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-rw-r--r--progs/demos/cubemap.c54
-rw-r--r--progs/egl/Makefile7
-rw-r--r--progs/egl/xeglbindtex.c474
-rw-r--r--progs/glsl/.gitignore1
-rw-r--r--progs/glsl/Makefile162
-rw-r--r--progs/glsl/brick.c14
-rw-r--r--progs/glsl/brick.shtest8
-rw-r--r--progs/glsl/bump.c14
-rw-r--r--progs/glsl/convolutions.c1
-rw-r--r--progs/glsl/deriv.c1
-rw-r--r--progs/glsl/fragcoord.c1
-rw-r--r--progs/glsl/identity.c1
-rw-r--r--progs/glsl/mandelbrot.c12
-rw-r--r--progs/glsl/mandelbrot.shtest13
-rw-r--r--progs/glsl/multinoise.c1
-rw-r--r--progs/glsl/multitex.c13
-rw-r--r--progs/glsl/multitex.shtest6
-rw-r--r--progs/glsl/noise.c8
-rw-r--r--progs/glsl/noise2.c1
-rw-r--r--progs/glsl/pointcoord.c1
-rw-r--r--progs/glsl/shadow_sampler.c1
-rw-r--r--progs/glsl/shtest.c629
-rw-r--r--progs/glsl/texaaline.c1
-rw-r--r--progs/glsl/texdemo1.c11
-rw-r--r--progs/glsl/toyball.c28
-rw-r--r--progs/glsl/toyball.shtest17
-rw-r--r--progs/glsl/trirast.c1
-rw-r--r--progs/glsl/twoside.c1
-rw-r--r--progs/glsl/vert-or-frag-only.c1
-rw-r--r--progs/glsl/vert-tex.c2
-rw-r--r--progs/tests/SConscript1
-rw-r--r--progs/tests/floattex.c4
-rw-r--r--progs/tests/getprocaddress.c3280
-rw-r--r--progs/tests/getprocaddress.py2
-rw-r--r--progs/tests/getteximage.c136
-rw-r--r--progs/tests/texcompsub.c22
-rw-r--r--progs/tests/texwrap.c18
-rw-r--r--progs/trivial/.gitignore15
-rw-r--r--progs/trivial/Makefile8
-rw-r--r--progs/util/shaderutil.c151
-rw-r--r--progs/util/shaderutil.h26
-rw-r--r--progs/vp/arl-static.txt2
-rw-r--r--progs/vp/arl-unused.txt2
-rw-r--r--progs/xdemos/Makefile1
-rw-r--r--progs/xdemos/glxcontexts.c3
-rw-r--r--progs/xdemos/glxgears.c13
-rw-r--r--progs/xdemos/glxswapcontrol.c5
-rw-r--r--progs/xdemos/multictx.c585
48 files changed, 5375 insertions, 384 deletions
diff --git a/progs/demos/cubemap.c b/progs/demos/cubemap.c
index 1f9f2905759..0df5ff09c33 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 +56,8 @@ 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 struct {
@@ -91,7 +96,9 @@ 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[] = {
@@ -231,6 +238,13 @@ 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);
@@ -321,6 +335,11 @@ 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",
@@ -502,23 +521,26 @@ 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));
if (useImageFiles) {
diff --git a/progs/egl/Makefile b/progs/egl/Makefile
index d3c32d46f78..fd72f540cae 100644
--- a/progs/egl/Makefile
+++ b/progs/egl/Makefile
@@ -17,6 +17,7 @@ PROGRAMS = \
eglgears \
eglscreen \
peglgears \
+ xeglbindtex \
xeglgears \
xeglthreads \
xegl_tri
@@ -84,6 +85,12 @@ peglgears.o: peglgears.c $(HEADERS)
$(CC) -c $(CFLAGS) -I$(TOP)/include peglgears.c
+xeglbindtex: xeglbindtex.o $(TOP)/$(LIB_DIR)/libEGL.so
+ $(CC) $(CFLAGS) xeglbindtex.o -L$(TOP)/$(LIB_DIR) -lEGL -lGL $(LIBDRM_LIB) $(APP_LIB_DEPS) -o $@
+
+xeglbindtex.o: xeglbindtex.c $(HEADERS)
+ $(CC) -c $(CFLAGS) -I$(TOP)/include xeglbindtex.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 $@
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/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..0875bdd7950 100644
--- a/progs/glsl/Makefile
+++ b/progs/glsl/Makefile
@@ -14,6 +14,11 @@ LIBS = -L$(TOP)/$(LIB_DIR) -l$(GLUT_LIB) -l$(GLEW_LIB) -l$(GLU_LIB) -l$(GL_LIB)
INCLUDE_DIRS = -I$(TOP)/progs/util
+# using : to avoid APP_CC pointing to CC loop
+CC:=$(APP_CC)
+CFLAGS += -I$(INCDIR)
+LDLIBS=$(LIBS)
+
DEMO_SOURCES = \
array.c \
bitmap.c \
@@ -33,6 +38,7 @@ DEMO_SOURCES = \
points.c \
samplers.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)
-
-
+PROG_OBJS = $(DEMO_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 $@
-
-
##### TARGETS #####
default: $(PROGS)
+$(PROG_OBJS): $(UTIL_HEADERS)
+
+$(PROGS): $(UTIL_OBJS)
clean:
-rm -f $(PROGS)
@@ -83,7 +77,6 @@ clean:
-rm -f readtex.*
-
##### Extra dependencies
extfuncs.h: $(TOP)/progs/util/extfuncs.h
@@ -101,138 +94,3 @@ 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..6ec9c833e67 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 +328,8 @@ CreateProgram(const char *vertProgFile, const char *fragProgFile,
glUseProgram(program);
- InitUniforms(program, uniforms);
+ SetUniformValues(program, uniforms);
+ PrintUniforms(Uniforms);
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..5be45f6c7cb
--- /dev/null
+++ b/progs/glsl/multitex.shtest
@@ -0,0 +1,6 @@
+vs multitex.vert
+fs multitex.frag
+texture 0 ../images/tile.rgb
+texture 1 ../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/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..2622af13138
--- /dev/null
+++ b/progs/glsl/shtest.c
@@ -0,0 +1,629 @@
+/*
+ * 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
+ *
+ */
+
+
+#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++) {
+ if (Uniforms[i].type == GL_FLOAT) {
+ Uniforms[i].value[0] = RandomFloat(0.0, 1.0);
+ }
+ else {
+ 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(2.0, 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, const char *texFileName)
+{
+ GLint imgWidth, imgHeight;
+ GLenum imgFormat;
+ GLubyte *image = NULL;
+ GLuint tex;
+ GLenum filter = GL_LINEAR;
+
+ image = LoadRGBImage(texFileName, &imgWidth, &imgHeight, &imgFormat);
+ if (!image) {
+ printf("Couldn't read %s\n", texFileName);
+ exit(1);
+ }
+
+ printf("Load Texture: unit %d: %s %d x %d\n",
+ unit, texFileName, imgWidth, imgHeight);
+
+ glActiveTexture(GL_TEXTURE0 + unit);
+ glGenTextures(1, &tex);
+ glBindTexture(GL_TEXTURE_2D, tex);
+
+ gluBuild2DMipmaps(GL_TEXTURE_2D, 4, imgWidth, imgHeight,
+ imgFormat, GL_UNSIGNED_BYTE, image);
+ free(image);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
+ glTexParameteri(GL_TEXTURE_2D, 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_2D", GL_SAMPLER_2D },
+ { 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 texFileName[100];
+ int unit, k;
+ k = sscanf(line + 8, "%d %s", &unit, texFileName);
+ assert(k == 2);
+ LoadTexture(unit, texFileName);
+ }
+ 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)
+{
+ 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);
+ fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragShaderFile);
+ Program = LinkShaders(vertShader, fragShader);
+
+ 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[])
+{
+ glutInit(&argc, argv);
+ glutInitWindowSize(400, 400);
+ 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..2481c0f36e0 100644
--- a/progs/glsl/texaaline.c
+++ b/progs/glsl/texaaline.c
@@ -351,7 +351,6 @@ 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/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/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/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/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/shaderutil.c b/progs/util/shaderutil.c
index 13b68d90e0b..489e71cc30c 100644
--- a/progs/util/shaderutil.c
+++ b/progs/util/shaderutil.c
@@ -9,21 +9,12 @@
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
+#include <string.h>
#include <GL/glew.h>
#include <GL/glut.h>
#include "shaderutil.h"
-static void
-Init(void)
-{
- static GLboolean firstCall = GL_TRUE;
- if (firstCall) {
- firstCall = GL_FALSE;
- }
-}
-
-
GLboolean
ShadersSupported(void)
{
@@ -47,8 +38,6 @@ CompileShaderText(GLenum shaderType, const char *text)
GLuint shader;
GLint stat;
- Init();
-
shader = glCreateShader(shaderType);
glShaderSource(shader, 1, (const GLchar **) &text, NULL);
glCompileShader(shader);
@@ -79,9 +68,6 @@ 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);
@@ -136,7 +122,7 @@ LinkShaders(GLuint vertShader, GLuint fragShader)
void
-InitUniforms(GLuint program, struct uniform_info uniforms[])
+SetUniformValues(GLuint program, struct uniform_info uniforms[])
{
GLuint i;
@@ -144,28 +130,133 @@ 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:
+ 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..0a6be026759 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);
@@ -28,7 +37,18 @@ extern GLuint
LinkShaders(GLuint vertShader, GLuint fragShader);
extern void
-InitUniforms(GLuint program, struct uniform_info uniforms[]);
+SetUniformValues(GLuint program, struct uniform_info uniforms[]);
+
+extern GLuint
+GetUniforms(GLuint program, struct uniform_info uniforms[]);
+
+extern void
+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/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;
+}