emscripten/tests/gl_teximage.c

121 строка
3.5 KiB
C

/*
* GLES2 test for glTexImage2D parameters
*
* Original author: Jason Green <jason@transgaming.com>
*
*/
#include "GLES2/gl2.h"
#include "SDL/SDL.h"
#include <stdio.h>
#include <stdlib.h>
#include <emscripten.h>
#include <unistd.h>
typedef enum {
TEST_STATUS_SUCCESS = 0,
TEST_STATUS_FAILURE = 1
} TestStatus;
/* Report success or failure (1 or 0) to Emscripten's test harness. Also, exit
* with the given error code. */
static void exit_with_status(TestStatus code)
{
#ifdef REPORT_RESULT
int result = (code == TEST_STATUS_SUCCESS) ? 1 : 0;
REPORT_RESULT();
#endif
exit(code);
}
/* Loop over all glGetError() results until GL reports GL_NO_ERROR */
static void clear_gl_errors()
{
GLenum err;
do {
err = glGetError();
} while (err != GL_NO_ERROR);
}
int main(int argc, char *argv[])
{
TestStatus passed = TEST_STATUS_SUCCESS;
SDL_Surface *screen;
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
printf("SDL_Init failed with %s\n", SDL_GetError());
exit_with_status(TEST_STATUS_FAILURE);
}
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
screen = SDL_SetVideoMode(640, 480, 16, SDL_OPENGL);
if (!screen) {
printf("SDL_SetVideoMode failed with %s\n", SDL_GetError());
exit_with_status(TEST_STATUS_FAILURE);
}
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Allocate space for a 32x32 image with 4 bytes per pixel.
// No need to fill it with any useful information, as these tests are
// only designed to make sure glTexImage2D doesn't crash on unsupported
// formats.
void* pixels = malloc(4 * 32 * 32);
if (pixels == NULL) {
printf("Unable to allocate pixel data\n");
exit_with_status(TEST_STATUS_FAILURE);
}
// First, try 0xffff for the internal format - should fail
glTexImage2D(GL_TEXTURE_2D, 0, 0xffff, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
GLenum err = glGetError();
if (err == GL_NO_ERROR) {
printf("internal format == 0xffff succeeded, but should have failed\n");
passed = TEST_STATUS_FAILURE;
}
clear_gl_errors();
// Try 0xffff for the format - should fail
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, 0xffff, GL_UNSIGNED_BYTE, pixels);
err = glGetError();
if (err == GL_NO_ERROR) {
printf("format == 0xffff succeeded, but should have failed\n");
passed = TEST_STATUS_FAILURE;
}
clear_gl_errors();
// Try 0xffff for the type - should fail
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, GL_RGBA, 0xffff, pixels);
err = glGetError();
if (err == GL_NO_ERROR) {
printf("type == 0xffff succeeded, but should have failed\n");
passed = TEST_STATUS_FAILURE;
}
clear_gl_errors();
// Try GL_RGBA/GL_UNSIGNED_BYTE - should succeed
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
err = glGetError();
if (err != GL_NO_ERROR) {
printf("GL_RGBA/GL_UNSIGNED_BYTE failed with %x, but should have succeeded\n", err);
passed = TEST_STATUS_FAILURE;
}
clear_gl_errors();
// Clean up objects
glBindTexture(GL_TEXTURE_2D, 0);
glDeleteTextures(1, &texture);
free(pixels);
// 'screen' is freed implicitly by SDL_Quit()
SDL_Quit();
exit_with_status(passed);
}