + glutKeyboardFunc(Key); + glutSpecialFunc(SpecialKey); + glutDisplayFunc(Redisplay); + ParseOptions(argc, argv); + Init(); + Keys(); + glutMainLoop(); + return 0; +} + diff --git a/progs/glsl/texaaline.c b/progs/glsl/texaaline.c index 1f566c86a6a..7a5ac405bba 100644 --- a/progs/glsl/texaaline.c +++ b/progs/glsl/texaaline.c @@ -103,6 +103,8 @@ static float Sin(float a) static void Redisplay(void) { + float cx = 0.5 * WinWidth, cy = 0.5 * WinHeight; + float len = 0.5 * WinWidth - 20.0; int i; glClear(GL_COLOR_BUFFER_BIT); @@ -114,20 +116,20 @@ Redisplay(void) for (i = 0; i < 360; i+=5) { float v0[2], v1[2]; - v0[0] = 150 + 40 * Cos(i); - v0[1] = 150 + 40 * Sin(i); - v1[0] = 150 + 130 * Cos(i); - v1[1] = 150 + 130 * Sin(i); + v0[0] = cx + 40 * Cos(i); + v0[1] = cy + 40 * Sin(i); + v1[0] = cx + len * Cos(i); + v1[1] = cy + len * Sin(i); QuadLine(v0, v1, Width); } { float v0[2], v1[2], x; for (x = 0; x < 1.0; x += 0.2) { - v0[0] = 150 + x; - v0[1] = 150 + x * 40 - 20; - v1[0] = 150 + x + 5.0; - v1[1] = 150 + x * 40 - 20; + v0[0] = cx + x; + v0[1] = cy + x * 40 - 20; + v1[0] = cx + x + 5.0; + v1[1] = cy + x * 40 - 20; QuadLine(v0, v1, Width); } } @@ -142,6 +144,8 @@ Redisplay(void) static void Reshape(int width, int height) { + WinWidth = width; + WinHeight = height; glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); @@ -351,7 +355,6 @@ int main(int argc, char *argv[]) { glutInit(&argc, argv); - glutInitWindowPosition( 0, 0); glutInitWindowSize(WinWidth, WinHeight); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE); win = glutCreateWindow(argv[0]); diff --git a/progs/glsl/texdemo1.c b/progs/glsl/texdemo1.c index d55f9e7dd97..5b1913a722b 100644 --- a/progs/glsl/texdemo1.c +++ b/progs/glsl/texdemo1.c @@ -53,14 +53,14 @@ static int win = 0; static struct uniform_info ReflectUniforms[] = { - { "cubeTex", 1, GL_INT, { 0, 0, 0, 0 }, -1 }, - { "lightPos", 3, GL_FLOAT, { 10, 10, 20, 0 }, -1 }, + { "cubeTex", 1, GL_SAMPLER_CUBE, { 0, 0, 0, 0 }, -1 }, + { "lightPos", 1, GL_FLOAT_VEC3, { 10, 10, 20, 0 }, -1 }, END_OF_UNIFORMS }; static struct uniform_info SimpleUniforms[] = { - { "tex2d", 1, GL_INT, { 1, 0, 0, 0 }, -1 }, - { "lightPos", 3, GL_FLOAT, { 10, 10, 20, 0 }, -1 }, + { "tex2d", 1, GL_SAMPLER_2D, { 1, 0, 0, 0 }, -1 }, + { "lightPos", 1, GL_FLOAT_VEC3, { 10, 10, 20, 0 }, -1 }, END_OF_UNIFORMS }; @@ -382,7 +382,8 @@ CreateProgram(const char *vertProgFile, const char *fragProgFile, glUseProgram(program); - InitUniforms(program, uniforms); + SetUniformValues(program, uniforms); + PrintUniforms(uniforms); return program; } diff --git a/progs/glsl/toyball.c b/progs/glsl/toyball.c index 7fe27aebfe6..c502f24077e 100644 --- a/progs/glsl/toyball.c +++ b/progs/glsl/toyball.c @@ -24,18 +24,18 @@ static GLuint program; static struct uniform_info Uniforms[] = { - { "LightDir", 4, GL_FLOAT, { 0.57737, 0.57735, 0.57735, 0.0 }, -1 }, - { "HVector", 4, GL_FLOAT, { 0.32506, 0.32506, 0.88808, 0.0 }, -1 }, - { "BallCenter", 4, GL_FLOAT, { 0.0, 0.0, 0.0, 1.0 }, -1 }, - { "SpecularColor", 4, GL_FLOAT, { 0.4, 0.4, 0.4, 60.0 }, -1 }, - { "Red", 4, GL_FLOAT, { 0.6, 0.0, 0.0, 1.0 }, -1 }, - { "Blue", 4, GL_FLOAT, { 0.0, 0.3, 0.6, 1.0 }, -1 }, - { "Yellow", 4, GL_FLOAT, { 0.6, 0.5, 0.0, 1.0 }, -1 }, - { "HalfSpace0", 4, GL_FLOAT, { 1.0, 0.0, 0.0, 0.2 }, -1 }, - { "HalfSpace1", 4, GL_FLOAT, { 0.309016994, 0.951056516, 0.0, 0.2 }, -1 }, - { "HalfSpace2", 4, GL_FLOAT, { -0.809016994, 0.587785252, 0.0, 0.2 }, -1 }, - { "HalfSpace3", 4, GL_FLOAT, { -0.809016994, -0.587785252, 0.0, 0.2 }, -1 }, - { "HalfSpace4", 4, GL_FLOAT, { 0.309116994, -0.951056516, 0.0, 0.2 }, -1 }, + { "LightDir", 1, GL_FLOAT_VEC4, { 0.57737, 0.57735, 0.57735, 0.0 }, -1 }, + { "HVector", 1, GL_FLOAT_VEC4, { 0.32506, 0.32506, 0.88808, 0.0 }, -1 }, + { "BallCenter", 1, GL_FLOAT_VEC4, { 0.0, 0.0, 0.0, 1.0 }, -1 }, + { "SpecularColor", 1, GL_FLOAT_VEC4, { 0.4, 0.4, 0.4, 60.0 }, -1 }, + { "Red", 1, GL_FLOAT_VEC4, { 0.6, 0.0, 0.0, 1.0 }, -1 }, + { "Blue", 1, GL_FLOAT_VEC4, { 0.0, 0.3, 0.6, 1.0 }, -1 }, + { "Yellow", 1, GL_FLOAT_VEC4, { 0.6, 0.5, 0.0, 1.0 }, -1 }, + { "HalfSpace0", 1, GL_FLOAT_VEC4, { 1.0, 0.0, 0.0, 0.2 }, -1 }, + { "HalfSpace1", 1, GL_FLOAT_VEC4, { 0.309016994, 0.951056516, 0.0, 0.2 }, -1 }, + { "HalfSpace2", 1, GL_FLOAT_VEC4, { -0.809016994, 0.587785252, 0.0, 0.2 }, -1 }, + { "HalfSpace3", 1, GL_FLOAT_VEC4, { -0.809016994, -0.587785252, 0.0, 0.2 }, -1 }, + { "HalfSpace4", 1, GL_FLOAT_VEC4, { 0.309116994, -0.951056516, 0.0, 0.2 }, -1 }, { "InOrOutInit", 1, GL_FLOAT, { -3.0, 0, 0, 0 }, -1 }, { "StripeWidth", 1, GL_FLOAT, { 0.3, 0, 0, 0 }, -1 }, { "FWidth", 1, GL_FLOAT, { 0.005, 0, 0, 0 }, -1 }, @@ -173,7 +173,8 @@ Init(void) glUseProgram(program); - InitUniforms(program, Uniforms); + SetUniformValues(program, Uniforms); + PrintUniforms(Uniforms); assert(glGetError() == 0); @@ -204,7 +205,6 @@ int main(int argc, char *argv[]) { glutInit(&argc, argv); - glutInitWindowPosition( 0, 0); glutInitWindowSize(400, 400); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); win = glutCreateWindow(argv[0]); diff --git a/progs/glsl/toyball.shtest b/progs/glsl/toyball.shtest new file mode 100644 index 00000000000..887663abd32 --- /dev/null +++ b/progs/glsl/toyball.shtest @@ -0,0 +1,17 @@ +vs CH11-toyball.vert +fs CH11-toyball.frag +uniform LightDir GL_FLOAT_VEC4 0.57737 0.57735 0.57735 0.0 +uniform HVector GL_FLOAT_VEC4 0.32506 0.32506 0.88808 0.0 +uniform BallCenter GL_FLOAT_VEC4 0.0 0.0 0.0 1.0 +uniform SpecularColor GL_FLOAT_VEC4 0.4 0.4 0.4 60.0 +uniform Red GL_FLOAT_VEC4 0.6 0.0 0.0 1.0 +uniform Blue GL_FLOAT_VEC4 0.0 0.3 0.6 1.0 +uniform Yellow GL_FLOAT_VEC4 0.6 0.5 0.0 1.0 +uniform HalfSpace0 GL_FLOAT_VEC4 1.0 0.0 0.0 0.2 +uniform HalfSpace1 GL_FLOAT_VEC4 .309016994 0.951056516 0.0 0.2 +uniform HalfSpace2 GL_FLOAT_VEC4 -0.809016994 0.587785252 0.0 0.2 +uniform HalfSpace3 GL_FLOAT_VEC4 -0.809016994 -0.587785252 0.0 0.2 +uniform HalfSpace4 GL_FLOAT_VEC4 .309116994 -0.951056516 0.0 0.2 +uniform InOrOutInit GL_FLOAT -3.0 +uniform StripeWidth GL_FLOAT 0.3 +uniform FWidth GL_FLOAT .005 diff --git a/progs/glsl/trirast.c b/progs/glsl/trirast.c index f7546f25a2e..53bd91ef976 100644 --- a/progs/glsl/trirast.c +++ b/progs/glsl/trirast.c @@ -239,7 +239,6 @@ int main(int argc, char *argv[]) { glutInit(&argc, argv); - glutInitWindowPosition( 0, 0); glutInitWindowSize(WinWidth, WinHeight); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); win = glutCreateWindow(argv[0]); diff --git a/progs/glsl/twoside.c b/progs/glsl/twoside.c index b6c1b477dde..a57484f96cc 100644 --- a/progs/glsl/twoside.c +++ b/progs/glsl/twoside.c @@ -285,7 +285,6 @@ int main(int argc, char *argv[]) { glutInit(&argc, argv); - glutInitWindowPosition( 0, 0); glutInitWindowSize(WinWidth, WinHeight); glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); win = glutCreateWindow(argv[0]); diff --git a/progs/glsl/vert-or-frag-only.c b/progs/glsl/vert-or-frag-only.c index 81fcab8c5b8..148991ca83e 100644 --- a/progs/glsl/vert-or-frag-only.c +++ b/progs/glsl/vert-or-frag-only.c @@ -173,7 +173,6 @@ int main(int argc, char *argv[]) { glutInit(&argc, argv); - glutInitWindowPosition( 0, 0); glutInitWindowSize(400, 200); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); Win = glutCreateWindow(argv[0]); diff --git a/progs/glsl/vert-tex.c b/progs/glsl/vert-tex.c index e791a5759a7..4c8bfa587aa 100644 --- a/progs/glsl/vert-tex.c +++ b/progs/glsl/vert-tex.c @@ -43,7 +43,7 @@ static GLfloat xRot = -70.0f, yRot = 0.0f, zRot = 0.0f; /* value[0] = tex unit */ static struct uniform_info Uniforms[] = { - { "tex1", 1, GL_INT, { 0, 0, 0, 0 }, -1 }, + { "tex1", 1, GL_SAMPLER_2D, { 0, 0, 0, 0 }, -1 }, END_OF_UNIFORMS }; diff --git a/progs/openvg/demos/Makefile b/progs/openvg/demos/Makefile index 6e15342c7ff..89b0ce441bb 100644 --- a/progs/openvg/demos/Makefile +++ b/progs/openvg/demos/Makefile @@ -3,7 +3,7 @@ TOP = ../../.. include $(TOP)/configs/current -VG_LIBS=-lm -pthread -lEGL -lOpenVG +VG_LIBS=-lm -pthread -lX11 -lEGL -lOpenVG INCLUDE_DIRS = -I$(TOP)/include PROGRAMS = \ diff --git a/progs/openvg/trivial/Makefile b/progs/openvg/trivial/Makefile index 362360e5963..fcb3484377e 100644 --- a/progs/openvg/trivial/Makefile +++ b/progs/openvg/trivial/Makefile @@ -5,7 +5,7 @@ TOP = ../../../ include $(TOP)/configs/current INCLUDES = -I. -I$(TOP)/include -LIBS=-L$(TOP)/$(LIB_DIR) -lm -lEGL -lOpenVG -lpthread +LIBS=-L$(TOP)/$(LIB_DIR) -lm -lX11 -lEGL -lOpenVG -lpthread CFLAGS += $(INCLUDES) HEADERS=eglcommon.h diff --git a/progs/perf/Makefile b/progs/perf/Makefile new file mode 100644 index 00000000000..f078082685b --- /dev/null +++ b/progs/perf/Makefile @@ -0,0 +1,53 @@ +# progs/demos/Makefile + +TOP = ../.. +include $(TOP)/configs/current + +INCDIR = $(TOP)/include + +LIBS = -L$(TOP)/$(LIB_DIR) -l$(GLUT_LIB) -l$(GLEW_LIB) \ + -l$(GLU_LIB) -l$(GL_LIB) $(APP_LIB_DEPS) + +# using : to avoid APP_CC pointing to CC loop +CC := $(APP_CC) +CFLAGS += -I$(INCDIR) +LDLIBS = $(LIBS) + +PROG_SOURCES = \ + copytex.c \ + drawoverhead.c \ + fbobind.c \ + fill.c \ + swapbuffers.c \ + teximage.c \ + vbo.c \ + vertexrate.c \ + +PROG_OBJS = $(PROG_SOURCES:.c=.o) + +PROGS = $(PROG_SOURCES:%.c=%) + + +UTIL_SOURCES = \ + common.c \ + glmain.c + +UTIL_HEADERS = \ + common.h \ + glmain.h + +UTIL_OBJS = $(UTIL_SOURCES:.c=.o) + + + +default: $(PROGS) + +$(PROG_OBJS): $(UTIL_HEADERS) + +$(PROGS): $(UTIL_OBJS) + + + +clean: + -rm -f $(PROGS) + -rm -f *.o *~ diff --git a/progs/perf/SConscript b/progs/perf/SConscript new file mode 100644 index 00000000000..acd6564e14a --- /dev/null +++ b/progs/perf/SConscript @@ -0,0 +1,30 @@ +Import('env') + +if not env['GLUT']: + Return() + +env = env.Clone() + +env.Prepend(LIBS = ['$GLUT_LIB']) + +progs = [ + 'copytex', + 'drawoverhead', + 'fbobind', + 'fill', + 'teximage', + 'swapbuffers', + 'vbo', + 'vertexrate', +] + +for prog in progs: + env.Program( + target = prog, + source = [ + prog + '.c', + 'common.c', + 'glmain.c', + ] + ) + diff --git a/progs/perf/common.c b/progs/perf/common.c new file mode 100644 index 00000000000..722f4b7b454 --- /dev/null +++ b/progs/perf/common.c @@ -0,0 +1,133 @@ +/* + * Copyright (C) 2009 VMware, Inc. 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 + * VMWARE 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. + */ + +/** + * Common perf code. This should be re-usable with other APIs. + */ + +#include "common.h" +#include "glmain.h" + +#include <stdio.h> +#include <stdlib.h> +#include <stdarg.h> + + +/* Need to add a fflush windows console with mingw, otherwise nothing + * shows up until program exit. May want to add logging here. + */ +void +perf_printf(const char *format, ...) +{ + va_list ap; + va_start(ap, format); + + fflush(stdout); + vfprintf(stdout, format, ap); + fflush(stdout); + + va_end(ap); +} + + + +/** + * Run function 'f' for enough iterations to reach a steady state. + * Return the rate (iterations/second). + */ +double +PerfMeasureRate(PerfRateFunc f) +{ + const double minDuration = 1.0; + double rate = 0.0, prevRate = 0.0; + unsigned subiters; + + /* Compute initial number of iterations to try. + * If the test function is pretty slow this helps to avoid + * extraordarily long run times. + */ + subiters = 2; + { + const double t0 = PerfGetTime(); + double t1; + do { + f(subiters); /* call the rendering function */ + t1 = PerfGetTime(); + subiters *= 2; + } while (t1 - t0 < 0.1 * minDuration); + } + /*perf_printf("initial subIters = %u\n", subiters);*/ + + while (1) { + const double t0 = PerfGetTime(); + unsigned iters = 0; + double t1; + + do { + f(subiters); /* call the rendering function */ + t1 = PerfGetTime(); + iters += subiters; + } while (t1 - t0 < minDuration); + + rate = iters / (t1 - t0); + + if (0) + perf_printf("prevRate %f rate %f ratio %f iters %u\n", + prevRate, rate, rate/prevRate, iters); + + /* Try and speed the search up by skipping a few steps: + */ + if (rate > prevRate * 1.6) + subiters *= 8; + else if (rate > prevRate * 1.2) + subiters *= 4; + else if (rate > prevRate * 1.05) + subiters *= 2; + else + break; + + prevRate = rate; + } + + if (0) + perf_printf("%s returning iters %u rate %f\n", __FUNCTION__, subiters, rate); + return rate; +} + + +/* Note static buffer, can only use once per printf. + */ +const char * +PerfHumanFloat( double d ) +{ + static char buf[80]; + + if (d > 1000000000.0) + snprintf(buf, sizeof(buf), "%.1f billion", d / 1000000000.0); + else if (d > 1000000.0) + snprintf(buf, sizeof(buf), "%.1f million", d / 1000000.0); + else if (d > 1000.0) + snprintf(buf, sizeof(buf), "%.1f thousand", d / 1000.0); + else + snprintf(buf, sizeof(buf), "%.1f", d); + + return buf; +} diff --git a/progs/perf/common.h b/progs/perf/common.h new file mode 100644 index 00000000000..6ea17402b52 --- /dev/null +++ b/progs/perf/common.h @@ -0,0 +1,44 @@ +/* + * Copyright (C) 2009 VMware, Inc. 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 + * VMWARE 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. + */ + + +#ifndef COMMON_H +#define COMMON_H + + +#include <stddef.h> /* for offsetof() */ + + +typedef void (*PerfRateFunc)(unsigned count); + + +extern double +PerfMeasureRate(PerfRateFunc f); + +const char * +PerfHumanFloat( double d ); + +extern void +perf_printf(const char *format, ...); + + +#endif /* COMMON_H */ + diff --git a/progs/perf/copytex.c b/progs/perf/copytex.c new file mode 100644 index 00000000000..f7a6b8aec39 --- /dev/null +++ b/progs/perf/copytex.c @@ -0,0 +1,214 @@ +/* + * Copyright (C) 2009 VMware, Inc. 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 + * VMWARE 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. + */ + +/** + * Measure glCopyTex[Sub]Image() rate. + * Create a large, off-screen framebuffer object for rendering and + * copying the texture data from it since we can't make really large + * on-screen windows. + * + * Brian Paul + * 22 Sep 2009 + */ + +#include <string.h> +#include "glmain.h" +#include "common.h" + +int WinWidth = 100, WinHeight = 100; + +static GLuint VBO, FBO, RBO, Tex; + +const GLsizei MinSize = 16, MaxSize = 4096; +static GLsizei TexSize; + +static const GLboolean DrawPoint = GL_TRUE; +static const GLboolean TexSubImage4 = GL_FALSE; + +struct vertex +{ + GLfloat x, y, s, t; +}; + +static const struct vertex vertices[1] = { + { 0.0, 0.0, 0.5, 0.5 }, +}; + +#define VOFFSET(F) ((void *) offsetof(struct vertex, F)) + + +/** Called from test harness/main */ +void +PerfInit(void) +{ + const GLenum filter = GL_LINEAR; + GLenum stat; + + if (!PerfExtensionSupported("GL_EXT_framebuffer_object")) { + perf_printf("copytex: GL_EXT_framebuffer_object not supported\n"); + exit(0); + } + + /* setup VBO */ + glGenBuffersARB(1, &VBO); + glBindBufferARB(GL_ARRAY_BUFFER_ARB, VBO); + glBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(vertices), + vertices, GL_STATIC_DRAW_ARB); + + glVertexPointer(2, GL_FLOAT, sizeof(struct vertex), VOFFSET(x)); + glTexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), VOFFSET(s)); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + + /* setup texture */ + glGenTextures(1, &Tex); + glBindTexture(GL_TEXTURE_2D, Tex); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter); + glEnable(GL_TEXTURE_2D); + + /* setup rbo */ + glGenRenderbuffersEXT(1, &RBO); + glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, RBO); + glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA, MaxSize, MaxSize); + + /* setup fbo */ + glGenFramebuffersEXT(1, &FBO); + glBindFramebufferEXT(GL_FRAMEBUFFER, FBO); + glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, + GL_COLOR_ATTACHMENT0_EXT, + GL_RENDERBUFFER_EXT, RBO); + + stat = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); + if (stat != GL_FRAMEBUFFER_COMPLETE_EXT) { + perf_printf("fboswitch: Error: incomplete FBO!\n"); + exit(1); + } + + /* clear the FBO */ + glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); + glViewport(0, 0, MaxSize, MaxSize); + glClear(GL_COLOR_BUFFER_BIT); +} + + +static void +CopyTexImage(unsigned count) +{ + unsigned i; + for (i = 1; i < count; i++) { + /* draw something */ + if (DrawPoint) + glDrawArrays(GL_POINTS, 0, 1); + + /* copy whole texture */ + glCopyTexImage2D(GL_TEXTURE_2D, 0, + GL_RGBA, 0, 0, TexSize, TexSize, 0); + } + glFinish(); +} + + +static void +CopyTexSubImage(unsigned count) +{ + unsigned i; + for (i = 1; i < count; i++) { + /* draw something */ + if (DrawPoint) + glDrawArrays(GL_POINTS, 0, 1); + + /* copy sub texture */ + if (TexSubImage4) { + /* four sub-copies */ + GLsizei half = TexSize / 2; + /* lower-left */ + glCopyTexSubImage2D(GL_TEXTURE_2D, 0, + 0, 0, 0, 0, half, half); + /* lower-right */ + glCopyTexSubImage2D(GL_TEXTURE_2D, 0, + half, 0, half, 0, half, half); + /* upper-left */ + glCopyTexSubImage2D(GL_TEXTURE_2D, 0, + 0, half, 0, half, half, half); + /* upper-right */ + glCopyTexSubImage2D(GL_TEXTURE_2D, 0, + half, half, half, half, half, half); + } + else { + /* one big copy */ + glCopyTexSubImage2D(GL_TEXTURE_2D, 0, + 0, 0, 0, 0, TexSize, TexSize); + } + } + glFinish(); +} + + +/** Called from test harness/main */ +void +PerfNextRound(void) +{ +} + + +/** Called from test harness/main */ +void +PerfDraw(void) +{ + double rate, mbPerSec; + GLint sub, maxTexSize; + + glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize); + + /* loop over whole/sub tex copy */ + for (sub = 0; sub < 2; sub++) { + + /* loop over texture sizes */ + for (TexSize = MinSize; TexSize <= MaxSize; TexSize *= 4) { + + if (TexSize <= maxTexSize) { + GLint bytesPerImage = 4 * TexSize * TexSize; + + if (sub == 0) + rate = PerfMeasureRate(CopyTexImage); + else { + /* setup empty dest texture */ + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, + TexSize, TexSize, 0, + GL_RGBA, GL_UNSIGNED_BYTE, NULL); + rate = PerfMeasureRate(CopyTexSubImage); + } + + mbPerSec = rate * bytesPerImage / (1024.0 * 1024.0); + } + else { + rate = 0.0; + mbPerSec = 0.0; + } + + perf_printf(" glCopyTex%sImage(%d x %d): %.1f copies/sec, %.1f Mpixels/sec\n", + (sub ? "Sub" : ""), TexSize, TexSize, rate, mbPerSec); + } + } + + exit(0); +} diff --git a/progs/perf/drawoverhead.c b/progs/perf/drawoverhead.c new file mode 100644 index 00000000000..f75c9bb74e8 --- /dev/null +++ b/progs/perf/drawoverhead.c @@ -0,0 +1,137 @@ +/* + * Copyright (C) 2009 VMware, Inc. 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 + * VMWARE 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. + */ + +/** + * Measure drawing overhead + * + * This is the first in a series of simple performance benchmarks. + * The code in this file should be as simple as possible to make it + * easily portable to other APIs. + * + * All the window-system stuff should be contained in glmain.c (or TBDmain.c). + * + * Brian Paul + * 15 Sep 2009 + */ + +#include "glmain.h" +#include "common.h" + + +int WinWidth = 100, WinHeight = 100; + +static GLuint VBO; + +struct vertex +{ + GLfloat x, y; +}; + +static const struct vertex vertices[4] = { + { -1.0, -1.0 }, + { 1.0, -1.0 }, + { 1.0, 1.0 }, + { -1.0, 1.0 } +}; + + +/** Called from test harness/main */ +void +PerfInit(void) +{ + /* setup VBO w/ vertex data */ + glGenBuffersARB(1, &VBO); + glBindBufferARB(GL_ARRAY_BUFFER_ARB, VBO); + glBufferDataARB(GL_ARRAY_BUFFER_ARB, + sizeof(vertices), vertices, GL_STATIC_DRAW_ARB); + glVertexPointer(2, GL_FLOAT, sizeof(struct vertex), (void *) 0); + glEnableClientState(GL_VERTEX_ARRAY); + + /* misc GL state */ + glAlphaFunc(GL_ALWAYS, 0.0); +} + + +static void +DrawNoStateChange(unsigned count) +{ + unsigned i; + for (i = 0; i < count; i++) { + glDrawArrays(GL_POINTS, 0, 4); + } + glFinish(); +} + + +static void +DrawNopStateChange(unsigned count) +{ + unsigned i; + for (i = 0; i < count; i++) { + glDisable(GL_ALPHA_TEST); + glDrawArrays(GL_POINTS, 0, 4); + } + glFinish(); +} + + +static void +DrawStateChange(unsigned count) +{ + unsigned i; + for (i = 0; i < count; i++) { + if (i & 1) + glEnable(GL_TEXTURE_GEN_S); + else + glDisable(GL_TEXTURE_GEN_S); + glDrawArrays(GL_POINTS, 0, 4); + } + glFinish(); +} + +void +PerfNextRound(void) +{ +} + +/** Called from test harness/main */ +void +PerfDraw(void) +{ + double rate0, rate1, rate2, overhead; + + rate0 = PerfMeasureRate(DrawNoStateChange); + perf_printf(" Draw only: %s draws/second\n", + PerfHumanFloat(rate0)); + + rate1 = PerfMeasureRate(DrawNopStateChange); + overhead = 1000.0 * (1.0 / rate1 - 1.0 / rate0); + perf_printf(" Draw w/ nop state change: %s draws/sec (overhead: %f ms/draw)\n", + PerfHumanFloat(rate1), overhead); + + rate2 = PerfMeasureRate(DrawStateChange); + overhead = 1000.0 * (1.0 / rate2 - 1.0 / rate0); + perf_printf(" Draw w/ state change: %s draws/sec (overhead: %f ms/draw)\n", + PerfHumanFloat(rate2), overhead); + + exit(0); +} + diff --git a/progs/perf/fbobind.c b/progs/perf/fbobind.c new file mode 100644 index 00000000000..fb52a93a2f6 --- /dev/null +++ b/progs/perf/fbobind.c @@ -0,0 +1,153 @@ +/* + * Copyright (C) 2009 VMware, Inc. 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 + * VMWARE 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. + */ + +/** + * Measure rate of binding/switching between FBO targets. + * Create two framebuffer objects for rendering to two textures. + * Ping pong between texturing from one and drawing into the other. + * + * Brian Paul + * 22 Sep 2009 + */ + +#include <string.h> +#include "glmain.h" +#include "common.h" + +int WinWidth = 100, WinHeight = 100; + +static GLuint VBO; + +static GLuint FBO[2], Tex[2]; + +static const GLsizei TexSize = 512; + +static const GLboolean DrawPoint = GL_TRUE; + +struct vertex +{ + GLfloat x, y, s, t; +}; + +static const struct vertex vertices[1] = { + { 0.0, 0.0, 0.5, 0.5 }, +}; + +#define VOFFSET(F) ((void *) offsetof(struct vertex, F)) + + +/** Called from test harness/main */ +void +PerfInit(void) +{ + const GLenum filter = GL_LINEAR; + GLenum stat; + int i; + + if (!PerfExtensionSupported("GL_EXT_framebuffer_object")) { + perf_printf("fboswitch: GL_EXT_framebuffer_object not supported\n"); + exit(0); + } + + /* setup VBO */ + glGenBuffersARB(1, &VBO); + glBindBufferARB(GL_ARRAY_BUFFER_ARB, VBO); + glBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(vertices), + vertices, GL_STATIC_DRAW_ARB); + + glVertexPointer(2, GL_FLOAT, sizeof(struct vertex), VOFFSET(x)); + glTexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), VOFFSET(s)); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + + glGenFramebuffersEXT(2, FBO); + glGenTextures(2, Tex); + + for (i = 0; i < 2; i++) { + /* setup texture */ + glBindTexture(GL_TEXTURE_2D, Tex[i]); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, + TexSize, TexSize, 0, + GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter); + + + /* setup fbo */ + glBindFramebufferEXT(GL_FRAMEBUFFER, FBO[i]); + glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, + GL_COLOR_ATTACHMENT0_EXT, + GL_TEXTURE_2D, Tex[i], 0/*level*/); + stat = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); + if (stat != GL_FRAMEBUFFER_COMPLETE_EXT) { + perf_printf("fboswitch: Error: incomplete FBO!\n"); + exit(1); + } + + /* clear the FBO */ + glClear(GL_COLOR_BUFFER_BIT); + } + + glEnable(GL_TEXTURE_2D); +} + + +static void +FBOBind(unsigned count) +{ + unsigned i; + for (i = 1; i < count; i++) { + const GLuint dst = i & 1; + const GLuint src = 1 - dst; + + /* bind src texture */ + glBindTexture(GL_TEXTURE_2D, Tex[src]); + + /* bind dst fbo */ + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FBO[dst]); + glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); + + /* draw something */ + if (DrawPoint) + glDrawArrays(GL_POINTS, 0, 1); + } + glFinish(); +} + + +/** Called from test harness/main */ +void +PerfNextRound(void) +{ +} + + +/** Called from test harness/main */ +void +PerfDraw(void) +{ + double rate; + + rate = PerfMeasureRate(FBOBind); + perf_printf(" FBO Binding: %1.f binds/sec\n", rate); + + exit(0); +} diff --git a/progs/perf/fill.c b/progs/perf/fill.c new file mode 100644 index 00000000000..279f2b5f189 --- /dev/null +++ b/progs/perf/fill.c @@ -0,0 +1,248 @@ +/* + * Copyright (C) 2009 VMware, Inc. 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 + * VMWARE 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. + */ + +/** + * Measure fill rates. + * + * Brian Paul + * 21 Sep 2009 + */ + +#include "glmain.h" +#include "common.h" + + +int WinWidth = 1000, WinHeight = 1000; + +static GLuint VBO, TexObj; + + +struct vertex +{ + GLfloat x, y, s, t, r, g, b, a; +}; + +#define VOFFSET(F) ((void *) offsetof(struct vertex, F)) + +static const struct vertex vertices[4] = { + /* x y s t r g b a */ + { -1.0, -1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.5 }, + { 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.5 }, + { 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.5 }, + { -1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.5 } +}; + + +static const char *VertexShader = + "void main() \n" + "{ \n" + " gl_Position = ftransform(); \n" + " gl_TexCoord[0] = gl_MultiTexCoord0; \n" + " gl_FrontColor = gl_Color; \n" + "} \n"; + +/* simple fragment shader */ +static const char *FragmentShader1 = + "uniform sampler2D Tex; \n" + "void main() \n" + "{ \n" + " vec4 t = texture2D(Tex, gl_TexCoord[0].xy); \n" + " gl_FragColor = vec4(1.0) - t * gl_Color; \n" + "} \n"; + +/** + * A more complex fragment shader (but equivalent to first shader). + * A good optimizer should catch some of these no-op operations, but + * probably not all of them. + */ +static const char *FragmentShader2 = + "uniform sampler2D Tex; \n" + "void main() \n" + "{ \n" + " // as above \n" + " vec4 t = texture2D(Tex, gl_TexCoord[0].xy); \n" + " t = vec4(1.0) - t * gl_Color; \n" + + " vec4 u; \n" + + " // no-op negate/swizzle \n" + " u = -t.wzyx; \n" + " t = -u.wzyx; \n" + + " // no-op inverts \n" + " t = vec4(1.0) - t; \n" + " t = vec4(1.0) - t; \n" + + " // no-op min/max \n" + " t = min(t, t); \n" + " t = max(t, t); \n" + + " // no-op moves \n" + " u = t; \n" + " t = u; \n" + " u = t; \n" + " t = u; \n" + + " // no-op add/mul \n" + " t = (t + t + t + t) * 0.25; \n" + + " // no-op mul/sub \n" + " t = 3.0 * t - 2.0 * t; \n" + + " // no-op negate/min/max \n" + " t = -min(-t, -t); \n" + " t = -max(-t, -t); \n" + + " gl_FragColor = t; \n" + "} \n"; + +static GLuint ShaderProg1, ShaderProg2; + + + +/** Called from test harness/main */ +void +PerfInit(void) +{ + GLint u; + + /* setup VBO w/ vertex data */ + glGenBuffersARB(1, &VBO); + glBindBufferARB(GL_ARRAY_BUFFER_ARB, VBO); + glBufferDataARB(GL_ARRAY_BUFFER_ARB, + sizeof(vertices), vertices, GL_STATIC_DRAW_ARB); + glVertexPointer(2, GL_FLOAT, sizeof(struct vertex), VOFFSET(x)); + glTexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), VOFFSET(s)); + glColorPointer(4, GL_FLOAT, sizeof(struct vertex), VOFFSET(r)); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + + /* setup texture */ + TexObj = PerfCheckerTexture(128, 128); + + /* setup shaders */ + ShaderProg1 = PerfShaderProgram(VertexShader, FragmentShader1); + glUseProgram(ShaderProg1); + u = glGetUniformLocation(ShaderProg1, "Tex"); + glUniform1i(u, 0); /* texture unit 0 */ + + ShaderProg2 = PerfShaderProgram(VertexShader, FragmentShader2); + glUseProgram(ShaderProg2); + u = glGetUniformLocation(ShaderProg2, "Tex"); + glUniform1i(u, 0); /* texture unit 0 */ + + glUseProgram(0); +} + + +static void +Ortho(void) +{ + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); +} + + + +static void +DrawQuad(unsigned count) +{ + unsigned i; + glClear(GL_COLOR_BUFFER_BIT); + + for (i = 0; i < count; i++) { + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + + /* Avoid sending command buffers with huge numbers of fullscreen + * quads. Graphics schedulers don't always cope well with + * this... + */ + if (i % 128 == 0) { + PerfSwapBuffers(); + glClear(GL_COLOR_BUFFER_BIT); + } + } + + glFinish(); + + if (1) + PerfSwapBuffers(); +} + +void +PerfNextRound(void) +{ +} + +/** Called from test harness/main */ +void +PerfDraw(void) +{ + double rate; + double pixelsPerDraw = WinWidth * WinHeight; + + Ortho(); + + /* simple fill */ + rate = PerfMeasureRate(DrawQuad) * pixelsPerDraw; + perf_printf(" Simple fill: %s pixels/second\n", + PerfHumanFloat(rate)); + + /* blended fill */ + glEnable(GL_BLEND); + rate = PerfMeasureRate(DrawQuad) * pixelsPerDraw; + glDisable(GL_BLEND); + perf_printf(" Blended fill: %s pixels/second\n", + PerfHumanFloat(rate)); + + /* textured fill */ + glEnable(GL_TEXTURE_2D); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + rate = PerfMeasureRate(DrawQuad) * pixelsPerDraw; + glDisable(GL_TEXTURE_2D); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + perf_printf(" Textured fill: %s pixels/second\n", + PerfHumanFloat(rate)); + + /* shader1 fill */ + glUseProgram(ShaderProg1); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + rate = PerfMeasureRate(DrawQuad) * pixelsPerDraw; + glUseProgram(0); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + perf_printf(" Shader1 fill: %s pixels/second\n", + PerfHumanFloat(rate)); + + /* shader2 fill */ + glUseProgram(ShaderProg2); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + rate = PerfMeasureRate(DrawQuad) * pixelsPerDraw; + glUseProgram(0); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + perf_printf(" Shader2 fill: %s pixels/second\n", + PerfHumanFloat(rate)); + + exit(0); +} + diff --git a/progs/perf/glmain.c b/progs/perf/glmain.c new file mode 100644 index 00000000000..a167be042ef --- /dev/null +++ b/progs/perf/glmain.c @@ -0,0 +1,267 @@ +/* + * Copyright (C) 2009 VMware, Inc. 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 + * VMWARE 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. + */ + +/** + * OpenGL/GLUT common code for perf programs. + * Brian Paul + * 15 Sep 2009 + */ + + +#include <stdio.h> +#include "glmain.h" +#include <GL/glut.h> + + +static int Win; +static GLfloat Xrot = 0, Yrot = 0, Zrot = 0; + + +/** Return time in seconds */ +double +PerfGetTime(void) +{ + return glutGet(GLUT_ELAPSED_TIME) * 0.001; +} + + +void +PerfSwapBuffers(void) +{ + glutSwapBuffers(); +} + + +/** make simple checkerboard texture object */ +GLuint +PerfCheckerTexture(GLsizei width, GLsizei height) +{ + const GLenum filter = GL_NEAREST; + GLubyte *img = (GLubyte *) malloc(width * height * 4); + GLint i, j, k; + GLuint obj; + + k = 0; + for (i = 0; i < height; i++) { + for (j = 0; j < width; j++) { + GLubyte color; + if (((i / 8) ^ (j / 8)) & 1) { + color = 0xff; + } + else { + color = 0x0; + } + img[k++] = color; + img[k++] = color; + img[k++] = color; + img[k++] = color; + } + } + + glGenTextures(1, &obj); + glBindTexture(GL_TEXTURE_2D, obj); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, + GL_RGBA, GL_UNSIGNED_BYTE, img); + free(img); + + return obj; +} + + +static GLuint +CompileShader(GLenum type, const char *shader) +{ + GLuint sh; + GLint stat; + + sh = glCreateShader(type); + glShaderSource(sh, 1, (const GLchar **) &shader, NULL); + + glCompileShader(sh); + + glGetShaderiv(sh, GL_COMPILE_STATUS, &stat); + if (!stat) { + GLchar log[1000]; + GLsizei len; + glGetShaderInfoLog(sh, 1000, &len, log); + fprintf(stderr, "Error: problem compiling shader: %s\n", log); + exit(1); + } + + return sh; +} + + +/** Make shader program from given vert/frag shader text */ +GLuint +PerfShaderProgram(const char *vertShader, const char *fragShader) +{ + GLuint prog; + GLint stat; + + { + const char *version = (const char *) glGetString(GL_VERSION); + if (version[0] != '2' || version[1] != '.') { + fprintf(stderr, "Error: GL version 2.x required\n"); + exit(1); + } + } + + prog = glCreateProgram(); + + if (vertShader) { + GLuint vs = CompileShader(GL_VERTEX_SHADER, vertShader); + glAttachShader(prog, vs); + } + if (fragShader) { + GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fragShader); + glAttachShader(prog, fs); + } + + glLinkProgram(prog); + glGetProgramiv(prog, GL_LINK_STATUS, &stat); + if (!stat) { + GLchar log[1000]; + GLsizei len; + glGetProgramInfoLog(prog, 1000, &len, log); + fprintf(stderr, "Shader link error:\n%s\n", log); + exit(1); + } + + return prog; +} + + +int +PerfReshapeWindow( unsigned w, unsigned h ) +{ + if (glutGet(GLUT_SCREEN_WIDTH) < w || + glutGet(GLUT_SCREEN_HEIGHT) < h) + return 0; + + glutReshapeWindow( w, h ); + glutPostRedisplay(); + return 1; +} + + +GLboolean +PerfExtensionSupported(const char *ext) +{ + return glutExtensionSupported(ext); +} + + +static void +Idle(void) +{ + PerfNextRound(); +} + + +static void +Draw(void) +{ + PerfDraw(); + glutSwapBuffers(); +} + + +static void +Reshape(int width, int height) +{ + WinWidth = width; + WinHeight = height; + glViewport(0, 0, width, height); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + glTranslatef(0.0, 0.0, -15.0); +} + + +static void +Key(unsigned char key, int x, int y) +{ + const GLfloat step = 3.0; + (void) x; + (void) y; + switch (key) { + case 'z': + Zrot -= step; + break; + case 'Z': + Zrot += step; + break; + case 27: + glutDestroyWindow(Win); + exit(0); + break; + } + glutPostRedisplay(); +} + + +static void +SpecialKey(int key, int x, int y) +{ + const GLfloat step = 3.0; + (void) x; + (void) y; + switch (key) { + case GLUT_KEY_UP: + Xrot -= step; + break; + case GLUT_KEY_DOWN: + Xrot += step; + break; + case GLUT_KEY_LEFT: + Yrot -= step; + break; + case GLUT_KEY_RIGHT: + Yrot += step; + break; + } + glutPostRedisplay(); +} + + +int +main(int argc, char *argv[]) +{ + glutInit(&argc, argv); + glutInitWindowSize(WinWidth, WinHeight); + glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); + Win = glutCreateWindow(argv[0]); + glewInit(); + glutReshapeFunc(Reshape); + glutKeyboardFunc(Key); + glutSpecialFunc(SpecialKey); + glutDisplayFunc(Draw); + glutIdleFunc(Idle); + PerfInit(); + glutMainLoop(); + return 0; +} diff --git a/progs/perf/glmain.h b/progs/perf/glmain.h new file mode 100644 index 00000000000..d9bcd5f4e21 --- /dev/null +++ b/progs/perf/glmain.h @@ -0,0 +1,68 @@ +/* + * Copyright (C) 2009 VMware, Inc. 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 + * VMWARE 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. + */ + + +#ifndef GLMAIN_H +#define GLMAIN_H + + +#define GL_GLEXT_PROTOTYPES +#include <GL/glew.h> +#include <stdlib.h> +#include <math.h> + + +/** Test programs can use these vars/functions */ + +extern int WinWidth, WinHeight; + +extern double +PerfGetTime(void); + +extern void +PerfSwapBuffers(void); + +extern GLuint +PerfCheckerTexture(GLsizei width, GLsizei height); + +extern GLuint +PerfShaderProgram(const char *vertShader, const char *fragShader); + +extern int +PerfReshapeWindow( unsigned w, unsigned h ); + +extern GLboolean +PerfExtensionSupported(const char *ext); + + +/** Test programs must implement these functions **/ + +extern void +PerfInit(void); + +extern void +PerfNextRound(void); + +extern void +PerfDraw(void); + + +#endif /* GLMAIN_H */ diff --git a/progs/perf/swapbuffers.c b/progs/perf/swapbuffers.c new file mode 100644 index 00000000000..63c7fc06f98 --- /dev/null +++ b/progs/perf/swapbuffers.c @@ -0,0 +1,161 @@ +/* + * Copyright (C) 2009 VMware, Inc. 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 + * VMWARE 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. + */ + +/** + * Measure SwapBuffers. + * + * Keith Whitwell + * 22 Sep 2009 + */ + +#include "glmain.h" +#include "common.h" + + +int WinWidth = 100, WinHeight = 100; +int real_WinWidth, real_WinHeight; /* don't know whats going on here */ + +static GLuint VBO; + +struct vertex +{ + GLfloat x, y; +}; + +static const struct vertex vertices[4] = { + { -1.0, -1.0 }, + { 1.0, -1.0 }, + { 1.0, 1.0 }, + { -1.0, 1.0 } +}; + + +/** Called from test harness/main */ +void +PerfInit(void) +{ + /* setup VBO w/ vertex data */ + glGenBuffersARB(1, &VBO); + glBindBufferARB(GL_ARRAY_BUFFER_ARB, VBO); + glBufferDataARB(GL_ARRAY_BUFFER_ARB, + sizeof(vertices), vertices, GL_STATIC_DRAW_ARB); + glVertexPointer(2, GL_FLOAT, sizeof(struct vertex), (void *) 0); + glEnableClientState(GL_VERTEX_ARRAY); + + /* misc GL state */ + glAlphaFunc(GL_ALWAYS, 0.0); +} + +static void +SwapNaked(unsigned count) +{ + unsigned i; + for (i = 0; i < count; i++) { + PerfSwapBuffers(); + } +} + + +static void +SwapClear(unsigned count) +{ + unsigned i; + for (i = 0; i < count; i++) { + glClear(GL_COLOR_BUFFER_BIT); + PerfSwapBuffers(); + } +} + +static void +SwapClearPoint(unsigned count) +{ + unsigned i; + for (i = 0; i < count; i++) { + glClear(GL_COLOR_BUFFER_BIT); + glDrawArrays(GL_POINTS, 0, 4); + PerfSwapBuffers(); + } +} + + +static const struct { + unsigned w; + unsigned h; +} sizes[] = { + { 320, 240 }, + { 640, 480 }, + { 1024, 768 }, + { 1200, 1024 }, + { 1600, 1200 } +}; + +void +PerfNextRound(void) +{ + static unsigned i; + + if (i < sizeof(sizes) / sizeof(sizes[0]) && + PerfReshapeWindow( sizes[i].w, sizes[i].h )) + { + perf_printf("Reshape %dx%d\n", sizes[i].w, sizes[i].h); + real_WinWidth = sizes[i].w; + real_WinHeight = sizes[i].h; + i++; + } + else { + exit(0); + } +} + + + + +/** Called from test harness/main */ +void +PerfDraw(void) +{ + double rate0; + + rate0 = PerfMeasureRate(SwapNaked); + perf_printf(" Swapbuffers %dx%d: %s swaps/second", + real_WinWidth, real_WinHeight, + PerfHumanFloat(rate0)); + perf_printf(" %s pixels/second\n", + PerfHumanFloat(rate0 * real_WinWidth * real_WinHeight)); + + + + rate0 = PerfMeasureRate(SwapClear); + perf_printf(" Swap/Clear %dx%d: %s swaps/second", + real_WinWidth, real_WinHeight, + PerfHumanFloat(rate0)); + perf_printf(" %s pixels/second\n", + PerfHumanFloat(rate0 * real_WinWidth * real_WinHeight)); + + + rate0 = PerfMeasureRate(SwapClearPoint); + perf_printf(" Swap/Clear/Draw %dx%d: %s swaps/second", + real_WinWidth, real_WinHeight, + PerfHumanFloat(rate0)); + perf_printf(" %s pixels/second\n", + PerfHumanFloat(rate0 * real_WinWidth * real_WinHeight)); +} + diff --git a/progs/perf/teximage.c b/progs/perf/teximage.c new file mode 100644 index 00000000000..a3005d0befd --- /dev/null +++ b/progs/perf/teximage.c @@ -0,0 +1,331 @@ +/* + * Copyright (C) 2009 VMware, Inc. 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 + * VMWARE 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. + */ + +/** + * Measure glTex[Sub]Image2D() and glGetTexImage() rate + * + * Brian Paul + * 16 Sep 2009 + */ + +#include "glmain.h" +#include "common.h" + + +int WinWidth = 100, WinHeight = 100; + +static GLuint VBO; +static GLuint TexObj = 0; +static GLubyte *TexImage = NULL; +static GLsizei TexSize; +static GLenum TexIntFormat, TexSrcFormat, TexSrcType; + +static const GLboolean DrawPoint = GL_TRUE; +static const GLboolean TexSubImage4 = GL_FALSE; + +enum { + MODE_CREATE_TEXIMAGE, + MODE_TEXIMAGE, + MODE_TEXSUBIMAGE, + MODE_GETTEXIMAGE, + MODE_COUNT +}; + +static const char *mode_name[MODE_COUNT] = +{ + "Create_TexImage", + "TexImage", + "TexSubImage", + "GetTexImage" +}; + + + +struct vertex +{ + GLfloat x, y, s, t; +}; + +static const struct vertex vertices[1] = { + { 0.0, 0.0, 0.5, 0.5 }, +}; + +#define VOFFSET(F) ((void *) offsetof(struct vertex, F)) + + +/** Called from test harness/main */ +void +PerfInit(void) +{ + /* setup VBO w/ vertex data */ + glGenBuffersARB(1, &VBO); + glBindBufferARB(GL_ARRAY_BUFFER_ARB, VBO); + glBufferDataARB(GL_ARRAY_BUFFER_ARB, + sizeof(vertices), vertices, GL_STATIC_DRAW_ARB); + glVertexPointer(2, GL_FLOAT, sizeof(struct vertex), VOFFSET(x)); + glTexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), VOFFSET(s)); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + + /* texture */ + glGenTextures(1, &TexObj); + glBindTexture(GL_TEXTURE_2D, TexObj); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glEnable(GL_TEXTURE_2D); +} + + + + +static void +CreateUploadTexImage2D(unsigned count) +{ + unsigned i; + for (i = 0; i < count; i++) { + if (TexObj) + glDeleteTextures(1, &TexObj); + + glGenTextures(1, &TexObj); + glBindTexture(GL_TEXTURE_2D, TexObj); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + + glTexImage2D(GL_TEXTURE_2D, 0, TexIntFormat, + TexSize, TexSize, 0, + TexSrcFormat, TexSrcType, TexImage); + + if (DrawPoint) + glDrawArrays(GL_POINTS, 0, 1); + } + glFinish(); +} + + +static void +UploadTexImage2D(unsigned count) +{ + unsigned i; + for (i = 0; i < count; i++) { + /* XXX is this equivalent to a glTexSubImage call since we're + * always specifying the same image size? That case isn't optimized + * in Mesa but may be optimized in other drivers. Note sure how + * much difference that might make. + */ + glTexImage2D(GL_TEXTURE_2D, 0, TexIntFormat, + TexSize, TexSize, 0, + TexSrcFormat, TexSrcType, TexImage); + if (DrawPoint) + glDrawArrays(GL_POINTS, 0, 1); + } + glFinish(); +} + + +static void +UploadTexSubImage2D(unsigned count) +{ + unsigned i; + for (i = 0; i < count; i++) { + if (TexSubImage4) { + GLsizei halfSize = (TexSize == 1) ? 1 : TexSize / 2; + GLsizei halfPos = TexSize - halfSize; + /* do glTexSubImage2D in four pieces */ + /* lower-left */ + glPixelStorei(GL_UNPACK_ROW_LENGTH, TexSize); + glTexSubImage2D(GL_TEXTURE_2D, 0, + 0, 0, halfSize, halfSize, + TexSrcFormat, TexSrcType, TexImage); + /* lower-right */ + glPixelStorei(GL_UNPACK_SKIP_PIXELS, halfPos); + glTexSubImage2D(GL_TEXTURE_2D, 0, + halfPos, 0, halfSize, halfSize, + TexSrcFormat, TexSrcType, TexImage); + /* upper-left */ + glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0); + glPixelStorei(GL_UNPACK_SKIP_ROWS, halfPos); + glTexSubImage2D(GL_TEXTURE_2D, 0, + 0, halfPos, halfSize, halfSize, + TexSrcFormat, TexSrcType, TexImage); + /* upper-right */ + glPixelStorei(GL_UNPACK_SKIP_PIXELS, halfPos); + glPixelStorei(GL_UNPACK_SKIP_ROWS, halfPos); + glTexSubImage2D(GL_TEXTURE_2D, 0, + halfPos, halfPos, halfSize, halfSize, + TexSrcFormat, TexSrcType, TexImage); + /* reset the unpacking state */ + glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0); + glPixelStorei(GL_UNPACK_SKIP_ROWS, 0); + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + } + else { + /* replace whole texture image at once */ + glTexSubImage2D(GL_TEXTURE_2D, 0, + 0, 0, TexSize, TexSize, + TexSrcFormat, TexSrcType, TexImage); + } + if (DrawPoint) + glDrawArrays(GL_POINTS, 0, 1); + } + glFinish(); +} + + +static void +GetTexImage2D(unsigned count) +{ + unsigned i; + GLubyte *buf = (GLubyte *) malloc(TexSize * TexSize * 4); + for (i = 0; i < count; i++) { + glGetTexImage(GL_TEXTURE_2D, 0, + TexSrcFormat, TexSrcType, buf); + } + glFinish(); + free(buf); +} + + +/* XXX any other formats to measure? */ +static const struct { + GLenum format, type; + GLenum internal_format; + const char *name; + GLuint texel_size; + GLboolean full_test; +} SrcFormats[] = { + { GL_RGBA, GL_UNSIGNED_BYTE, GL_RGBA, "RGBA/ubyte", 4, GL_TRUE }, + { GL_RGB, GL_UNSIGNED_BYTE, GL_RGB, "RGB/ubyte", 3, GL_FALSE }, + { GL_RGB, GL_UNSIGNED_SHORT_5_6_5, GL_RGB, "RGB/565", 2, GL_FALSE }, + { GL_BGRA, GL_UNSIGNED_BYTE, GL_RGBA, "BGRA/ubyte", 4, GL_FALSE }, + { GL_LUMINANCE, GL_UNSIGNED_BYTE, GL_LUMINANCE, "L/ubyte", 1, GL_FALSE }, + { 0, 0, 0, NULL, 0, 0 } +}; + + +/** Called from test harness/main */ +void +PerfNextRound(void) +{ +} + + +/** Called from test harness/main */ +void +PerfDraw(void) +{ + GLint maxSize; + double rate; + GLint fmt, mode; + + glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxSize); + + /* loop over source data formats */ + for (fmt = 0; SrcFormats[fmt].format; fmt++) { + TexIntFormat = SrcFormats[fmt].internal_format; + TexSrcFormat = SrcFormats[fmt].format; + TexSrcType = SrcFormats[fmt].type; + + /* loop over glTexImage, glTexSubImage */ + for (mode = 0; mode < MODE_COUNT; mode++) { + GLuint minsz, maxsz; + + if (SrcFormats[fmt].full_test) { + minsz = 16; + maxsz = 4096; + } + else { + minsz = maxsz = 256; + if (mode == MODE_CREATE_TEXIMAGE) + continue; + } + + /* loop over a defined range of texture sizes, test only the + * ones which are legal for this driver. + */ + for (TexSize = minsz; TexSize <= maxsz; TexSize *= 4) { + double mbPerSec; + + if (TexSize <= maxSize) { + GLint bytesPerImage; + + bytesPerImage = TexSize * TexSize * SrcFormats[fmt].texel_size; + TexImage = malloc(bytesPerImage); + + switch (mode) { + case MODE_TEXIMAGE: + rate = PerfMeasureRate(UploadTexImage2D); + break; + + case MODE_CREATE_TEXIMAGE: + rate = PerfMeasureRate(CreateUploadTexImage2D); + break; + + case MODE_TEXSUBIMAGE: + /* create initial, empty texture */ + glTexImage2D(GL_TEXTURE_2D, 0, TexIntFormat, + TexSize, TexSize, 0, + TexSrcFormat, TexSrcType, NULL); + rate = PerfMeasureRate(UploadTexSubImage2D); + break; + + case MODE_GETTEXIMAGE: + glTexImage2D(GL_TEXTURE_2D, 0, TexIntFormat, + TexSize, TexSize, 0, + TexSrcFormat, TexSrcType, TexImage); + rate = PerfMeasureRate(GetTexImage2D); + break; + + default: + exit(1); + } + + mbPerSec = rate * bytesPerImage / (1024.0 * 1024.0); + free(TexImage); + + + { + unsigned err; + err = glGetError(); + if (err) { + perf_printf("non-zero glGetError() %d\n", err); + exit(1); + } + } + + } + else { + rate = 0; + mbPerSec = 0; + } + + perf_printf(" %s(%s %d x %d): " + "%.1f images/sec, %.1f MB/sec\n", + mode_name[mode], + SrcFormats[fmt].name, TexSize, TexSize, rate, mbPerSec); + } + + if (SrcFormats[fmt].full_test) + perf_printf("\n"); + } + } + + exit(0); +} diff --git a/progs/perf/vbo.c b/progs/perf/vbo.c new file mode 100644 index 00000000000..a9d4102de9f --- /dev/null +++ b/progs/perf/vbo.c @@ -0,0 +1,245 @@ +/* + * Copyright (C) 2009 VMware, Inc. 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 + * VMWARE 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. + */ + +/** + * Measure VBO upload speed. + * That is, measure glBufferDataARB() and glBufferSubDataARB(). + * + * Brian Paul + * 16 Sep 2009 + */ + +#include <string.h> +#include "glmain.h" +#include "common.h" + +/* Copy data out of a large array to avoid caching effects: + */ +#define DATA_SIZE (16*1024*1024) + +int WinWidth = 100, WinHeight = 100; + +static GLuint VBO; + +static GLsizei VBOSize = 0; +static GLsizei SubSize = 0; +static GLubyte *VBOData = NULL; /* array[DATA_SIZE] */ + +static const GLboolean DrawPoint = GL_TRUE; +static const GLboolean BufferSubDataInHalves = GL_TRUE; + +static const GLfloat Vertex0[2] = { 0.0, 0.0 }; + + +/** Called from test harness/main */ +void +PerfInit(void) +{ + /* setup VBO */ + glGenBuffersARB(1, &VBO); + glBindBufferARB(GL_ARRAY_BUFFER_ARB, VBO); + glVertexPointer(2, GL_FLOAT, sizeof(Vertex0), (void *) 0); + glEnableClientState(GL_VERTEX_ARRAY); +} + + +static void +UploadVBO(unsigned count) +{ + unsigned i; + unsigned total = 0; + unsigned src = 0; + + for (i = 0; i < count; i++) { + glBufferDataARB(GL_ARRAY_BUFFER, VBOSize, VBOData + src, GL_STREAM_DRAW_ARB); + glDrawArrays(GL_POINTS, 0, 1); + + /* Throw in an occasional flush to work around a driver crash: + */ + total += VBOSize; + if (total >= 16*1024*1024) { + glFlush(); + total = 0; + } + + src += VBOSize; + src %= DATA_SIZE; + } + glFinish(); +} + + +static void +UploadSubVBO(unsigned count) +{ + unsigned i; + unsigned src = 0; + + for (i = 0; i < count; i++) { + unsigned offset = (i * SubSize) % VBOSize; + glBufferSubDataARB(GL_ARRAY_BUFFER, offset, SubSize, VBOData + src); + + if (DrawPoint) { + glDrawArrays(GL_POINTS, offset / sizeof(Vertex0), 1); + } + + src += SubSize; + src %= DATA_SIZE; + } + glFinish(); +} + + +/* Do multiple small SubData uploads, then call DrawArrays. This may be a + * fairer comparison to back-to-back BufferData calls: + */ +static void +BatchUploadSubVBO(unsigned count) +{ + unsigned i = 0, j; + unsigned period = VBOSize / SubSize; + unsigned src = 0; + + while (i < count) { + for (j = 0; j < period && i < count; j++, i++) { + unsigned offset = j * SubSize; + glBufferSubDataARB(GL_ARRAY_BUFFER, offset, SubSize, VBOData + src); + } + + glDrawArrays(GL_POINTS, 0, 1); + + src += SubSize; + src %= DATA_SIZE; + } + glFinish(); +} + + +/** + * Test the sequence: + * create/load VBO + * draw + * destroy VBO + */ +static void +CreateDrawDestroyVBO(unsigned count) +{ + unsigned i; + for (i = 0; i < count; i++) { + GLuint vbo; + /* create/load */ + glGenBuffersARB(1, &vbo); + glBufferDataARB(GL_ARRAY_BUFFER, VBOSize, VBOData, GL_STREAM_DRAW_ARB); + /* draw */ + glVertexPointer(2, GL_FLOAT, sizeof(Vertex0), (void *) 0); + glDrawArrays(GL_POINTS, 0, 1); + /* destroy */ + glDeleteBuffersARB(1, &vbo); + } + glFinish(); +} + + +static const GLsizei Sizes[] = { + 64, + 1024, + 16*1024, + 256*1024, + 1024*1024, + 16*1024*1024, + 0 /* end of list */ +}; + +void +PerfNextRound(void) +{ +} + +/** Called from test harness/main */ +void +PerfDraw(void) +{ + double rate, mbPerSec; + int i, sz; + + /* Load VBOData buffer with duplicated Vertex0. + */ + VBOData = calloc(DATA_SIZE, 1); + + for (i = 0; i < DATA_SIZE / sizeof(Vertex0); i++) { + memcpy(VBOData + i * sizeof(Vertex0), + Vertex0, + sizeof(Vertex0)); + } + + /* glBufferDataARB() + */ + for (sz = 0; Sizes[sz]; sz++) { + SubSize = VBOSize = Sizes[sz]; + rate = PerfMeasureRate(UploadVBO); + mbPerSec = rate * VBOSize / (1024.0 * 1024.0); + perf_printf(" glBufferDataARB(size = %d): %.1f MB/sec\n", + VBOSize, mbPerSec); + } + + /* glBufferSubDataARB() + */ + for (sz = 0; Sizes[sz]; sz++) { + SubSize = VBOSize = Sizes[sz]; + rate = PerfMeasureRate(UploadSubVBO); + mbPerSec = rate * VBOSize / (1024.0 * 1024.0); + perf_printf(" glBufferSubDataARB(size = %d): %.1f MB/sec\n", + VBOSize, mbPerSec); + } + + /* Batch upload + */ + VBOSize = 1024 * 1024; + glBufferDataARB(GL_ARRAY_BUFFER, VBOSize, VBOData, GL_STREAM_DRAW_ARB); + + for (sz = 0; Sizes[sz] < VBOSize; sz++) { + SubSize = Sizes[sz]; + rate = PerfMeasureRate(UploadSubVBO); + mbPerSec = rate * SubSize / (1024.0 * 1024.0); + perf_printf(" glBufferSubDataARB(size = %d, VBOSize = %d): %.1f MB/sec\n", + SubSize, VBOSize, mbPerSec); + } + + for (sz = 0; Sizes[sz] < VBOSize; sz++) { + SubSize = Sizes[sz]; + rate = PerfMeasureRate(BatchUploadSubVBO); + mbPerSec = rate * SubSize / (1024.0 * 1024.0); + perf_printf(" glBufferSubDataARB(size = %d, VBOSize = %d), batched: %.1f MB/sec\n", + SubSize, VBOSize, mbPerSec); + } + + /* Create/Draw/Destroy + */ + for (sz = 0; Sizes[sz]; sz++) { + SubSize = VBOSize = Sizes[sz]; + rate = PerfMeasureRate(CreateDrawDestroyVBO); + mbPerSec = rate * VBOSize / (1024.0 * 1024.0); + perf_printf(" VBO Create/Draw/Destroy(size = %d): %.1f MB/sec, %.1f draws/sec\n", + VBOSize, mbPerSec, rate); + } + + exit(0); +} diff --git a/progs/perf/vertexrate.c b/progs/perf/vertexrate.c new file mode 100644 index 00000000000..b5355525d06 --- /dev/null +++ b/progs/perf/vertexrate.c @@ -0,0 +1,276 @@ +/* + * Copyright (C) 2009 VMware, Inc. 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 + * VMWARE 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. + */ + +/** + * Measure simple vertex processing rate via: + * - immediate mode + * - vertex arrays + * - VBO vertex arrays + * - glDrawElements + * - VBO glDrawElements + * - glDrawRangeElements + * - VBO glDrawRangeElements + * + * Brian Paul + * 16 Sep 2009 + */ + +#include <assert.h> +#include <string.h> +#include "glmain.h" +#include "common.h" + + +#define MAX_VERTS (100 * 100) + +/** glVertex2/3/4 size */ +#define VERT_SIZE 4 + +int WinWidth = 500, WinHeight = 500; + +static GLuint VertexBO, ElementBO; + +static unsigned NumVerts = MAX_VERTS; +static unsigned VertBytes = VERT_SIZE * sizeof(float); +static float *VertexData = NULL; + +static unsigned NumElements = MAX_VERTS; +static GLuint *Elements = NULL; + + +/** + * Load VertexData buffer with a 2-D grid of points in the range [-1,1]^2. + */ +static void +InitializeVertexData(void) +{ + unsigned i; + float x = -1.0, y = -1.0; + float dx = 2.0 / 100; + float dy = 2.0 / 100; + + VertexData = (float *) malloc(NumVerts * VertBytes); + + for (i = 0; i < NumVerts; i++) { + VertexData[i * VERT_SIZE + 0] = x; + VertexData[i * VERT_SIZE + 1] = y; + VertexData[i * VERT_SIZE + 2] = 0.0; + VertexData[i * VERT_SIZE + 3] = 1.0; + x += dx; + if (x > 1.0) { + x = -1.0; + y += dy; + } + } + + Elements = (GLuint *) malloc(NumVerts * sizeof(GLuint)); + + for (i = 0; i < NumVerts; i++) { + Elements[i] = NumVerts - i - 1; + } +} + + +/** Called from test harness/main */ +void +PerfInit(void) +{ + InitializeVertexData(); + + /* setup VertexBO */ + glGenBuffersARB(1, &VertexBO); + glBindBufferARB(GL_ARRAY_BUFFER_ARB, VertexBO); + glBufferDataARB(GL_ARRAY_BUFFER_ARB, + NumVerts * VertBytes, VertexData, GL_STATIC_DRAW_ARB); + glEnableClientState(GL_VERTEX_ARRAY); + + /* setup ElementBO */ + glGenBuffersARB(1, &ElementBO); + glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ElementBO); + glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, + NumElements * sizeof(GLuint), Elements, GL_STATIC_DRAW_ARB); +} + + +static void +DrawImmediate(unsigned count) +{ + unsigned i; + glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0); + glBindBufferARB(GL_ARRAY_BUFFER, 0); + for (i = 0; i < count; i++) { + unsigned j; + glBegin(GL_POINTS); + for (j = 0; j < NumVerts; j++) { +#if VERT_SIZE == 4 + glVertex4fv(VertexData + j * 4); +#elif VERT_SIZE == 3 + glVertex3fv(VertexData + j * 3); +#elif VERT_SIZE == 2 + glVertex2fv(VertexData + j * 2); +#else + abort(); +#endif + } + glEnd(); + } + glFinish(); + PerfSwapBuffers(); +} + + +static void +DrawArraysMem(unsigned count) +{ + unsigned i; + glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0); + glBindBufferARB(GL_ARRAY_BUFFER, 0); + glVertexPointer(VERT_SIZE, GL_FLOAT, VertBytes, VertexData); + for (i = 0; i < count; i++) { + glDrawArrays(GL_POINTS, 0, NumVerts); + } + glFinish(); + PerfSwapBuffers(); +} + + +static void +DrawArraysVBO(unsigned count) +{ + unsigned i; + glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0); + glBindBufferARB(GL_ARRAY_BUFFER, VertexBO); + glVertexPointer(VERT_SIZE, GL_FLOAT, VertBytes, (void *) 0); + for (i = 0; i < count; i++) { + glDrawArrays(GL_POINTS, 0, NumVerts); + } + glFinish(); + PerfSwapBuffers(); +} + + +static void +DrawElementsMem(unsigned count) +{ + unsigned i; + glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0); + glBindBufferARB(GL_ARRAY_BUFFER, 0); + glVertexPointer(VERT_SIZE, GL_FLOAT, VertBytes, VertexData); + for (i = 0; i < count; i++) { + glDrawElements(GL_POINTS, NumVerts, GL_UNSIGNED_INT, Elements); + } + glFinish(); + PerfSwapBuffers(); +} + + +static void +DrawElementsBO(unsigned count) +{ + unsigned i; + glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, ElementBO); + glBindBufferARB(GL_ARRAY_BUFFER, VertexBO); + glVertexPointer(VERT_SIZE, GL_FLOAT, VertBytes, (void *) 0); + for (i = 0; i < count; i++) { + glDrawElements(GL_POINTS, NumVerts, GL_UNSIGNED_INT, (void *) 0); + } + glFinish(); + PerfSwapBuffers(); +} + + +static void +DrawRangeElementsMem(unsigned count) +{ + unsigned i; + glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0); + glBindBufferARB(GL_ARRAY_BUFFER, 0); + glVertexPointer(VERT_SIZE, GL_FLOAT, VertBytes, VertexData); + for (i = 0; i < count; i++) { + glDrawRangeElements(GL_POINTS, 0, NumVerts - 1, + NumVerts, GL_UNSIGNED_INT, Elements); + } + glFinish(); + PerfSwapBuffers(); +} + + +static void +DrawRangeElementsBO(unsigned count) +{ + unsigned i; + glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, ElementBO); + glBindBufferARB(GL_ARRAY_BUFFER, VertexBO); + glVertexPointer(VERT_SIZE, GL_FLOAT, VertBytes, (void *) 0); + for (i = 0; i < count; i++) { + glDrawRangeElements(GL_POINTS, 0, NumVerts - 1, + NumVerts, GL_UNSIGNED_INT, (void *) 0); + } + glFinish(); + PerfSwapBuffers(); +} + +void +PerfNextRound(void) +{ +} + + +/** Called from test harness/main */ +void +PerfDraw(void) +{ + double rate; + + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + perf_printf("Vertex rate (%d x Vertex%df)\n", NumVerts, VERT_SIZE); + + rate = PerfMeasureRate(DrawImmediate); + rate *= NumVerts; + perf_printf(" Immediate mode: %s verts/sec\n", PerfHumanFloat(rate)); + + rate = PerfMeasureRate(DrawArraysMem); + rate *= NumVerts; + perf_printf(" glDrawArrays: %s verts/sec\n", PerfHumanFloat(rate)); + + rate = PerfMeasureRate(DrawArraysVBO); + rate *= NumVerts; + perf_printf(" VBO glDrawArrays: %s verts/sec\n", PerfHumanFloat(rate)); + + rate = PerfMeasureRate(DrawElementsMem); + rate *= NumVerts; + perf_printf(" glDrawElements: %s verts/sec\n", PerfHumanFloat(rate)); + + rate = PerfMeasureRate(DrawElementsBO); + rate *= NumVerts; + perf_printf(" VBO glDrawElements: %s verts/sec\n", PerfHumanFloat(rate)); + + rate = PerfMeasureRate(DrawRangeElementsMem); + rate *= NumVerts; + perf_printf(" glDrawRangeElements: %s verts/sec\n", PerfHumanFloat(rate)); + + rate = PerfMeasureRate(DrawRangeElementsBO); + rate *= NumVerts; + perf_printf(" VBO glDrawRangeElements: %s verts/sec\n", PerfHumanFloat(rate)); + + exit(0); +} diff --git a/progs/samples/select.c b/progs/samples/select.c index 2c8f333bfa9..31ed93b9e05 100644 --- a/progs/samples/select.c +++ b/progs/samples/select.c @@ -92,6 +92,12 @@ static void Init(void) numObjects = 10; InitObjects(numObjects); glGetIntegerv(GL_VIEWPORT, vp); + +#if 0 /* debug - test culling */ + glCullFace(GL_BACK); + glFrontFace(GL_CW); + glEnable(GL_CULL_FACE); +#endif } static void Reshape(int width, int height) diff --git a/progs/tests/SConscript b/progs/tests/SConscript index b17fa905936..bb6a1d2b8a9 100644 --- a/progs/tests/SConscript +++ b/progs/tests/SConscript @@ -72,6 +72,7 @@ progs = [ 'fogcoord', 'fptest1', 'fptexture', + 'getteximage', 'glutfx', 'interleave', 'invert', diff --git a/progs/tests/fbotest1.c b/progs/tests/fbotest1.c index 8dac21494e6..0cd7f95c355 100644 --- a/progs/tests/fbotest1.c +++ b/progs/tests/fbotest1.c @@ -127,7 +127,7 @@ Init( void ) if (!glutExtensionSupported("GL_EXT_framebuffer_object")) { printf("GL_EXT_framebuffer_object not found!\n"); - /*exit(0);*/ + exit(0); } printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER)); diff --git a/progs/tests/floattex.c b/progs/tests/floattex.c index ad14cacdcbb..39302ce3aff 100644 --- a/progs/tests/floattex.c +++ b/progs/tests/floattex.c @@ -33,7 +33,7 @@ static const char *VertShaderText = "} \n"; static struct uniform_info Uniforms[] = { - { "tex1", 1, GL_INT, { 0, 0, 0, 0 }, -1 }, + { "tex1", 1, GL_SAMPLER_2D, { 0, 0, 0, 0 }, -1 }, END_OF_UNIFORMS }; @@ -189,7 +189,7 @@ CreateProgram(void) glUseProgram_func(program); - InitUniforms(program, Uniforms); + SetUniformValues(program, Uniforms); return program; } diff --git a/progs/tests/getprocaddress.c b/progs/tests/getprocaddress.c index ca66025d2dc..a09ea58e1da 100644 --- a/progs/tests/getprocaddress.c +++ b/progs/tests/getprocaddress.c @@ -39,13 +39,2600 @@ 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 %d, actual %d\n", + __FUNCTION__, 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; + + /* Get the function pointers we need. These are from + * GL_ARB_vertex_buffer_object and are required in all + * cases. + */ + DECLARE_GLFUNC_PTR(GenBuffersARB, PFNGLGENBUFFERSARBPROC); + DECLARE_GLFUNC_PTR(BindBufferARB, PFNGLBINDBUFFERARBPROC); + DECLARE_GLFUNC_PTR(BufferDataARB, PFNGLBUFFERDATAARBPROC); + DECLARE_GLFUNC_PTR(MapBufferARB, PFNGLMAPBUFFERARBPROC); + DECLARE_GLFUNC_PTR(UnmapBufferARB, PFNGLUNMAPBUFFERARBPROC); + DECLARE_GLFUNC_PTR(DeleteBuffersARB, PFNGLDELETEBUFFERSARBPROC); + DECLARE_GLFUNC_PTR(GetBufferParameterivARB, PFNGLGETBUFFERPARAMETERIVARBPROC); + + /* These are from GL_ARB_map_buffer_range, and are optional + * unless we're given Use_Map_Buffer_Range. Note that they do *not* + * have the standard "ARB" suffixes; this is because the extension + * was introduced *after* a superset was standardized in OpenGL 3.0. + * (The extension really only exists to allow the functionality on + * devices that cannot implement a full OpenGL 3.0 driver.) + */ + DECLARE_GLFUNC_PTR(FlushMappedBufferRange, PFNGLFLUSHMAPPEDBUFFERRANGEPROC); + DECLARE_GLFUNC_PTR(MapBufferRange, PFNGLMAPBUFFERRANGEPROC); + + /* This is from APPLE_flush_buffer_range, and is optional even if + * we're given Use_Map_Buffer_Range. Test it before using it. + */ + DECLARE_GLFUNC_PTR(BufferParameteriAPPLE, PFNGLBUFFERPARAMETERIAPPLEPROC); + + /* Make sure we have all the function pointers we need. */ + if (GenBuffersARB == NULL || + BindBufferARB == NULL || + BufferDataARB == NULL || + MapBufferARB == NULL || + UnmapBufferARB == NULL || + DeleteBuffersARB == NULL || + GetBufferParameterivARB == NULL) { + fprintf(stderr, "%s: missing basic MapBuffer functions\n", __FUNCTION__); + return GL_FALSE; + } + if (usage == Use_Map_Buffer_Range) { + if (FlushMappedBufferRange == NULL || MapBufferRange == NULL) { + fprintf(stderr, "%s: missing MapBufferRange functions\n", __FUNCTION__); + return GL_FALSE; + } + } + + /* Create and define a buffer */ + (*GenBuffersARB)(1, &bufferID); + (*BindBufferARB)(GL_ARRAY_BUFFER_ARB, bufferID); + (*BufferDataARB)(GL_ARRAY_BUFFER_ARB, BUFFER_DATA_SIZE, data, + GL_DYNAMIC_DRAW_ARB); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* If we're using MapBufferRange, and if the BufferParameteriAPPLE + * function is present, use it before mapping. This particular + * use is a no-op, intended just to exercise the entry point. + */ + if (usage == Use_Map_Buffer_Range && BufferParameteriAPPLE != NULL) { + (*BufferParameteriAPPLE)(GL_ARRAY_BUFFER_ARB, + GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE); + } + + /* Map it, and make sure it's mapped. */ + switch(usage) { + case Use_Map_Buffer: + dataPtr = (float *) (*MapBufferARB)( + GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB); + break; + case Use_Map_Buffer_Range: + dataPtr = (float *)(*MapBufferRange)(GL_ARRAY_BUFFER_ARB, + 4, 16, GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT); + break; + } + if (dataPtr == NULL) { + fprintf(stderr, "%s: %s returned NULL\n", __FUNCTION__, + usage == Use_Map_Buffer ? "MapBuffer" : "MapBufferRange"); + (*BindBufferARB)(GL_ARRAY_BUFFER_ARB, 0); + (*DeleteBuffersARB)(1, &bufferID); + return GL_FALSE; + } + (*GetBufferParameterivARB)(GL_ARRAY_BUFFER_ARB, GL_BUFFER_MAPPED_ARB, + &bufferMapped); + if (!bufferMapped) { + fprintf(stderr, "%s: buffer should be mapped but isn't\n", __FUNCTION__); + (*BindBufferARB)(GL_ARRAY_BUFFER_ARB, 0); + (*DeleteBuffersARB)(1, &bufferID); + return GL_FALSE; + } + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Write something to it, just to make sure we don't segfault. */ + *dataPtr = 1.5; + + /* Unmap to show we're finished with the buffer. Note that if we're + * using MapBufferRange, we first have to flush the range we modified. + */ + if (usage == Use_Map_Buffer_Range) { + (*FlushMappedBufferRange)(GL_ARRAY_BUFFER_ARB, 4, 16); + } + if (!(*UnmapBufferARB)(GL_ARRAY_BUFFER_ARB)) { + fprintf(stderr, "%s: UnmapBuffer failed\n", __FUNCTION__); + (*BindBufferARB)(GL_ARRAY_BUFFER_ARB, 0); + (*DeleteBuffersARB)(1, &bufferID); + return GL_FALSE; + } + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* All done. */ + (*BindBufferARB)(GL_ARRAY_BUFFER_ARB, 0); + (*DeleteBuffersARB)(1, &bufferID); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + return GL_TRUE; + +#undef BUFFER_DATA_SIZE +} + +/************************************************************************** + * Exercises for occlusion query + */ +static GLboolean +exercise_occlusion_query(void) +{ + GLuint queryObject; + GLint queryReady; + GLuint querySampleCount; + GLint queryCurrent; + GLint queryCounterBits; + + /* Get the function pointers we need. These are from + * GL_ARB_vertex_buffer_object and are required in all + * cases. + */ + DECLARE_GLFUNC_PTR(GenQueriesARB, PFNGLGENQUERIESARBPROC); + DECLARE_GLFUNC_PTR(BeginQueryARB, PFNGLBEGINQUERYARBPROC); + DECLARE_GLFUNC_PTR(GetQueryivARB, PFNGLGETQUERYIVARBPROC); + DECLARE_GLFUNC_PTR(EndQueryARB, PFNGLENDQUERYARBPROC); + DECLARE_GLFUNC_PTR(IsQueryARB, PFNGLISQUERYARBPROC); + DECLARE_GLFUNC_PTR(GetQueryObjectivARB, PFNGLGETQUERYOBJECTIVARBPROC); + DECLARE_GLFUNC_PTR(GetQueryObjectuivARB, PFNGLGETQUERYOBJECTUIVARBPROC); + DECLARE_GLFUNC_PTR(DeleteQueriesARB, PFNGLDELETEQUERIESARBPROC); + + /* Make sure we have all the function pointers we need. */ + if (GenQueriesARB == NULL || + BeginQueryARB == NULL || + GetQueryivARB == NULL || + EndQueryARB == NULL || + IsQueryARB == NULL || + GetQueryObjectivARB == NULL || + GetQueryObjectuivARB == NULL || + DeleteQueriesARB == NULL) { + fprintf(stderr, "%s: don't have all the Query functions\n", __FUNCTION__); + return GL_FALSE; + } + + /* Create a query object, and start a query. */ + (*GenQueriesARB)(1, &queryObject); + (*BeginQueryARB)(GL_SAMPLES_PASSED_ARB, queryObject); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* While we're in the query, check the functions that are supposed + * to return which query we're in and how many bits of resolution + * we get. + */ + (*GetQueryivARB)(GL_SAMPLES_PASSED_ARB, GL_CURRENT_QUERY_ARB, &queryCurrent); + if (queryCurrent != queryObject) { + fprintf(stderr, "%s: current query 0x%x != set query 0x%x\n", + __FUNCTION__, queryCurrent, queryObject); + (*EndQueryARB)(GL_SAMPLES_PASSED_ARB); + (*DeleteQueriesARB)(1, &queryObject); + return GL_FALSE; + } + (*GetQueryivARB)(GL_SAMPLES_PASSED_ARB, GL_QUERY_COUNTER_BITS_ARB, + &queryCounterBits); + if (queryCounterBits < 1) { + fprintf(stderr, "%s: query counter bits is too small (%d)\n", + __FUNCTION__, queryCounterBits); + (*EndQueryARB)(GL_SAMPLES_PASSED_ARB); + (*DeleteQueriesARB)(1, &queryObject); + return GL_FALSE; + } + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Finish up the query. Since we didn't draw anything, the result + * should be 0 passed samples. + */ + (*EndQueryARB)(GL_SAMPLES_PASSED_ARB); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Routine existence test */ + if (!(*IsQueryARB)(queryObject)) { + fprintf(stderr, "%s: query object 0x%x fails existence test\n", + __FUNCTION__, queryObject); + (*DeleteQueriesARB)(1, &queryObject); + return GL_FALSE; + } + + /* Loop until the query is ready, then get back the result. We use + * the signed query for the boolean value of whether the result is + * available, but the unsigned query to actually pull the result; + * this is just to test both entrypoints, but in a real query you may + * need the extra bit of resolution. + */ + queryReady = GL_FALSE; + do { + (*GetQueryObjectivARB)(queryObject, GL_QUERY_RESULT_AVAILABLE_ARB, + &queryReady); + } while (!queryReady); + (*GetQueryObjectuivARB)(queryObject, GL_QUERY_RESULT_ARB, &querySampleCount); + (*DeleteQueriesARB)(1, &queryObject); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* If sample count isn't 0, something's funny. */ + if (querySampleCount > 0) { + fprintf(stderr, "%s: expected query result of 0, got %ud\n", + __FUNCTION__, querySampleCount); + return GL_FALSE; + } + + /* Here, all is well. */ + return GL_TRUE; +} + +/************************************************************************** * The following functions are used to check that the named OpenGL function * actually does what it's supposed to do. - * The naming of these functions is signficant. The getprocaddress.py script + * The naming of these functions is significant. The getprocaddress.py script * scans this file and extracts these function names. */ +static GLboolean +test_WeightPointerARB(generic_func func) +{ + /* Assume we have at least 2 vertex units (or this extension makes + * no sense), and establish a set of 2-element vector weights. + * We use floats that can be represented exactly in binary + * floating point formats so we can compare correctly later. + * We also make sure the 0th entry matches the default weights, + * so we can restore the default easily. + */ +#define USE_VERTEX_UNITS 2 +#define USE_WEIGHT_INDEX 3 + static GLfloat weights[] = { + 1.0, 0.0, + 0.875, 0.125, + 0.75, 0.25, + 0.625, 0.375, + 0.5, 0.5, + 0.375, 0.625, + 0.25, 0.75, + 0.125, 0.875, + 0.0, 1.0, + }; + GLint numVertexUnits; + GLfloat *currentWeights; + int i; + int errorCount = 0; + + PFNGLWEIGHTPOINTERARBPROC WeightPointerARB = (PFNGLWEIGHTPOINTERARBPROC) func; + + /* Make sure we have at least two vertex units */ + glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &numVertexUnits); + if (numVertexUnits < USE_VERTEX_UNITS) { + fprintf(stderr, "%s: need %d vertex units, got %d\n", + __FUNCTION__, USE_VERTEX_UNITS, numVertexUnits); + return GL_FALSE; + } + + /* Make sure we allocate enough room to query all the current weights */ + currentWeights = (GLfloat *)malloc(numVertexUnits * sizeof(GLfloat)); + if (currentWeights == NULL) { + fprintf(stderr, "%s: couldn't allocate room for %d floats\n", + __FUNCTION__, numVertexUnits); + return GL_FALSE; + } + + /* Set up the pointer, enable the state, and try to send down a + * weight vector (we'll arbitrarily send index 2). + */ + (*WeightPointerARB)(USE_VERTEX_UNITS, GL_FLOAT, 0, weights); + glEnableClientState(GL_WEIGHT_ARRAY_ARB); + glArrayElement(USE_WEIGHT_INDEX); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Verify that it changed the current state. */ + glGetFloatv(GL_CURRENT_WEIGHT_ARB, currentWeights); + for (i = 0; i < numVertexUnits; i++) { + if (i < USE_VERTEX_UNITS) { + /* This is one of the units we explicitly set. */ + if (currentWeights[i] != weights[USE_VERTEX_UNITS*USE_WEIGHT_INDEX + i]) { + fprintf(stderr, "%s: current weight at index %d is %f, should be %f\n", + __FUNCTION__, i, currentWeights[i], + weights[USE_VERTEX_UNITS*USE_WEIGHT_INDEX + i]); + errorCount++; + } + } + else { + /* All other weights should be 0. */ + if (currentWeights[i] != 0.0) { + fprintf(stderr, "%s: current weight at index %d is %f, should be %f\n", + __FUNCTION__, i, 0.0, + weights[USE_VERTEX_UNITS*USE_WEIGHT_INDEX + i]); + errorCount++; + } + } + } + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Restore the old state. We know the default set of weights is in + * index 0. + */ + glArrayElement(0); + glDisableClientState(GL_WEIGHT_ARRAY_ARB); + (*WeightPointerARB)(0, GL_FLOAT, 0, NULL); + free(currentWeights); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* We're fine if we didn't get any mismatches. */ + if (errorCount == 0) { + return GL_TRUE; + } + else { + return GL_FALSE; + } +} + +/* Wrappers on the exercise_occlusion_query function */ +static GLboolean +test_GenQueriesARB(generic_func func) +{ + (void) func; + return exercise_occlusion_query(); +} +static GLboolean +test_BeginQueryARB(generic_func func) +{ + (void) func; + return exercise_occlusion_query(); +} +static GLboolean +test_GetQueryivARB(generic_func func) +{ + (void) func; + return exercise_occlusion_query(); +} +static GLboolean +test_EndQueryARB(generic_func func) +{ + (void) func; + return exercise_occlusion_query(); +} +static GLboolean +test_IsQueryARB(generic_func func) +{ + (void) func; + return exercise_occlusion_query(); +} +static GLboolean +test_GetQueryObjectivARB(generic_func func) +{ + (void) func; + return exercise_occlusion_query(); +} +static GLboolean +test_GetQueryObjectuivARB(generic_func func) +{ + (void) func; + return exercise_occlusion_query(); +} +static GLboolean +test_DeleteQueriesARB(generic_func func) +{ + (void) func; + return exercise_occlusion_query(); +} + +/* Wrappers on the exercise_buffer_objects() function */ +static GLboolean +test_GenBuffersARB(generic_func func) +{ + (void) func; + return exercise_buffer_objects(Use_Map_Buffer); +} +static GLboolean +test_BindBufferARB(generic_func func) +{ + (void) func; + return exercise_buffer_objects(Use_Map_Buffer); +} +static GLboolean +test_BufferDataARB(generic_func func) +{ + (void) func; + return exercise_buffer_objects(Use_Map_Buffer); +} +static GLboolean +test_MapBufferARB(generic_func func) +{ + (void) func; + return exercise_buffer_objects(Use_Map_Buffer); +} +static GLboolean +test_UnmapBufferARB(generic_func func) +{ + (void) func; + return exercise_buffer_objects(Use_Map_Buffer); +} +static GLboolean +test_DeleteBuffersARB(generic_func func) +{ + (void) func; + return exercise_buffer_objects(Use_Map_Buffer); +} +static GLboolean +test_GetBufferParameterivARB(generic_func func) +{ + (void) func; + return exercise_buffer_objects(Use_Map_Buffer); +} +static GLboolean +test_FlushMappedBufferRange(generic_func func) +{ + (void) func; + return exercise_buffer_objects(Use_Map_Buffer_Range); +} +static GLboolean +test_MapBufferRange(generic_func func) +{ + (void) func; + return exercise_buffer_objects(Use_Map_Buffer_Range); +} +static GLboolean +test_BufferParameteriAPPLE(generic_func func) +{ + (void) func; + return exercise_buffer_objects(Use_Map_Buffer_Range); +} + +/* Wrappers on the exercise_framebuffer() function */ +static GLboolean +test_BindFramebufferEXT(generic_func func) +{ + (void) func; + return exercise_framebuffer(); +} +static GLboolean +test_BindRenderbufferEXT(generic_func func) +{ + (void) func; + return exercise_framebuffer(); +} +static GLboolean +test_CheckFramebufferStatusEXT(generic_func func) +{ + (void) func; + return exercise_framebuffer(); +} +static GLboolean +test_DeleteFramebuffersEXT(generic_func func) +{ + (void) func; + return exercise_framebuffer(); +} +static GLboolean +test_DeleteRenderbuffersEXT(generic_func func) +{ + (void) func; + return exercise_framebuffer(); +} +static GLboolean +test_FramebufferRenderbufferEXT(generic_func func) +{ + (void) func; + return exercise_framebuffer(); +} +static GLboolean +test_GenFramebuffersEXT(generic_func func) +{ + (void) func; + return exercise_framebuffer(); +} +static GLboolean +test_GenRenderbuffersEXT(generic_func func) +{ + (void) func; + return exercise_framebuffer(); +} +static GLboolean +test_IsFramebufferEXT(generic_func func) +{ + (void) func; + return exercise_framebuffer(); +} +static GLboolean +test_IsRenderbufferEXT(generic_func func) +{ + (void) func; + return exercise_framebuffer(); +} +static GLboolean +test_RenderbufferStorageEXT(generic_func func) +{ + (void) func; + return exercise_framebuffer(); +} +static GLboolean +test_BlitFramebufferEXT(generic_func func) +{ + (void) func; + return exercise_framebuffer(); +} + +/* These are wrappers on the exercise_CompressedTextures function. + * Unfortunately, we cannot test the 1D counterparts, because the + * texture compressions available all support 2D and higher only. + */ +static GLboolean +test_CompressedTexImage2DARB(generic_func func) +{ + (void) func; + return exercise_CompressedTextures(GL_TEXTURE_2D); +} +static GLboolean +test_CompressedTexSubImage2DARB(generic_func func) +{ + (void) func; + return exercise_CompressedTextures(GL_TEXTURE_2D); +} +static GLboolean +test_CompressedTexImage3DARB(generic_func func) +{ + (void) func; + return exercise_CompressedTextures(GL_TEXTURE_3D); +} +static GLboolean +test_CompressedTexSubImage3DARB(generic_func func) +{ + (void) func; + return exercise_CompressedTextures(GL_TEXTURE_3D); +} +static GLboolean +test_GetCompressedTexImageARB(generic_func func) +{ + (void) func; + return exercise_CompressedTextures(GL_TEXTURE_3D); +} + +/* Wrappers on exercise_fences(). */ +static GLboolean +test_DeleteFencesNV(generic_func func) +{ + (void) func; + return exercise_fences(); +} +static GLboolean +test_GenFencesNV(generic_func func) +{ + (void) func; + return exercise_fences(); +} +static GLboolean +test_SetFenceNV(generic_func func) +{ + (void) func; + return exercise_fences(); +} +static GLboolean +test_TestFenceNV(generic_func func) +{ + (void) func; + return exercise_fences(); +} +static GLboolean +test_FinishFenceNV(generic_func func) +{ + (void) func; + return exercise_fences(); +} +static GLboolean +test_GetFenceivNV(generic_func func) +{ + (void) func; + return exercise_fences(); +} +static GLboolean +test_IsFenceNV(generic_func func) +{ + (void) func; + return exercise_fences(); +} + +/* A bunch of glUniform*() tests */ +static GLboolean +test_Uniform1iv(generic_func func) +{ + PFNGLUNIFORM1IVARBPROC Uniform1ivARB = (PFNGLUNIFORM1IVARBPROC) func; + DECLARE_GLFUNC_PTR(GetUniformivARB, PFNGLGETUNIFORMIVARBPROC); + + /* This is a trivial fragment shader that sets the color of the + * fragment to the uniform value passed in. + */ + static const char *fragmentShaderText = + "uniform int uniformColor;" + "void main() {gl_FragColor.r = uniformColor;}"; + static const char *uniformName = "uniformColor"; + + GLhandleARB program; + GLint uniformLocation; + const GLint uniform[1] = {1}; + GLint queriedUniform[1]; + + if (GetUniformivARB == NULL) { + return GL_FALSE; + } + + /* Call a helper function to compile up the shader and give + * us back the validated program and uniform location. + * If it fails, something's wrong and we can't continue. + */ + if (!exercise_uniform_start(fragmentShaderText, uniformName, + &program, &uniformLocation)) { + return GL_FALSE; + } + + /* Set the value of the program uniform. Note that you must + * use a compatible type. Our uniform above is an integer + * so we must set it using integer versions + * of the Uniform* functions. The "1" means we're setting + * one vector's worth of information. + */ + (*Uniform1ivARB)(uniformLocation, 1, uniform); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Query it back */ + (*GetUniformivARB)(program, uniformLocation, queriedUniform); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Clean up before we check to see whether it came back unscathed */ + exercise_uniform_end(program); + + /* Now check to see whether the uniform came back as expected. This + * will return GL_TRUE if all is well, or GL_FALSE if the comparison failed. + */ + return compare_ints(__FUNCTION__, 1, uniform, 1, queriedUniform); +} + +static GLboolean +test_Uniform1i(generic_func func) +{ + PFNGLUNIFORM1IARBPROC Uniform1iARB = (PFNGLUNIFORM1IARBPROC) func; + DECLARE_GLFUNC_PTR(GetUniformivARB, PFNGLGETUNIFORMIVARBPROC); + + /* This is a trivial fragment shader that sets the color of the + * fragment to the uniform value passed in. + */ + static const char *fragmentShaderText = + "uniform int uniformColor;" + "void main() {gl_FragColor.r = uniformColor;}"; + static const char *uniformName = "uniformColor"; + + GLhandleARB program; + GLint uniformLocation; + const GLint uniform[1] = {1}; + GLint queriedUniform[4]; + + if (GetUniformivARB == NULL) { + return GL_FALSE; + } + + /* Call a helper function to compile up the shader and give + * us back the validated program and uniform location. + * If it fails, something's wrong and we can't continue. + */ + if (!exercise_uniform_start(fragmentShaderText, uniformName, + &program, &uniformLocation)) { + return GL_FALSE; + } + + /* Set the value of the program uniform. Note that you must + * use a compatible type. Our uniform above is an integer + * so we must set it using integer versions + * of the Uniform* functions. + */ + (*Uniform1iARB)(uniformLocation, uniform[0]); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Query it back */ + (*GetUniformivARB)(program, uniformLocation, queriedUniform); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Clean up before we check to see whether it came back unscathed */ + exercise_uniform_end(program); + + /* Now check to see whether the uniform came back as expected. This + * will return GL_TRUE if all is well, or GL_FALSE if the comparison failed. + */ + return compare_ints(__FUNCTION__, 1, uniform, 1, queriedUniform); +} + +static GLboolean +test_Uniform1fv(generic_func func) +{ + PFNGLUNIFORM1FVARBPROC Uniform1fvARB = (PFNGLUNIFORM1FVARBPROC) func; + DECLARE_GLFUNC_PTR(GetUniformfvARB, PFNGLGETUNIFORMFVARBPROC); + + /* This is a trivial fragment shader that sets the color of the + * fragment to the uniform value passed in. + */ + static const char *fragmentShaderText = + "uniform float uniformColor;" + "void main() {gl_FragColor.r = uniformColor;}"; + static const char *uniformName = "uniformColor"; + + GLhandleARB program; + GLint uniformLocation; + const GLfloat uniform[1] = {1.1}; + GLfloat queriedUniform[1]; + + if (GetUniformfvARB == NULL) { + return GL_FALSE; + } + + /* Call a helper function to compile up the shader and give + * us back the validated program and uniform location. + * If it fails, something's wrong and we can't continue. + */ + if (!exercise_uniform_start(fragmentShaderText, uniformName, + &program, &uniformLocation)) { + return GL_FALSE; + } + + /* Set the value of the program uniform. Note that you must + * use a compatible type. Our uniform above is a float + * so we must set it using float versions + * of the Uniform* functions. The "1" means we're setting + * one vector's worth of information. + */ + (*Uniform1fvARB)(uniformLocation, 1, uniform); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Query it back */ + (*GetUniformfvARB)(program, uniformLocation, queriedUniform); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Clean up before we check to see whether it came back unscathed */ + exercise_uniform_end(program); + + /* Now check to see whether the uniform came back as expected. This + * will return GL_TRUE if all is well, or GL_FALSE if the comparison failed. + */ + return compare_floats(__FUNCTION__, 1, uniform, 1, queriedUniform); +} + +static GLboolean +test_Uniform1f(generic_func func) +{ + PFNGLUNIFORM1FARBPROC Uniform1fARB = (PFNGLUNIFORM1FARBPROC) func; + DECLARE_GLFUNC_PTR(GetUniformfvARB, PFNGLGETUNIFORMFVARBPROC); + + /* This is a trivial fragment shader that sets the color of the + * fragment to the uniform value passed in. + */ + static const char *fragmentShaderText = + "uniform float uniformColor;" + "void main() {gl_FragColor.r = uniformColor;}"; + static const char *uniformName = "uniformColor"; + + GLhandleARB program; + GLint uniformLocation; + const GLfloat uniform[1] = {1.1}; + GLfloat queriedUniform[1]; + + if (GetUniformfvARB == NULL) { + return GL_FALSE; + } + + /* Call a helper function to compile up the shader and give + * us back the validated program and uniform location. + * If it fails, something's wrong and we can't continue. + */ + if (!exercise_uniform_start(fragmentShaderText, uniformName, + &program, &uniformLocation)) { + return GL_FALSE; + } + + /* Set the value of the program uniform. Note that you must + * use a compatible type. Our uniform above is a float + * so we must set it using float versions + * of the Uniform* functions. + */ + (*Uniform1fARB)(uniformLocation, uniform[0]); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Query it back */ + (*GetUniformfvARB)(program, uniformLocation, queriedUniform); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Clean up before we check to see whether it came back unscathed */ + exercise_uniform_end(program); + + /* Now check to see whether the uniform came back as expected. This + * will return GL_TRUE if all is well, or GL_FALSE if the comparison failed. + */ + return compare_floats(__FUNCTION__, 1, uniform, 1, queriedUniform); +} + +static GLboolean +test_Uniform2iv(generic_func func) +{ + PFNGLUNIFORM2IVARBPROC Uniform2ivARB = (PFNGLUNIFORM2IVARBPROC) func; + DECLARE_GLFUNC_PTR(GetUniformivARB, PFNGLGETUNIFORMIVARBPROC); + + /* This is a trivial fragment shader that sets the color of the + * fragment to the uniform value passed in. + */ + static const char *fragmentShaderText = + "uniform ivec2 uniformColor;" + "void main() {gl_FragColor.rg = uniformColor;}"; + static const char *uniformName = "uniformColor"; + + GLhandleARB program; + GLint uniformLocation; + const GLint uniform[2] = {1,2}; + GLint queriedUniform[2]; + + if (GetUniformivARB == NULL) { + return GL_FALSE; + } + + /* Call a helper function to compile up the shader and give + * us back the validated program and uniform location. + * If it fails, something's wrong and we can't continue. + */ + if (!exercise_uniform_start(fragmentShaderText, uniformName, + &program, &uniformLocation)) { + return GL_FALSE; + } + + /* Set the value of the program uniform. Note that you must + * use a compatible type. Our uniform above is an integer + * vector 2 (ivec2), so we must set it using integer versions + * of the Uniform* functions. The "1" means we're setting + * one vector's worth of information. + */ + (*Uniform2ivARB)(uniformLocation, 1, uniform); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Query it back */ + (*GetUniformivARB)(program, uniformLocation, queriedUniform); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Clean up before we check to see whether it came back unscathed */ + exercise_uniform_end(program); + + /* Now check to see whether the uniform came back as expected. This + * will return GL_TRUE if all is well, or GL_FALSE if the comparison failed. + */ + return compare_ints(__FUNCTION__, 2, uniform, 2, queriedUniform); +} + +static GLboolean +test_Uniform2i(generic_func func) +{ + PFNGLUNIFORM2IARBPROC Uniform2iARB = (PFNGLUNIFORM2IARBPROC) func; + DECLARE_GLFUNC_PTR(GetUniformivARB, PFNGLGETUNIFORMIVARBPROC); + + /* This is a trivial fragment shader that sets the color of the + * fragment to the uniform value passed in. + */ + static const char *fragmentShaderText = + "uniform ivec2 uniformColor;" + "void main() {gl_FragColor.rg = uniformColor;}"; + static const char *uniformName = "uniformColor"; + + GLhandleARB program; + GLint uniformLocation; + const GLint uniform[2] = {1,2}; + GLint queriedUniform[4]; + + if (GetUniformivARB == NULL) { + return GL_FALSE; + } + + /* Call a helper function to compile up the shader and give + * us back the validated program and uniform location. + * If it fails, something's wrong and we can't continue. + */ + if (!exercise_uniform_start(fragmentShaderText, uniformName, + &program, &uniformLocation)) { + return GL_FALSE; + } + + /* Set the value of the program uniform. Note that you must + * use a compatible type. Our uniform above is an integer + * vector 2 (ivec2), so we must set it using integer versions + * of the Uniform* functions. + */ + (*Uniform2iARB)(uniformLocation, uniform[0], uniform[1]); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Query it back */ + (*GetUniformivARB)(program, uniformLocation, queriedUniform); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Clean up before we check to see whether it came back unscathed */ + exercise_uniform_end(program); + + /* Now check to see whether the uniform came back as expected. This + * will return GL_TRUE if all is well, or GL_FALSE if the comparison failed. + */ + return compare_ints(__FUNCTION__, 2, uniform, 2, queriedUniform); +} + +static GLboolean +test_Uniform2fv(generic_func func) +{ + PFNGLUNIFORM2FVARBPROC Uniform2fvARB = (PFNGLUNIFORM2FVARBPROC) func; + DECLARE_GLFUNC_PTR(GetUniformfvARB, PFNGLGETUNIFORMFVARBPROC); + + /* This is a trivial fragment shader that sets the color of the + * fragment to the uniform value passed in. + */ + static const char *fragmentShaderText = + "uniform vec2 uniformColor;" + "void main() {gl_FragColor.rg = uniformColor;}"; + static const char *uniformName = "uniformColor"; + + GLhandleARB program; + GLint uniformLocation; + const GLfloat uniform[2] = {1.1,2.2}; + GLfloat queriedUniform[2]; + + if (GetUniformfvARB == NULL) { + return GL_FALSE; + } + + /* Call a helper function to compile up the shader and give + * us back the validated program and uniform location. + * If it fails, something's wrong and we can't continue. + */ + if (!exercise_uniform_start(fragmentShaderText, uniformName, + &program, &uniformLocation)) { + return GL_FALSE; + } + + /* Set the value of the program uniform. Note that you must + * use a compatible type. Our uniform above is a float + * vector 2 (vec2), so we must set it using float versions + * of the Uniform* functions. The "1" means we're setting + * one vector's worth of information. + */ + (*Uniform2fvARB)(uniformLocation, 1, uniform); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Query it back */ + (*GetUniformfvARB)(program, uniformLocation, queriedUniform); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Clean up before we check to see whether it came back unscathed */ + exercise_uniform_end(program); + + /* Now check to see whether the uniform came back as expected. This + * will return GL_TRUE if all is well, or GL_FALSE if the comparison failed. + */ + return compare_floats(__FUNCTION__, 2, uniform, 2, queriedUniform); +} + +static GLboolean +test_Uniform2f(generic_func func) +{ + PFNGLUNIFORM2FARBPROC Uniform2fARB = (PFNGLUNIFORM2FARBPROC) func; + DECLARE_GLFUNC_PTR(GetUniformfvARB, PFNGLGETUNIFORMFVARBPROC); + + /* This is a trivial fragment shader that sets the color of the + * fragment to the uniform value passed in. + */ + static const char *fragmentShaderText = + "uniform vec2 uniformColor;" + "void main() {gl_FragColor.rg = uniformColor;}"; + static const char *uniformName = "uniformColor"; + + GLhandleARB program; + GLint uniformLocation; + const GLfloat uniform[2] = {1.1,2.2}; + GLfloat queriedUniform[2]; + + if (GetUniformfvARB == NULL) { + return GL_FALSE; + } + + /* Call a helper function to compile up the shader and give + * us back the validated program and uniform location. + * If it fails, something's wrong and we can't continue. + */ + if (!exercise_uniform_start(fragmentShaderText, uniformName, + &program, &uniformLocation)) { + return GL_FALSE; + } + + /* Set the value of the program uniform. Note that you must + * use a compatible type. Our uniform above is a float + * vector 2 (vec2), so we must set it using float versions + * of the Uniform* functions. + */ + (*Uniform2fARB)(uniformLocation, uniform[0], uniform[1]); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Query it back */ + (*GetUniformfvARB)(program, uniformLocation, queriedUniform); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Clean up before we check to see whether it came back unscathed */ + exercise_uniform_end(program); + + /* Now check to see whether the uniform came back as expected. This + * will return GL_TRUE if all is well, or GL_FALSE if the comparison failed. + */ + return compare_floats(__FUNCTION__, 2, uniform, 2, queriedUniform); +} + +static GLboolean +test_Uniform3iv(generic_func func) +{ + PFNGLUNIFORM3IVARBPROC Uniform3ivARB = (PFNGLUNIFORM3IVARBPROC) func; + DECLARE_GLFUNC_PTR(GetUniformivARB, PFNGLGETUNIFORMIVARBPROC); + + /* This is a trivial fragment shader that sets the color of the + * fragment to the uniform value passed in. + */ + static const char *fragmentShaderText = + "uniform ivec3 uniformColor;" + "void main() {gl_FragColor.rgb = uniformColor;}"; + static const char *uniformName = "uniformColor"; + + GLhandleARB program; + GLint uniformLocation; + const GLint uniform[3] = {1,2,3}; + GLint queriedUniform[3]; + + if (GetUniformivARB == NULL) { + return GL_FALSE; + } + + /* Call a helper function to compile up the shader and give + * us back the validated program and uniform location. + * If it fails, something's wrong and we can't continue. + */ + if (!exercise_uniform_start(fragmentShaderText, uniformName, + &program, &uniformLocation)) { + return GL_FALSE; + } + + /* Set the value of the program uniform. Note that you must + * use a compatible type. Our uniform above is an integer + * vector 3 (ivec3), so we must set it using integer versions + * of the Uniform* functions. The "1" means we're setting + * one vector's worth of information. + */ + (*Uniform3ivARB)(uniformLocation, 1, uniform); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Query it back */ + (*GetUniformivARB)(program, uniformLocation, queriedUniform); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Clean up before we check to see whether it came back unscathed */ + exercise_uniform_end(program); + + /* Now check to see whether the uniform came back as expected. This + * will return GL_TRUE if all is well, or GL_FALSE if the comparison failed. + */ + return compare_ints(__FUNCTION__, 3, uniform, 3, queriedUniform); +} + +static GLboolean +test_Uniform3i(generic_func func) +{ + PFNGLUNIFORM3IARBPROC Uniform3iARB = (PFNGLUNIFORM3IARBPROC) func; + DECLARE_GLFUNC_PTR(GetUniformivARB, PFNGLGETUNIFORMIVARBPROC); + + /* This is a trivial fragment shader that sets the color of the + * fragment to the uniform value passed in. + */ + static const char *fragmentShaderText = + "uniform ivec3 uniformColor;" + "void main() {gl_FragColor.rgb = uniformColor;}"; + static const char *uniformName = "uniformColor"; + + GLhandleARB program; + GLint uniformLocation; + const GLint uniform[3] = {1,2,3}; + GLint queriedUniform[4]; + + if (GetUniformivARB == NULL) { + return GL_FALSE; + } + + /* Call a helper function to compile up the shader and give + * us back the validated program and uniform location. + * If it fails, something's wrong and we can't continue. + */ + if (!exercise_uniform_start(fragmentShaderText, uniformName, + &program, &uniformLocation)) { + return GL_FALSE; + } + + /* Set the value of the program uniform. Note that you must + * use a compatible type. Our uniform above is an integer + * vector 3 (ivec3), so we must set it using integer versions + * of the Uniform* functions. + */ + (*Uniform3iARB)(uniformLocation, uniform[0], uniform[1], uniform[2]); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Query it back */ + (*GetUniformivARB)(program, uniformLocation, queriedUniform); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Clean up before we check to see whether it came back unscathed */ + exercise_uniform_end(program); + + /* Now check to see whether the uniform came back as expected. This + * will return GL_TRUE if all is well, or GL_FALSE if the comparison failed. + */ + return compare_ints(__FUNCTION__, 3, uniform, 3, queriedUniform); +} + +static GLboolean +test_Uniform3fv(generic_func func) +{ + PFNGLUNIFORM3FVARBPROC Uniform3fvARB = (PFNGLUNIFORM3FVARBPROC) func; + DECLARE_GLFUNC_PTR(GetUniformfvARB, PFNGLGETUNIFORMFVARBPROC); + + /* This is a trivial fragment shader that sets the color of the + * fragment to the uniform value passed in. + */ + static const char *fragmentShaderText = + "uniform vec3 uniformColor;" + "void main() {gl_FragColor.rgb = uniformColor;}"; + static const char *uniformName = "uniformColor"; + + GLhandleARB program; + GLint uniformLocation; + const GLfloat uniform[3] = {1.1,2.2,3.3}; + GLfloat queriedUniform[3]; + + if (GetUniformfvARB == NULL) { + return GL_FALSE; + } + + /* Call a helper function to compile up the shader and give + * us back the validated program and uniform location. + * If it fails, something's wrong and we can't continue. + */ + if (!exercise_uniform_start(fragmentShaderText, uniformName, + &program, &uniformLocation)) { + return GL_FALSE; + } + + /* Set the value of the program uniform. Note that you must + * use a compatible type. Our uniform above is a float + * vector 3 (vec3), so we must set it using float versions + * of the Uniform* functions. The "1" means we're setting + * one vector's worth of information. + */ + (*Uniform3fvARB)(uniformLocation, 1, uniform); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Query it back */ + (*GetUniformfvARB)(program, uniformLocation, queriedUniform); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Clean up before we check to see whether it came back unscathed */ + exercise_uniform_end(program); + + /* Now check to see whether the uniform came back as expected. This + * will return GL_TRUE if all is well, or GL_FALSE if the comparison failed. + */ + return compare_floats(__FUNCTION__, 3, uniform, 3, queriedUniform); +} + +static GLboolean +test_Uniform3f(generic_func func) +{ + PFNGLUNIFORM3FARBPROC Uniform3fARB = (PFNGLUNIFORM3FARBPROC) func; + DECLARE_GLFUNC_PTR(GetUniformfvARB, PFNGLGETUNIFORMFVARBPROC); + + /* This is a trivial fragment shader that sets the color of the + * fragment to the uniform value passed in. + */ + static const char *fragmentShaderText = + "uniform vec3 uniformColor;" + "void main() {gl_FragColor.rgb = uniformColor;}"; + static const char *uniformName = "uniformColor"; + + GLhandleARB program; + GLint uniformLocation; + const GLfloat uniform[3] = {1.1,2.2,3.3}; + GLfloat queriedUniform[3]; + + if (GetUniformfvARB == NULL) { + return GL_FALSE; + } + + /* Call a helper function to compile up the shader and give + * us back the validated program and uniform location. + * If it fails, something's wrong and we can't continue. + */ + if (!exercise_uniform_start(fragmentShaderText, uniformName, + &program, &uniformLocation)) { + return GL_FALSE; + } + + /* Set the value of the program uniform. Note that you must + * use a compatible type. Our uniform above is a float + * vector 3 (vec3), so we must set it using float versions + * of the Uniform* functions. + */ + (*Uniform3fARB)(uniformLocation, uniform[0], uniform[1], uniform[2]); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Query it back */ + (*GetUniformfvARB)(program, uniformLocation, queriedUniform); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Clean up before we check to see whether it came back unscathed */ + exercise_uniform_end(program); + + /* Now check to see whether the uniform came back as expected. This + * will return GL_TRUE if all is well, or GL_FALSE if the comparison failed. + */ + return compare_floats(__FUNCTION__, 3, uniform, 3, queriedUniform); +} + +static GLboolean +test_Uniform4iv(generic_func func) +{ + PFNGLUNIFORM4IVARBPROC Uniform4ivARB = (PFNGLUNIFORM4IVARBPROC) func; + DECLARE_GLFUNC_PTR(GetUniformivARB, PFNGLGETUNIFORMIVARBPROC); + + /* This is a trivial fragment shader that sets the color of the + * fragment to the uniform value passed in. + */ + static const char *fragmentShaderText = + "uniform ivec4 uniformColor; void main() {gl_FragColor = uniformColor;}"; + static const char *uniformName = "uniformColor"; + + GLhandleARB program; + GLint uniformLocation; + const GLint uniform[4] = {1,2,3,4}; + GLint queriedUniform[4]; + + if (GetUniformivARB == NULL) { + return GL_FALSE; + } + + /* Call a helper function to compile up the shader and give + * us back the validated program and uniform location. + * If it fails, something's wrong and we can't continue. + */ + if (!exercise_uniform_start(fragmentShaderText, uniformName, + &program, &uniformLocation)) { + return GL_FALSE; + } + + /* Set the value of the program uniform. Note that you must + * use a compatible type. Our uniform above is an integer + * vector (ivec4), so we must set it using integer versions + * of the Uniform* functions. The "1" means we're setting + * one vector's worth of information. + */ + (*Uniform4ivARB)(uniformLocation, 1, uniform); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Query it back */ + (*GetUniformivARB)(program, uniformLocation, queriedUniform); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Clean up before we check to see whether it came back unscathed */ + exercise_uniform_end(program); + + /* Now check to see whether the uniform came back as expected. This + * will return GL_TRUE if all is well, or GL_FALSE if the comparison failed. + */ + return compare_ints(__FUNCTION__, 4, uniform, 4, queriedUniform); +} + +static GLboolean +test_Uniform4i(generic_func func) +{ + PFNGLUNIFORM4IARBPROC Uniform4iARB = (PFNGLUNIFORM4IARBPROC) func; + DECLARE_GLFUNC_PTR(GetUniformivARB, PFNGLGETUNIFORMIVARBPROC); + + /* This is a trivial fragment shader that sets the color of the + * fragment to the uniform value passed in. + */ + static const char *fragmentShaderText = + "uniform ivec4 uniformColor; void main() {gl_FragColor = uniformColor;}"; + static const char *uniformName = "uniformColor"; + + GLhandleARB program; + GLint uniformLocation; + const GLint uniform[4] = {1,2,3,4}; + GLint queriedUniform[4]; + + if (GetUniformivARB == NULL) { + return GL_FALSE; + } + + /* Call a helper function to compile up the shader and give + * us back the validated program and uniform location. + * If it fails, something's wrong and we can't continue. + */ + if (!exercise_uniform_start(fragmentShaderText, uniformName, + &program, &uniformLocation)) { + return GL_FALSE; + } + + /* Set the value of the program uniform. Note that you must + * use a compatible type. Our uniform above is an integer + * vector (ivec4), so we must set it using integer versions + * of the Uniform* functions. + */ + (*Uniform4iARB)(uniformLocation, uniform[0], uniform[1], uniform[2], + uniform[3]); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Query it back */ + (*GetUniformivARB)(program, uniformLocation, queriedUniform); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Clean up before we check to see whether it came back unscathed */ + exercise_uniform_end(program); + + /* Now check to see whether the uniform came back as expected. This + * will return GL_TRUE if all is well, or GL_FALSE if the comparison failed. + */ + return compare_ints(__FUNCTION__, 4, uniform, 4, queriedUniform); +} + +static GLboolean +test_Uniform4fv(generic_func func) +{ + PFNGLUNIFORM4FVARBPROC Uniform4fvARB = (PFNGLUNIFORM4FVARBPROC) func; + DECLARE_GLFUNC_PTR(GetUniformfvARB, PFNGLGETUNIFORMFVARBPROC); + + /* This is a trivial fragment shader that sets the color of the + * fragment to the uniform value passed in. + */ + static const char *fragmentShaderText = + "uniform vec4 uniformColor; void main() {gl_FragColor = uniformColor;}"; + static const char *uniformName = "uniformColor"; + + GLhandleARB program; + GLint uniformLocation; + const GLfloat uniform[4] = {1.1,2.2,3.3,4.4}; + GLfloat queriedUniform[4]; + + if (GetUniformfvARB == NULL) { + return GL_FALSE; + } + + /* Call a helper function to compile up the shader and give + * us back the validated program and uniform location. + * If it fails, something's wrong and we can't continue. + */ + if (!exercise_uniform_start(fragmentShaderText, uniformName, + &program, &uniformLocation)) { + return GL_FALSE; + } + + /* Set the value of the program uniform. Note that you must + * use a compatible type. Our uniform above is a float + * vector (vec4), so we must set it using float versions + * of the Uniform* functions. The "1" means we're setting + * one vector's worth of information. + */ + (*Uniform4fvARB)(uniformLocation, 1, uniform); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Query it back */ + (*GetUniformfvARB)(program, uniformLocation, queriedUniform); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Clean up before we check to see whether it came back unscathed */ + exercise_uniform_end(program); + + /* Now check to see whether the uniform came back as expected. This + * will return GL_TRUE if all is well, or GL_FALSE if the comparison failed. + */ + return compare_floats(__FUNCTION__, 4, uniform, 4, queriedUniform); +} + +static GLboolean +test_Uniform4f(generic_func func) +{ + PFNGLUNIFORM4FARBPROC Uniform4fARB = (PFNGLUNIFORM4FARBPROC) func; + DECLARE_GLFUNC_PTR(GetUniformfvARB, PFNGLGETUNIFORMFVARBPROC); + + /* This is a trivial fragment shader that sets the color of the + * fragment to the uniform value passed in. + */ + static const char *fragmentShaderText = + "uniform vec4 uniformColor; void main() {gl_FragColor = uniformColor;}"; + static const char *uniformName = "uniformColor"; + + GLhandleARB program; + GLint uniformLocation; + const GLfloat uniform[4] = {1.1,2.2,3.3,4.4}; + GLfloat queriedUniform[4]; + + if (GetUniformfvARB == NULL) { + return GL_FALSE; + } + + /* Call a helper function to compile up the shader and give + * us back the validated program and uniform location. + * If it fails, something's wrong and we can't continue. + */ + if (!exercise_uniform_start(fragmentShaderText, uniformName, + &program, &uniformLocation)) { + return GL_FALSE; + } + + /* Set the value of the program uniform. Note that you must + * use a compatible type. Our uniform above is an integer + * vector (ivec4), so we must set it using integer versions + * of the Uniform* functions. + */ + (*Uniform4fARB)(uniformLocation, uniform[0], uniform[1], uniform[2], + uniform[3]); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Query it back */ + (*GetUniformfvARB)(program, uniformLocation, queriedUniform); + CheckGLError(__LINE__, __FILE__, __FUNCTION__); + + /* Clean up before we check to see whether it came back unscathed */ + exercise_uniform_end(program); + + /* Now check to see whether the uniform came back as expected. This + * will return GL_TRUE if all is well, or GL_FALSE if the comparison failed. + */ + return compare_floats(__FUNCTION__, 4, uniform, 4, queriedUniform); +} static GLboolean test_ActiveTextureARB(generic_func func) @@ -107,6 +2694,40 @@ test_VertexAttrib1fvARB(generic_func func) } 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; @@ -177,7 +2798,6 @@ test_VertexAttrib4NsvARB(generic_func func) return pass; } - static GLboolean test_VertexAttrib4NusvARB(generic_func func) { @@ -195,42 +2815,110 @@ test_VertexAttrib4NusvARB(generic_func func) 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_VertexAttrib4ubNV(generic_func func) +test_VertexAttrib1fNV(generic_func func) { - PFNGLVERTEXATTRIB4UBNVPROC vertexAttrib4ubNV = (PFNGLVERTEXATTRIB4UBNVPROC) func; + PFNGLVERTEXATTRIB1FNVPROC vertexAttrib1fNV = (PFNGLVERTEXATTRIB1FNVPROC) func; PFNGLGETVERTEXATTRIBFVNVPROC getVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvNV"); - const GLubyte v[4] = {255, 0, 255, 0}; - const GLubyte def[4] = {0, 0, 0, 255}; + const GLfloat v[4] = {2.5, 0.0, 0.0, 1.0}; + const GLfloat def[4] = {0, 0, 0, 1}; GLfloat res[4]; - GLboolean pass; - (*vertexAttrib4ubNV)(6, v[0], v[1], v[2], v[3]); + (*vertexAttrib1fNV)(6, v[0]); (*getVertexAttribfvNV)(6, GL_CURRENT_ATTRIB_NV, res); - pass = (res[0] == 1.0 && res[1] == 0.0 && res[2] == 1.0 && res[3] == 0.0); - (*vertexAttrib4ubNV)(6, def[0], def[1], def[2], def[3]); - return pass; + (*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 GLshort v[2] = {2, -4,}; - const GLshort def[2] = {0, 0}; + const GLfloat v[4] = {2.5, 4.25, 0.0, 1.0}; + const GLfloat def[4] = {0, 0, 0, 1}; GLfloat res[4]; - GLboolean pass; - (*vertexAttrib2sNV)(6, v[0], v[1]); + (*vertexAttrib2fNV)(6, v[0], v[1]); (*getVertexAttribfvNV)(6, GL_CURRENT_ATTRIB_NV, res); - pass = (EQUAL(res[0], 2) && EQUAL(res[1], -4) && EQUAL(res[2], 0) && res[3] == 1.0); - (*vertexAttrib2sNV)(6, def[0], def[1]); - return pass; + (*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) @@ -238,35 +2926,467 @@ test_VertexAttrib3fNV(generic_func func) PFNGLVERTEXATTRIB3FNVPROC vertexAttrib3fNV = (PFNGLVERTEXATTRIB3FNVPROC) func; PFNGLGETVERTEXATTRIBFVNVPROC getVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvNV"); - const GLfloat v[3] = {0.2, 0.4, 0.8}; - const GLfloat def[3] = {0, 0, 0}; + const GLfloat v[4] = {2.5, 4.25, 7.125, 1.0}; + const GLfloat def[4] = {0, 0, 0, 1}; GLfloat res[4]; - GLboolean pass; (*vertexAttrib3fNV)(6, v[0], v[1], v[2]); (*getVertexAttribfvNV)(6, GL_CURRENT_ATTRIB_NV, res); - pass = (EQUAL(res[0], 0.2) && EQUAL(res[1], 0.4) && EQUAL(res[2], 0.8) && res[3] == 1.0); (*vertexAttrib3fNV)(6, def[0], def[1], def[2]); - return pass; + 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 GLdouble v[4] = {0.2, 0.4, 0.8, 1.2}; + 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]; - GLboolean pass; - (*vertexAttrib4dvNV)(6, v); + (*vertexAttribs2fvNV)(6, 1, v); (*getVertexAttribfvNV)(6, GL_CURRENT_ATTRIB_NV, res); - pass = (EQUAL(res[0], 0.2) && EQUAL(res[1], 0.4) && EQUAL(res[2], 0.8) && EQUAL(res[3], 1.2)); - (*vertexAttrib4dvNV)(6, def); - return pass; + (*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) @@ -387,17 +3507,32 @@ extension_supported(const char *haystack, const char *needle) } -static void +/* 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; - int totalFail = 0, totalPass = 0; + int failures = 0, passes = 0, untested = 0; + int totalFail = 0, totalPass = 0, totalUntested = 0, totalUnsupported = 0; int doTests; - + 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] == '-') { - const char *version = (const char *) glGetString(GL_VERSION); + /* 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' && @@ -419,14 +3554,27 @@ check_functions( const char *extensions ) /* 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); - totalFail += failures; - totalPass += passes; + + /* 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) { @@ -436,21 +3584,36 @@ check_functions( const char *extensions ) if (b) { printf(" Pass\n"); passes++; + totalPass++; } else { printf(" FAIL!!!\n"); failures++; + totalFail++; } } else { - passes++; + 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) { @@ -459,18 +3622,29 @@ check_functions( const char *extensions ) if (passes > 0) { printf(" %d passed.\n", passes); } + if (untested > 0) { + printf(" %d untested.\n", untested); + } } } - totalFail += failures; - totalPass += passes; printf("-----------------------------\n"); - printf("Total: %d pass %d fail\n", totalPass, totalFail); + 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 void +static int print_screen_info(Display *dpy, int scrnum, Bool allowDirect) { Window win; @@ -496,6 +3670,7 @@ print_screen_info(Display *dpy, int scrnum, Bool allowDirect) GLXContext ctx; XVisualInfo *visinfo; int width = 100, height = 100; + int failures; root = RootWindow(dpy, scrnum); @@ -504,7 +3679,7 @@ print_screen_info(Display *dpy, int scrnum, Bool allowDirect) visinfo = glXChooseVisual(dpy, scrnum, attribDouble); if (!visinfo) { fprintf(stderr, "Error: couldn't find RGB GLX visual\n"); - return; + return ERROR_NO_VISUAL; } } @@ -521,26 +3696,29 @@ print_screen_info(Display *dpy, int scrnum, Bool allowDirect) if (!ctx) { fprintf(stderr, "Error: glXCreateContext failed\n"); XDestroyWindow(dpy, win); - return; + return ERROR_NO_CONTEXT; } - if (glXMakeCurrent(dpy, win, ctx)) { - check_functions( (const char *) glGetString(GL_EXTENSIONS) ); - } - else { + 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) { @@ -548,9 +3726,9 @@ main(int argc, char *argv[]) return -1; } - print_screen_info(dpy, 0, GL_TRUE); + returnCode = print_screen_info(dpy, 0, GL_TRUE); XCloseDisplay(dpy); - return 0; + return returnCode; } diff --git a/progs/tests/getprocaddress.py b/progs/tests/getprocaddress.py index 8adfc51bd60..699195bd48c 100644 --- a/progs/tests/getprocaddress.py +++ b/progs/tests/getprocaddress.py @@ -52,7 +52,7 @@ static struct name_test_pair functions[] = {""" prev_category = None - for f in api.functionIterateByOffset(): + for f in api.functionIterateByCategory(): [category, num] = api.get_category_for_name( f.name ) if category != prev_category: print ' { "-%s", NULL},' % category diff --git a/progs/tests/getteximage.c b/progs/tests/getteximage.c index e4818a8fabb..71f29b4ac84 100644 --- a/progs/tests/getteximage.c +++ b/progs/tests/getteximage.c @@ -15,7 +15,7 @@ static int Win; static void -TestGetTexImage(void) +TestGetTexImage(GLboolean npot) { GLuint iter; GLubyte *data = (GLubyte *) malloc(1024 * 1024 * 4); @@ -27,8 +27,8 @@ TestGetTexImage(void) for (iter = 0; iter < 8; iter++) { GLint p = (iter % 8) + 3; - GLint w = (1 << p); - GLint h = (1 << p); + GLint w = npot ? (p * 20) : (1 << p); + GLint h = npot ? (p * 10) : (1 << p); GLuint i; GLint level = 0; @@ -83,63 +83,94 @@ ColorsEqual(const GLubyte ref[4], const GLubyte act[4]) static void -TestGetTexImageRTT(void) +TestGetTexImageRTT(GLboolean npot) { GLuint iter; - GLuint fb, tex; - GLint w = 512; - GLint h = 256; - GLint level = 0; - - glGenTextures(1, &tex); - glGenFramebuffersEXT(1, &fb); - - glBindTexture(GL_TEXTURE_2D, tex); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, - GL_RGBA, GL_UNSIGNED_BYTE, NULL); - - glBindFramebuffer(GL_FRAMEBUFFER_EXT, fb); - glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, - GL_TEXTURE_2D, tex, level); printf("Render to texture + glGetTexImage:\n"); - printf(" Testing %d x %d tex image\n", w, h); + for (iter = 0; iter < 8; iter++) { - GLubyte color[4]; - GLubyte *data2 = (GLubyte *) malloc(w * h * 4); - GLuint i; - /* random clear color */ - for (i = 0; i < 4; i++) { - color[i] = rand() % 256; + GLuint fb, tex; + GLint w, h; + GLint level = 0; + + if (npot) { + w = 200 + iter * 40; + h = 200 + iter * 12; + } + else { + w = 4 << iter; + h = 4 << iter; } - glClearColor(color[0] / 255.0, - color[1] / 255.0, - color[2] / 255.0, - color[3] / 255.0); + glGenTextures(1, &tex); + glGenFramebuffersEXT(1, &fb); - glClear(GL_COLOR_BUFFER_BIT); + glBindTexture(GL_TEXTURE_2D, tex); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, + GL_RGBA, GL_UNSIGNED_BYTE, NULL); - /* get */ - glGetTexImage(GL_TEXTURE_2D, level, GL_RGBA, GL_UNSIGNED_BYTE, data2); + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb); + glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, + GL_TEXTURE_2D, tex, level); - /* compare */ - for (i = 0; i < w * h; i += 4) { - if (!ColorsEqual(color, data2 + i * 4)) { - printf("Render to texture failure!\n"); - abort(); + glViewport(0, 0, w, h); + + printf(" Testing %d x %d tex image\n", w, h); + { + static const GLubyte blue[4] = {0, 0, 255, 255}; + GLubyte color[4]; + GLubyte *data2 = (GLubyte *) malloc(w * h * 4); + GLuint i; + + /* random clear color */ + for (i = 0; i < 4; i++) { + color[i] = rand() % 256; + } + + glClearColor(color[0] / 255.0, + color[1] / 255.0, + color[2] / 255.0, + color[3] / 255.0); + + glClear(GL_COLOR_BUFFER_BIT); + + /* draw polygon over top half, in blue */ + glColor4ubv(blue); + glRectf(0, 0.5, 1.0, 1.0); + + /* get */ + glGetTexImage(GL_TEXTURE_2D, level, GL_RGBA, GL_UNSIGNED_BYTE, data2); + + /* compare */ + for (i = 0; i < w * h; i += 4) { + if (i < w * h / 2) { + /* lower half */ + if (!ColorsEqual(color, data2 + i * 4)) { + printf("Render to texture failure (expected clear color)!\n"); + abort(); + } + } + else { + /* upper half */ + if (!ColorsEqual(blue, data2 + i * 4)) { + printf("Render to texture failure (expected blue)!\n"); + abort(); + } + } } + + free(data2); } - free(data2); - } + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); + glDeleteFramebuffersEXT(1, &fb); + glDeleteTextures(1, &tex); - glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0); - glDeleteFramebuffersEXT(1, &fb); - glDeleteTextures(1, &tex); + } printf("Passed\n"); } @@ -152,11 +183,16 @@ Draw(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - TestGetTexImage(); + TestGetTexImage(GL_FALSE); + if (glutExtensionSupported("GL_ARB_texture_non_power_of_two")) + TestGetTexImage(GL_TRUE); if (glutExtensionSupported("GL_EXT_framebuffer_object") || - glutExtensionSupported("GL_ARB_framebuffer_object")) - TestGetTexImageRTT(); + glutExtensionSupported("GL_ARB_framebuffer_object")) { + TestGetTexImageRTT(GL_FALSE); + if (glutExtensionSupported("GL_ARB_texture_non_power_of_two")) + TestGetTexImageRTT(GL_TRUE); + } glutDestroyWindow(Win); exit(0); @@ -171,10 +207,10 @@ Reshape(int width, int height) glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); - glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0); + glOrtho(0, 1, 0, 1, -1, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); - glTranslatef(0.0, 0.0, -15.0); + glTranslatef(0.0, 0.0, 0.0); } diff --git a/progs/tests/texcmp.c b/progs/tests/texcmp.c index 52c504a3188..d1e829d1b73 100644 --- a/progs/tests/texcmp.c +++ b/progs/tests/texcmp.c @@ -371,11 +371,11 @@ int main( int argc, char *argv[] ) glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE ); if (glutCreateWindow(argv[0]) <= 0) { - glewInit(); printf("Couldn't create window\n"); exit(0); } + glewInit(); gl_version = atof( (const char *) glGetString( GL_VERSION ) ); if ( (gl_version < 1.3) && !glutExtensionSupported("GL_ARB_texture_compression") ) { diff --git a/progs/tests/texcompsub.c b/progs/tests/texcompsub.c index 79a5f958a12..50106bf1e22 100644 --- a/progs/tests/texcompsub.c +++ b/progs/tests/texcompsub.c @@ -6,6 +6,7 @@ #include <assert.h> #include <stdio.h> #include <stdlib.h> +#include <string.h> #include <GL/glew.h> #include <GL/glut.h> @@ -31,6 +32,8 @@ CheckError(int line) static void LoadCompressedImage(void) { + unsigned char ImgDataTemp[ImgSize / 4]; + unsigned i; const GLenum filter = GL_LINEAR; glTexImage2D(Target, 0, CompFormat, ImgWidth, ImgHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); @@ -40,11 +43,24 @@ LoadCompressedImage(void) 0, 0, /* pos */ ImgWidth, ImgHeight / 2, CompFormat, ImgSize / 2, ImgData + ImgSize / 2); - /* top half */ + + /* top left */ + for (i = 0; i < ImgHeight / 8; i++) { + memcpy(&ImgDataTemp[i * ImgWidth], &ImgData[i * 2 * ImgWidth], ImgWidth); + } glCompressedTexSubImage2DARB(Target, 0, 0, ImgHeight / 2, /* pos */ - ImgWidth, ImgHeight / 2, - CompFormat, ImgSize / 2, ImgData); + ImgWidth / 2, ImgHeight / 2, + CompFormat, ImgSize / 4, ImgDataTemp); + + /* top right */ + for (i = 0; i < ImgHeight / 8; i++) { + memcpy(&ImgDataTemp[i * ImgWidth], &ImgData[i * 2 * ImgWidth + ImgWidth], ImgWidth); + } + glCompressedTexSubImage2DARB(Target, 0, + ImgWidth / 2, ImgHeight / 2, /* pos */ + ImgWidth / 2, ImgHeight / 2, + CompFormat, ImgSize / 4, ImgDataTemp); glTexParameteri(Target, GL_TEXTURE_MIN_FILTER, filter); glTexParameteri(Target, GL_TEXTURE_MAG_FILTER, filter); diff --git a/progs/tests/texwrap.c b/progs/tests/texwrap.c index 12f045b72e0..92c8a2f14c2 100644 --- a/progs/tests/texwrap.c +++ b/progs/tests/texwrap.c @@ -258,8 +258,26 @@ static void Init( void ) } glBindTexture(GL_TEXTURE_2D, BORDER_TEXTURE); +#ifdef TEST_PBO_DLIST + /* test fetching teximage from PBO in display list */ + { + GLuint b = 42, l = 10; + + glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, b); + glBufferDataARB(GL_PIXEL_UNPACK_BUFFER, sizeof(BorderImage), + BorderImage, GL_STREAM_DRAW); + + glNewList(l, GL_COMPILE); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SIZE+2, SIZE+2, 1, + GL_RGBA, GL_UNSIGNED_BYTE, (void *) 0/* BorderImage*/); + glEndList(); + glCallList(l); + glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, 0); + } +#else glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SIZE+2, SIZE+2, 1, GL_RGBA, GL_UNSIGNED_BYTE, (void *) BorderImage); +#endif for (i = 0; i < SIZE; i++) { for (j = 0; j < SIZE; j++) { diff --git a/progs/tests/zreaddraw.c b/progs/tests/zreaddraw.c index 2cbfeb6ff18..7dfed20cfb9 100644 --- a/progs/tests/zreaddraw.c +++ b/progs/tests/zreaddraw.c @@ -12,18 +12,23 @@ #include <GL/glut.h> static GLint WinWidth = 500, WinHeight = 500; +static GLboolean Invert = GL_FALSE; +static GLboolean TestPacking = GL_FALSE; +static GLboolean TestList = GL_FALSE; static void Display(void) { - GLfloat depth[100 * 100]; - GLfloat depth2[400 * 400]; - GLfloat min, max; - int i; + GLfloat depth[100 * 100 * 2]; + GLfloat depth2[400 * 400]; /* *2 to test pixelstore stuff */ + GLuint list; + GLenum depthType = GL_FLOAT; glClearColor(0.5, 0.5, 0.5, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glEnable(GL_DEPTH_TEST); + /* draw a sphere */ glViewport(0, 0, 100, 100); glMatrixMode(GL_PROJECTION); @@ -33,21 +38,63 @@ static void Display(void) glLoadIdentity(); glutSolidSphere(1.0, 20, 10); + if (TestPacking) { + glPixelStorei(GL_PACK_ROW_LENGTH, 120); + glPixelStorei(GL_PACK_SKIP_PIXELS, 5); + } + /* read the depth image */ - glReadPixels(0, 0, 100, 100, GL_DEPTH_COMPONENT, GL_FLOAT, depth); - min = max = depth[0]; - for (i = 1; i < 100 * 100; i++) { - if (depth[i] < min) - min = depth[i]; - if (depth[i] > max) - max = depth[i]; + glReadPixels(0, 0, 100, 100, GL_DEPTH_COMPONENT, depthType, depth); + if (depthType == GL_FLOAT) { + GLfloat min, max; + int i; + min = max = depth[0]; + for (i = 1; i < 100 * 100; i++) { + if (depth[i] < min) + min = depth[i]; + if (depth[i] > max) + max = depth[i]; + } + printf("Depth value range: [%f, %f]\n", min, max); + } + + if (TestPacking) { + glPixelStorei(GL_PACK_ROW_LENGTH, 0); + glPixelStorei(GL_PACK_SKIP_PIXELS, 0); + glPixelStorei(GL_UNPACK_ROW_LENGTH, 120); + glPixelStorei(GL_UNPACK_SKIP_PIXELS, 5); } - printf("Depth value range: [%f, %f]\n", min, max); /* draw depth image with scaling (into z buffer) */ glPixelZoom(4.0, 4.0); + glColor4f(1, 0, 0, 0); glWindowPos2i(100, 0); - glDrawPixels(100, 100, GL_DEPTH_COMPONENT, GL_FLOAT, depth); + if (Invert) { + glPixelTransferf(GL_DEPTH_SCALE, -1.0); + glPixelTransferf(GL_DEPTH_BIAS, 1.0); + } + if (TestList) { + list = glGenLists(1); + glNewList(list, GL_COMPILE); + glDrawPixels(100, 100, GL_DEPTH_COMPONENT, depthType, depth); + glEndList(); + glCallList(list); + glDeleteLists(list, 1); + } + else { + glDrawPixels(100, 100, GL_DEPTH_COMPONENT, depthType, depth); + } + if (Invert) { + glPixelTransferf(GL_DEPTH_SCALE, 1.0); + glPixelTransferf(GL_DEPTH_BIAS, 0.0); + } + + if (TestPacking) { + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0); + } + + glDisable(GL_DEPTH_TEST); /* read back scaled depth image */ glReadPixels(100, 0, 400, 400, GL_DEPTH_COMPONENT, GL_FLOAT, depth2); @@ -72,6 +119,17 @@ static void Key(unsigned char key, int x, int y) (void) x; (void) y; switch (key) { + case 'i': + Invert = !Invert; + break; + case 'p': + TestPacking = !TestPacking; + printf("Test pixel pack/unpack: %d\n", TestPacking); + break; + case 'l': + TestList = !TestList; + printf("Test dlist: %d\n", TestList); + break; case 27: exit(0); break; @@ -96,7 +154,6 @@ static void Init(void) glLightfv(GL_LIGHT0, GL_POSITION, pos); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); - glEnable(GL_DEPTH_TEST); } diff --git a/progs/trivial/.gitignore b/progs/trivial/.gitignore index dce733a70ae..4d6e405c500 100644 --- a/progs/trivial/.gitignore +++ b/progs/trivial/.gitignore @@ -5,10 +5,17 @@ clear-random clear-repeat clear-scissor clear-undefined +createwin +dlist-begin-call-end dlist-dangling dlist-degenerate dlist-edgeflag dlist-edgeflag-dangling +dlist-flat-tri +dlist-mat-tri +dlist-recursive-call +dlist-tri-flat-tri +dlist-tri-mat-tri draw2arrays drawarrays drawelements @@ -31,6 +38,7 @@ lineloop lineloop-clip lineloop-elts linestrip +linestrip-clip linestrip-flat-stipple linestrip-stipple linestrip-stipple-wide @@ -71,8 +79,10 @@ quadstrip-cont quadstrip-flat readtex.c readtex.h +readpixels tri tri-alpha +tri-alpha-tex tri-array-interleaved tri-blend tri-blend-color @@ -80,6 +90,7 @@ tri-blend-max tri-blend-min tri-blend-revsub tri-blend-sub +tri-clear tri-clip tri-cull tri-cull-both @@ -94,6 +105,7 @@ tri-fog tri-fp tri-fp-const-imm tri-lit +tri-lit-material tri-logicop-none tri-logicop-xor tri-mask-tri @@ -102,6 +114,7 @@ tri-orig tri-query tri-repeat tri-scissor-tri +tri-square tri-stencil tri-stipple tri-tex @@ -111,6 +124,7 @@ tri-unfilled tri-unfilled-clip tri-unfilled-edgeflag tri-unfilled-fog +tri-unfilled-point tri-unfilled-smooth tri-unfilled-tri tri-unfilled-tri-lit @@ -119,6 +133,7 @@ tri-unfilled-userclip-stip tri-userclip tri-viewport tri-z +tri-z-9 tri-z-eq trifan trifan-flat diff --git a/progs/trivial/Makefile b/progs/trivial/Makefile index 3bd8faff99a..70728616d28 100644 --- a/progs/trivial/Makefile +++ b/progs/trivial/Makefile @@ -18,6 +18,7 @@ SOURCES = \ clear-repeat.c \ clear-random.c \ clear.c \ + createwin.c \ dlist-dangling.c \ dlist-flat-tri.c \ dlist-mat-tri.c \ @@ -48,6 +49,7 @@ SOURCES = \ lineloop-clip.c \ lineloop-elts.c \ lineloop.c \ + linestrip-clip.c \ linestrip-flat-stipple.c \ linestrip-stipple-wide.c \ linestrip-stipple.c \ @@ -87,7 +89,9 @@ SOURCES = \ quadstrip-cont.c \ quadstrip-flat.c \ quadstrip.c \ + readpixels.c \ tri-alpha.c \ + tri-alpha-tex.c \ tri-array-interleaved.c \ tri-blend-color.c \ tri-blend-max.c \ @@ -95,6 +99,7 @@ SOURCES = \ tri-blend-revsub.c \ tri-blend-sub.c \ tri-blend.c \ + tri-clear.c \ tri-clip.c \ tri-cull-both.c \ tri-cull.c \ @@ -117,6 +122,7 @@ SOURCES = \ tri-query.c \ tri-repeat.c \ tri-scissor-tri.c \ + tri-square.c \ tri-stencil.c \ tri-stipple.c \ tri-multitex-vbo.c \ @@ -126,6 +132,7 @@ SOURCES = \ tri-unfilled-fog.c \ tri-unfilled-edgeflag.c \ tri-unfilled-clip.c \ + tri-unfilled-point.c \ tri-unfilled-smooth.c \ tri-unfilled-tri.c \ tri-unfilled-tri-lit.c \ @@ -134,6 +141,7 @@ SOURCES = \ tri-unfilled.c \ tri-userclip.c \ tri-viewport.c \ + tri-z-9.c \ tri-z-eq.c \ tri-z.c \ tri.c \ diff --git a/progs/util/glutskel.c b/progs/util/glutskel.c index 273ed9a2f5a..8499e12a9de 100644 --- a/progs/util/glutskel.c +++ b/progs/util/glutskel.c @@ -11,6 +11,7 @@ #include <GL/glut.h> static int Win; +static int WinWidth = 400, WinHeight = 400; static GLfloat Xrot = 0, Yrot = 0, Zrot = 0; static GLboolean Anim = GL_FALSE; @@ -46,6 +47,8 @@ Draw(void) static void Reshape(int width, int height) { + WinWidth = width; + WinHeight = height; glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); @@ -63,23 +66,23 @@ Key(unsigned char key, int x, int y) (void) x; (void) y; switch (key) { - case 'a': - Anim = !Anim; - if (Anim) - glutIdleFunc(Idle); - else - glutIdleFunc(NULL); - break; - case 'z': - Zrot -= step; - break; - case 'Z': - Zrot += step; - break; - case 27: - glutDestroyWindow(Win); - exit(0); - break; + case 'a': + Anim = !Anim; + if (Anim) + glutIdleFunc(Idle); + else + glutIdleFunc(NULL); + break; + case 'z': + Zrot -= step; + break; + case 'Z': + Zrot += step; + break; + case 27: + glutDestroyWindow(Win); + exit(0); + break; } glutPostRedisplay(); } @@ -92,18 +95,18 @@ SpecialKey(int key, int x, int y) (void) x; (void) y; switch (key) { - case GLUT_KEY_UP: - Xrot -= step; - break; - case GLUT_KEY_DOWN: - Xrot += step; - break; - case GLUT_KEY_LEFT: - Yrot -= step; - break; - case GLUT_KEY_RIGHT: - Yrot += step; - break; + case GLUT_KEY_UP: + Xrot -= step; + break; + case GLUT_KEY_DOWN: + Xrot += step; + break; + case GLUT_KEY_LEFT: + Yrot -= step; + break; + case GLUT_KEY_RIGHT: + Yrot += step; + break; } glutPostRedisplay(); } @@ -123,8 +126,7 @@ int main(int argc, char *argv[]) { glutInit(&argc, argv); - glutInitWindowPosition(0, 0); - glutInitWindowSize(400, 400); + glutInitWindowSize(WinWidth, WinHeight); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); Win = glutCreateWindow(argv[0]); glutReshapeFunc(Reshape); diff --git a/progs/util/shaderutil.c b/progs/util/shaderutil.c index 13b68d90e0b..4db950016b8 100644 --- a/progs/util/shaderutil.c +++ b/progs/util/shaderutil.c @@ -9,19 +9,16 @@ #include <assert.h> #include <stdio.h> #include <stdlib.h> +#include <string.h> #include <GL/glew.h> #include <GL/glut.h> #include "shaderutil.h" +/** time to compile previous shader */ +static GLdouble CompileTime = 0.0; -static void -Init(void) -{ - static GLboolean firstCall = GL_TRUE; - if (firstCall) { - firstCall = GL_FALSE; - } -} +/** time to linke previous program */ +static GLdouble LinkTime = 0.0; GLboolean @@ -46,12 +43,17 @@ CompileShaderText(GLenum shaderType, const char *text) { GLuint shader; GLint stat; - - Init(); + GLdouble t0, t1; shader = glCreateShader(shaderType); glShaderSource(shader, 1, (const GLchar **) &text, NULL); + + t0 = glutGet(GLUT_ELAPSED_TIME) * 0.001; glCompileShader(shader); + t1 = glutGet(GLUT_ELAPSED_TIME) * 0.001; + + CompileTime = t1 - t0; + glGetShaderiv(shader, GL_COMPILE_STATUS, &stat); if (!stat) { GLchar log[1000]; @@ -79,9 +81,6 @@ CompileShaderFile(GLenum shaderType, const char *filename) GLuint shader; FILE *f; - Init(); - - f = fopen(filename, "r"); if (!f) { fprintf(stderr, "Unable to open shader file %s\n", filename); @@ -109,6 +108,7 @@ GLuint LinkShaders(GLuint vertShader, GLuint fragShader) { GLuint program = glCreateProgram(); + GLdouble t0, t1; assert(vertShader || fragShader); @@ -116,7 +116,12 @@ LinkShaders(GLuint vertShader, GLuint fragShader) glAttachShader(program, fragShader); if (vertShader) glAttachShader(program, vertShader); + + t0 = glutGet(GLUT_ELAPSED_TIME) * 0.001; glLinkProgram(program); + t1 = glutGet(GLUT_ELAPSED_TIME) * 0.001; + + LinkTime = t1 - t0; /* check link */ { @@ -135,8 +140,41 @@ LinkShaders(GLuint vertShader, GLuint fragShader) } +GLboolean +ValidateShaderProgram(GLuint program) +{ + GLint stat; + glValidateProgramARB(program); + glGetProgramiv(program, GL_VALIDATE_STATUS, &stat); + + if (!stat) { + GLchar log[1000]; + GLsizei len; + glGetProgramInfoLog(program, 1000, &len, log); + fprintf(stderr, "Program validation error:\n%s\n", log); + return 0; + } + + return (GLboolean) stat; +} + + +GLdouble +GetShaderCompileTime(void) +{ + return CompileTime; +} + + +GLdouble +GetShaderLinkTime(void) +{ + return LinkTime; +} + + void -InitUniforms(GLuint program, struct uniform_info uniforms[]) +SetUniformValues(GLuint program, struct uniform_info uniforms[]) { GLuint i; @@ -144,28 +182,134 @@ InitUniforms(GLuint program, struct uniform_info uniforms[]) uniforms[i].location = glGetUniformLocation(program, uniforms[i].name); - printf("Uniform %s location: %d\n", uniforms[i].name, - uniforms[i].location); - - switch (uniforms[i].size) { - case 1: - if (uniforms[i].type == GL_INT) - glUniform1i(uniforms[i].location, - (GLint) uniforms[i].value[0]); - else - glUniform1fv(uniforms[i].location, 1, uniforms[i].value); + switch (uniforms[i].type) { + case GL_INT: + case GL_SAMPLER_1D: + case GL_SAMPLER_2D: + case GL_SAMPLER_3D: + case GL_SAMPLER_CUBE: + case GL_SAMPLER_2D_RECT_ARB: + assert(uniforms[i].value[0] >= 0.0F); + glUniform1i(uniforms[i].location, + (GLint) uniforms[i].value[0]); + break; + case GL_FLOAT: + glUniform1fv(uniforms[i].location, 1, uniforms[i].value); break; - case 2: + case GL_FLOAT_VEC2: glUniform2fv(uniforms[i].location, 1, uniforms[i].value); break; - case 3: + case GL_FLOAT_VEC3: glUniform3fv(uniforms[i].location, 1, uniforms[i].value); break; - case 4: + case GL_FLOAT_VEC4: glUniform4fv(uniforms[i].location, 1, uniforms[i].value); break; default: - abort(); + if (strncmp(uniforms[i].name, "gl_", 3) == 0) { + /* built-in uniform: ignore */ + } + else { + fprintf(stderr, + "Unexpected uniform data type in SetUniformValues\n"); + abort(); + } } } } + + +/** Get list of uniforms used in the program */ +GLuint +GetUniforms(GLuint program, struct uniform_info uniforms[]) +{ + GLint n, max, i; + + glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &n); + glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max); + + for (i = 0; i < n; i++) { + GLint size, len; + GLenum type; + char name[100]; + + glGetActiveUniform(program, i, 100, &len, &size, &type, name); + + uniforms[i].name = strdup(name); + uniforms[i].size = size; + uniforms[i].type = type; + uniforms[i].location = glGetUniformLocation(program, name); + } + + uniforms[i].name = NULL; /* end of list */ + + return n; +} + + +void +PrintUniforms(const struct uniform_info uniforms[]) +{ + GLint i; + + printf("Uniforms:\n"); + + for (i = 0; uniforms[i].name; i++) { + printf(" %d: %s size=%d type=0x%x loc=%d value=%g, %g, %g, %g\n", + i, + uniforms[i].name, + uniforms[i].size, + uniforms[i].type, + uniforms[i].location, + uniforms[i].value[0], + uniforms[i].value[1], + uniforms[i].value[2], + uniforms[i].value[3]); + } +} + + +/** Get list of attribs used in the program */ +GLuint +GetAttribs(GLuint program, struct attrib_info attribs[]) +{ + GLint n, max, i; + + glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &n); + glGetProgramiv(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &max); + + for (i = 0; i < n; i++) { + GLint size, len; + GLenum type; + char name[100]; + + glGetActiveAttrib(program, i, 100, &len, &size, &type, name); + + attribs[i].name = strdup(name); + attribs[i].size = size; + attribs[i].type = type; + attribs[i].location = glGetAttribLocation(program, name); + } + + attribs[i].name = NULL; /* end of list */ + + return n; +} + + +void +PrintAttribs(const struct attrib_info attribs[]) +{ + GLint i; + + printf("Attribs:\n"); + + for (i = 0; attribs[i].name; i++) { + printf(" %d: %s size=%d type=0x%x loc=%d\n", + i, + attribs[i].name, + attribs[i].size, + attribs[i].type, + attribs[i].location); + } +} diff --git a/progs/util/shaderutil.h b/progs/util/shaderutil.h index cfb8c1f3b06..98c71811569 100644 --- a/progs/util/shaderutil.h +++ b/progs/util/shaderutil.h @@ -6,8 +6,8 @@ struct uniform_info { const char *name; - GLuint size; - GLenum type; /**< GL_FLOAT or GL_INT */ + GLuint size; /**< number of value[] elements: 1, 2, 3 or 4 */ + GLenum type; /**< GL_FLOAT, GL_FLOAT_VEC4, GL_INT, etc */ GLfloat value[4]; GLint location; /**< filled in by InitUniforms() */ }; @@ -15,6 +15,15 @@ struct uniform_info #define END_OF_UNIFORMS { NULL, 0, GL_NONE, { 0, 0, 0, 0 }, -1 } +struct attrib_info +{ + const char *name; + GLuint size; /**< number of value[] elements: 1, 2, 3 or 4 */ + GLenum type; /**< GL_FLOAT, GL_FLOAT_VEC4, GL_INT, etc */ + GLint location; +}; + + extern GLboolean ShadersSupported(void); @@ -27,8 +36,28 @@ CompileShaderFile(GLenum shaderType, const char *filename); extern GLuint LinkShaders(GLuint vertShader, GLuint fragShader); +extern GLboolean +ValidateShaderProgram(GLuint program); + +extern GLdouble +GetShaderCompileTime(void); + +extern GLdouble +GetShaderLinkTime(void); + +extern void +SetUniformValues(GLuint program, struct uniform_info uniforms[]); + +extern GLuint +GetUniforms(GLuint program, struct uniform_info uniforms[]); + extern void -InitUniforms(GLuint program, struct uniform_info uniforms[]); +PrintUniforms(const struct uniform_info uniforms[]); + +extern GLuint +GetAttribs(GLuint program, struct attrib_info attribs[]); +extern void +PrintAttribs(const struct attrib_info attribs[]); #endif /* SHADER_UTIL_H */ diff --git a/progs/vp/arl-static.txt b/progs/vp/arl-static.txt index aea87b79a49..83aebf689ea 100644 --- a/progs/vp/arl-static.txt +++ b/progs/vp/arl-static.txt @@ -1,5 +1,5 @@ !!ARBvp1.0 -PARAM arr[5] = { {.0,.1,.2,.3}, {.4,.5,.6,.7}, {.8,.9,.10,.1}, {.12,.3,.4,.14}, {.5,.8,.1,.9}, {.2,0,.4,.1}, {.6,.1,.8,.9}}; +PARAM arr[7] = { {.0,.1,.2,.3}, {.4,.5,.6,.7}, {.8,.9,.10,.1}, {.12,.3,.4,.14}, {.5,.8,.1,.9}, {.2,0,.4,.1}, {.6,.1,.8,.9}}; ADDRESS addr; ARL addr.x, {3}.x; MOV result.color, arr[addr.x]; diff --git a/progs/vp/arl-unused.txt b/progs/vp/arl-unused.txt index 7bdbb8e86c7..c2afe3c0924 100644 --- a/progs/vp/arl-unused.txt +++ b/progs/vp/arl-unused.txt @@ -1,5 +1,5 @@ !!ARBvp1.0 -PARAM arr[5] = { {.0,.1,.2,.3}, {.4,.5,.6,.7}, {.8,.9,.10,.1}, {.12,.3,.4,.14}, {.5,.8,.1,.9}, {.2,0,.4,.1}, {.6,.1,.8,.9}}; +PARAM arr[7] = { {.0,.1,.2,.3}, {.4,.5,.6,.7}, {.8,.9,.10,.1}, {.12,.3,.4,.14}, {.5,.8,.1,.9}, {.2,0,.4,.1}, {.6,.1,.8,.9}}; ADDRESS addr; ARL addr.x, {3}.x; # not actually used MOV result.color, arr[3]; diff --git a/progs/vp/vp-tris.c b/progs/vp/vp-tris.c index 97995accdd1..1356242d971 100644 --- a/progs/vp/vp-tris.c +++ b/progs/vp/vp-tris.c @@ -119,6 +119,12 @@ static void Init( void ) glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prognum); glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, sz, (const GLubyte *) buf); + if (glGetError()) { + printf("Program failed to compile:\n%s\n", buf); + printf("Error: %s\n", + (char *) glGetString(GL_PROGRAM_ERROR_STRING_ARB)); + exit(1); + } assert(glIsProgramARB(prognum)); } diff --git a/progs/xdemos/.gitignore b/progs/xdemos/.gitignore index 92446dd9fc3..1b9b3a87c01 100644 --- a/progs/xdemos/.gitignore +++ b/progs/xdemos/.gitignore @@ -13,6 +13,7 @@ glxpixmap glxsnoop glxswapcontrol manywin +multictx offset overlay pbdemo diff --git a/progs/xdemos/Makefile b/progs/xdemos/Makefile index 6581df80398..53e1c54ef3c 100644 --- a/progs/xdemos/Makefile +++ b/progs/xdemos/Makefile @@ -26,6 +26,7 @@ PROGS = \ glxsnoop \ glxswapcontrol \ manywin \ + multictx \ offset \ overlay \ pbinfo \ diff --git a/progs/xdemos/glxcontexts.c b/progs/xdemos/glxcontexts.c index 481749be3d8..9f83679acd3 100644 --- a/progs/xdemos/glxcontexts.c +++ b/progs/xdemos/glxcontexts.c @@ -378,6 +378,9 @@ make_window( Display *dpy, const char *name, scrnum = DefaultScreen( dpy ); root = RootWindow( dpy, scrnum ); + if (visinfo) + XFree(visinfo); + visinfo = glXChooseVisual( dpy, scrnum, attribs ); if (!visinfo) { printf("Error: couldn't get an RGB, Double-buffered visual\n"); diff --git a/progs/xdemos/glxgears.c b/progs/xdemos/glxgears.c index bc84ee3dbd2..088f25a357a 100644 --- a/progs/xdemos/glxgears.c +++ b/progs/xdemos/glxgears.c @@ -23,10 +23,7 @@ * This is a port of the infamous "gears" demo to straight GLX (i.e. no GLUT) * Port by Brian Paul 23 March 2001 * - * Command line options: - * -info print GL implementation information - * -stereo use stereo enabled GLX visual - * + * See usage() below for command line options. */ @@ -45,10 +42,6 @@ typedef int (*PFNGLXGETSWAPINTERVALMESAPROC)(void); #endif -static int is_glx_extension_supported(Display *dpy, const char *query); - -static void query_vsync(Display *dpy); - #define BENCHMARK #ifdef BENCHMARK @@ -572,7 +565,7 @@ make_window( Display *dpy, const char *name, /** * Determine whether or not a GLX extension is supported. */ -int +static int is_glx_extension_supported(Display *dpy, const char *query) { const int scrnum = DefaultScreen(dpy); @@ -592,7 +585,7 @@ is_glx_extension_supported(Display *dpy, const char *query) /** * Attempt to determine whether or not the display is synched to vblank. */ -void +static void query_vsync(Display *dpy) { int interval = 0; diff --git a/progs/xdemos/glxswapcontrol.c b/progs/xdemos/glxswapcontrol.c index df9f7ad784b..cd60d460a06 100644 --- a/progs/xdemos/glxswapcontrol.c +++ b/progs/xdemos/glxswapcontrol.c @@ -587,6 +587,9 @@ event_loop(Display *dpy, Window win) angle += 2.0; draw(); + + glXSwapBuffers(dpy, win); + if ( get_frame_usage != NULL ) { GLfloat temp; @@ -594,8 +597,6 @@ event_loop(Display *dpy, Window win) frame_usage += temp; } - glXSwapBuffers(dpy, win); - /* calc framerate */ { static int t0 = -1; diff --git a/progs/xdemos/multictx.c b/progs/xdemos/multictx.c new file mode 100644 index 00000000000..75255b28605 --- /dev/null +++ b/progs/xdemos/multictx.c @@ -0,0 +1,585 @@ +/* + * Copyright (C) 2009 VMware, Inc. 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 rendering with two contexts into one window. + * Setup different rendering state for each context to check that + * context switching is handled properly. + * + * Brian Paul + * 6 Aug 2009 + */ + + +#include <math.h> +#include <stdlib.h> +#include <stdio.h> +#include <string.h> +#include <sys/time.h> +#include <unistd.h> +#include <X11/Xlib.h> +#include <X11/keysym.h> +#include <GL/gl.h> +#include <GL/glx.h> + + + +#ifndef M_PI +#define M_PI 3.14159265 +#endif + + +/** Event handler results: */ +#define NOP 0 +#define EXIT 1 +#define DRAW 2 + +static GLfloat view_rotx = 0.0, view_roty = 210.0, view_rotz = 0.0; +static GLint gear1, gear2; +static GLfloat angle = 0.0; + +static GLboolean animate = GL_TRUE; /* Animation */ + + +static double +current_time(void) +{ + struct timeval tv; +#ifdef __VMS + (void) gettimeofday(&tv, NULL ); +#else + struct timezone tz; + (void) gettimeofday(&tv, &tz); +#endif + return (double) tv.tv_sec + tv.tv_usec / 1000000.0; +} + + +/* + * + * Draw a gear wheel. You'll probably want to call this function when + * building a display list since we do a lot of trig here. + * + * Input: inner_radius - radius of hole at center + * outer_radius - radius at center of teeth + * width - width of gear + * teeth - number of teeth + * tooth_depth - depth of tooth + */ +static void +gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width, + GLint teeth, GLfloat tooth_depth) +{ + GLint i; + GLfloat r0, r1, r2; + GLfloat angle, da; + GLfloat u, v, len; + + r0 = inner_radius; + r1 = outer_radius - tooth_depth / 2.0; + r2 = outer_radius + tooth_depth / 2.0; + + da = 2.0 * M_PI / teeth / 4.0; + + glShadeModel(GL_FLAT); + + glNormal3f(0.0, 0.0, 1.0); + + /* draw front face */ + glBegin(GL_QUAD_STRIP); + for (i = 0; i <= teeth; i++) { + angle = i * 2.0 * M_PI / teeth; + glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5); + glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5); + if (i < teeth) { + glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5); + glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), + width * 0.5); + } + } + glEnd(); + + /* draw front sides of teeth */ + glBegin(GL_QUADS); + da = 2.0 * M_PI / teeth / 4.0; + for (i = 0; i < teeth; i++) { + angle = i * 2.0 * M_PI / teeth; + + glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5); + glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5); + glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), + width * 0.5); + glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), + width * 0.5); + } + glEnd(); + + glNormal3f(0.0, 0.0, -1.0); + + /* draw back face */ + glBegin(GL_QUAD_STRIP); + for (i = 0; i <= teeth; i++) { + angle = i * 2.0 * M_PI / teeth; + glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5); + glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5); + if (i < teeth) { + glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), + -width * 0.5); + glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5); + } + } + glEnd(); + + /* draw back sides of teeth */ + glBegin(GL_QUADS); + da = 2.0 * M_PI / teeth / 4.0; + for (i = 0; i < teeth; i++) { + angle = i * 2.0 * M_PI / teeth; + + glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), + -width * 0.5); + glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), + -width * 0.5); + glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5); + glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5); + } + glEnd(); + + /* draw outward faces of teeth */ + glBegin(GL_QUAD_STRIP); + for (i = 0; i < teeth; i++) { + angle = i * 2.0 * M_PI / teeth; + + glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5); + glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5); + u = r2 * cos(angle + da) - r1 * cos(angle); + v = r2 * sin(angle + da) - r1 * sin(angle); + len = sqrt(u * u + v * v); + u /= len; + v /= len; + glNormal3f(v, -u, 0.0); + glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5); + glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5); + glNormal3f(cos(angle), sin(angle), 0.0); + glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), + width * 0.5); + glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), + -width * 0.5); + u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da); + v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da); + glNormal3f(v, -u, 0.0); + glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), + width * 0.5); + glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), + -width * 0.5); + glNormal3f(cos(angle), sin(angle), 0.0); + } + + glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5); + glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5); + + glEnd(); + + glShadeModel(GL_SMOOTH); + + /* draw inside radius cylinder */ + glBegin(GL_QUAD_STRIP); + for (i = 0; i <= teeth; i++) { + angle = i * 2.0 * M_PI / teeth; + glNormal3f(-cos(angle), -sin(angle), 0.0); + glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5); + glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5); + } + glEnd(); +} + + +static void +draw(int ctx) +{ + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glPushMatrix(); + glRotatef(view_rotx, 1.0, 0.0, 0.0); + glRotatef(view_roty + angle, 0.0, 1.0, 0.0); + glRotatef(view_rotz, 0.0, 0.0, 1.0); + + if (ctx == 0) { + glDisable(GL_CULL_FACE); + glPushMatrix(); + glRotatef(angle, 0.0, 0.0, 1.0); + glCallList(gear1); + glPopMatrix(); + /* This should not effect the other context's rendering */ + glEnable(GL_CULL_FACE); + glCullFace(GL_FRONT_AND_BACK); + } + else { + glPushMatrix(); + glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0); + glCallList(gear2); + glPopMatrix(); + } + + glPopMatrix(); + + /* this flush is important since we'll be switching contexts next */ + glFlush(); +} + + + +static void +draw_frame(Display *dpy, Window win, GLXContext ctx1, GLXContext ctx2) +{ + static double tRot0 = -1.0; + double dt, t = current_time(); + + if (tRot0 < 0.0) + tRot0 = t; + dt = t - tRot0; + tRot0 = t; + + if (animate) { + /* advance rotation for next frame */ + angle += 70.0 * dt; /* 70 degrees per second */ + if (angle > 3600.0) + angle -= 3600.0; + } + + glXMakeCurrent(dpy, (GLXDrawable) win, ctx1); + draw(0); + + glXMakeCurrent(dpy, (GLXDrawable) win, ctx2); + draw(1); + + glXSwapBuffers(dpy, win); +} + + +/* new window size or exposure */ +static void +reshape(Display *dpy, Window win, + GLXContext ctx1, GLXContext ctx2, int width, int height) +{ + int i; + + width /= 2; + + /* loop: left half of window, right half of window */ + for (i = 0; i < 2; i++) { + if (i == 0) + glXMakeCurrent(dpy, win, ctx1); + else + glXMakeCurrent(dpy, win, ctx2); + + glViewport(width * i, 0, width, height); + glScissor(width * i, 0, width, height); + + { + GLfloat h = (GLfloat) height / (GLfloat) width; + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0); + } + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + glTranslatef(0.0, 0.0, -30.0); + } +} + + + +static void +init(Display *dpy, Window win, GLXContext ctx1, GLXContext ctx2) +{ + static GLfloat pos[4] = { 5.0, 5.0, 10.0, 0.0 }; + static GLfloat red[4] = { 0.8, 0.1, 0.0, 1.0 }; + static GLfloat green[4] = { 0.0, 0.8, 0.2, 0.5 }; + /*static GLfloat blue[4] = { 0.2, 0.2, 1.0, 1.0 };*/ + + /* first ctx */ + { + static GLuint stipple[32] = { + 0x00ff00ff, 0x00ff00ff, 0x00ff00ff, 0x00ff00ff, + 0x00ff00ff, 0x00ff00ff, 0x00ff00ff, 0x00ff00ff, + + 0xff00ff00, 0xff00ff00, 0xff00ff00, 0xff00ff00, + 0xff00ff00, 0xff00ff00, 0xff00ff00, 0xff00ff00, + + 0x00ff00ff, 0x00ff00ff, 0x00ff00ff, 0x00ff00ff, + 0x00ff00ff, 0x00ff00ff, 0x00ff00ff, 0x00ff00ff, + + 0xff00ff00, 0xff00ff00, 0xff00ff00, 0xff00ff00, + 0xff00ff00, 0xff00ff00, 0xff00ff00, 0xff00ff00 + }; + + glXMakeCurrent(dpy, win, ctx1); + + glLightfv(GL_LIGHT0, GL_POSITION, pos); + glEnable(GL_LIGHTING); + glEnable(GL_LIGHT0); + glEnable(GL_DEPTH_TEST); + + gear1 = glGenLists(1); + glNewList(gear1, GL_COMPILE); + glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red); + gear(1.0, 4.0, 1.0, 20, 0.7); + glEndList(); + + glEnable(GL_NORMALIZE); + glEnable(GL_SCISSOR_TEST); + glClearColor(0.4, 0.4, 0.4, 1.0); + + glPolygonStipple((GLubyte *) stipple); + glEnable(GL_POLYGON_STIPPLE); + } + + /* second ctx */ + { + glXMakeCurrent(dpy, win, ctx2); + + glLightfv(GL_LIGHT0, GL_POSITION, pos); + glEnable(GL_LIGHTING); + glEnable(GL_LIGHT0); + glEnable(GL_DEPTH_TEST); + + gear2 = glGenLists(1); + glNewList(gear2, GL_COMPILE); + glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green); + gear(1.5, 3.0, 1.5, 16, 0.7); + glEndList(); + + glEnable(GL_NORMALIZE); + glEnable(GL_SCISSOR_TEST); + glClearColor(0.6, 0.6, 0.6, 1.0); + + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } +} + + +/** + * Create an RGB, double-buffered window. + * Return the window and two context handles. + */ +static void +make_window_and_contexts( Display *dpy, const char *name, + int x, int y, int width, int height, + Window *winRet, + GLXContext *ctxRet1, + GLXContext *ctxRet2) +{ + int attribs[] = { GLX_RGBA, + GLX_RED_SIZE, 1, + GLX_GREEN_SIZE, 1, + GLX_BLUE_SIZE, 1, + GLX_DOUBLEBUFFER, + GLX_DEPTH_SIZE, 1, + None }; + int scrnum; + XSetWindowAttributes attr; + unsigned long mask; + Window root; + Window win; + XVisualInfo *visinfo; + + scrnum = DefaultScreen( dpy ); + root = RootWindow( dpy, scrnum ); + + visinfo = glXChooseVisual( dpy, scrnum, attribs ); + if (!visinfo) { + printf("Error: couldn't get an RGB, Double-buffered visual\n"); + exit(1); + } + + /* window attributes */ + attr.background_pixel = 0; + attr.border_pixel = 0; + attr.colormap = XCreateColormap( dpy, root, visinfo->visual, AllocNone); + attr.event_mask = StructureNotifyMask | ExposureMask | KeyPressMask; + mask = CWBackPixel | CWBorderPixel | CWColormap | CWEventMask; + + win = XCreateWindow( dpy, root, x, y, width, height, + 0, visinfo->depth, InputOutput, + visinfo->visual, mask, &attr ); + + /* set hints and properties */ + { + XSizeHints sizehints; + sizehints.x = x; + sizehints.y = y; + sizehints.width = width; + sizehints.height = height; + sizehints.flags = USSize | USPosition; + XSetNormalHints(dpy, win, &sizehints); + XSetStandardProperties(dpy, win, name, name, + None, (char **)NULL, 0, &sizehints); + } + + *winRet = win; + *ctxRet1 = glXCreateContext( dpy, visinfo, NULL, True ); + *ctxRet2 = glXCreateContext( dpy, visinfo, NULL, True ); + + if (!*ctxRet1 || !*ctxRet2) { + printf("Error: glXCreateContext failed\n"); + exit(1); + } + + XFree(visinfo); +} + + +/** + * Handle one X event. + * \return NOP, EXIT or DRAW + */ +static int +handle_event(Display *dpy, Window win, GLXContext ctx1, GLXContext ctx2, + XEvent *event) +{ + (void) dpy; + (void) win; + + switch (event->type) { + case Expose: + return DRAW; + case ConfigureNotify: + reshape(dpy, win, ctx1, ctx2, + event->xconfigure.width, event->xconfigure.height); + break; + case KeyPress: + { + char buffer[10]; + int r, code; + code = XLookupKeysym(&event->xkey, 0); + if (code == XK_Left) { + view_roty += 5.0; + } + else if (code == XK_Right) { + view_roty -= 5.0; + } + else if (code == XK_Up) { + view_rotx += 5.0; + } + else if (code == XK_Down) { + view_rotx -= 5.0; + } + else { + r = XLookupString(&event->xkey, buffer, sizeof(buffer), + NULL, NULL); + if (buffer[0] == 27) { + /* escape */ + return EXIT; + } + else if (buffer[0] == 'a' || buffer[0] == 'A') { + animate = !animate; + } + } + return DRAW; + } + } + return NOP; +} + + +static void +event_loop(Display *dpy, Window win, GLXContext ctx1, GLXContext ctx2) +{ + while (1) { + int op; + while (!animate || XPending(dpy) > 0) { + XEvent event; + XNextEvent(dpy, &event); + op = handle_event(dpy, win, ctx1, ctx2, &event); + if (op == EXIT) + return; + else if (op == DRAW) + break; + } + + draw_frame(dpy, win, ctx1, ctx2); + } +} + + +int +main(int argc, char *argv[]) +{ + unsigned int winWidth = 800, winHeight = 400; + int x = 0, y = 0; + Display *dpy; + Window win; + GLXContext ctx1, ctx2; + char *dpyName = NULL; + GLboolean printInfo = GL_FALSE; + int i; + + for (i = 1; i < argc; i++) { + if (strcmp(argv[i], "-display") == 0) { + dpyName = argv[i+1]; + i++; + } + else { + return 1; + } + } + + dpy = XOpenDisplay(dpyName); + if (!dpy) { + printf("Error: couldn't open display %s\n", + dpyName ? dpyName : getenv("DISPLAY")); + return -1; + } + + make_window_and_contexts(dpy, "multictx", x, y, winWidth, winHeight, + &win, &ctx1, &ctx2); + XMapWindow(dpy, win); + + if (printInfo) { + printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER)); + printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION)); + printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR)); + printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS)); + } + + init(dpy, win, ctx1, ctx2); + + /* Set initial projection/viewing transformation. + * We can't be sure we'll get a ConfigureNotify event when the window + * first appears. + */ + reshape(dpy, win, ctx1, ctx2, winWidth, winHeight); + + event_loop(dpy, win, ctx1, ctx2); + + glDeleteLists(gear1, 1); + glDeleteLists(gear2, 1); + glXDestroyContext(dpy, ctx1); + glXDestroyContext(dpy, ctx2); + XDestroyWindow(dpy, win); + XCloseDisplay(dpy); + + return 0; +} |