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