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#include "SDL/SDL.h"
#include <GLES2/gl2.h>
#include <stdio.h>
#include <string.h>
int result = 1; // Success
#define assert(x) do { if (!(x)) {result = 0; printf("Assertion failure: %s in %s:%d!\n", #x, __FILE__, __LINE__); } } while(0)
int main(int argc, char *argv[])
{
SDL_Surface *screen;
// Slightly different SDL initialization
if ( SDL_Init(SDL_INIT_VIDEO) != 0 ) {
printf("Unable to initialize SDL: %s\n", SDL_GetError());
return 1;
}
screen = SDL_SetVideoMode( 640, 480, 16, SDL_OPENGL ); // *changed*
if ( !screen ) {
printf("Unable to set video mode: %s\n", SDL_GetError());
return 1;
}
// Test that code containing functions related to GLES2 binary shader API will successfully compile ad run
// (will be nonfunctional no-ops since WebGL doesn't have binary shaders)
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderBinary(1, &vs, 0, 0, 0);
assert(glGetError() != GL_NO_ERROR);
// Calling any of glGet() with null pointer should be detected and not crash.
// Note that native code can crash when passed a null pointer, and the GL spec does not say anything
// about this, so we spec that Emscripten GLES2 code should generate GL_INVALID_VALUE.
glGetBooleanv(GL_ACTIVE_TEXTURE, 0);
assert(glGetError() == GL_INVALID_VALUE);
glGetIntegerv(GL_ACTIVE_TEXTURE, 0);
assert(glGetError() == GL_INVALID_VALUE);
glGetFloatv(GL_ACTIVE_TEXTURE, 0);
assert(glGetError() == GL_INVALID_VALUE);
GLboolean b = GL_TRUE;
GLint i = -1;
GLfloat f = -1.f;
glGetBooleanv(GL_NUM_SHADER_BINARY_FORMATS, &b);
assert(glGetError() == GL_NO_ERROR);
assert(b == GL_FALSE);
glGetIntegerv(GL_NUM_SHADER_BINARY_FORMATS, &i);
assert(glGetError() == GL_NO_ERROR);
assert(i == 0);
glGetFloatv(GL_NUM_SHADER_BINARY_FORMATS, &f);
assert(glGetError() == GL_NO_ERROR);
assert(f == 0.f);
// Currently testing that glGetIntegerv(GL_SHADER_BINARY_FORMATS) should be a no-op.
int formats[10] = { 123 };
glGetIntegerv(GL_SHADER_BINARY_FORMATS, formats);
assert(glGetError() == GL_NO_ERROR);
assert(formats[0] == 123);
// Converting enums to booleans or floats would be odd, so test that the following report a GL_INVALID_ENUM.
glGetBooleanv(GL_SHADER_BINARY_FORMATS, &b);
assert(glGetError() == GL_INVALID_ENUM);
glGetFloatv(GL_SHADER_BINARY_FORMATS, &f);
assert(glGetError() == GL_INVALID_ENUM);
// Test that we can query for shader compiler support.
glGetIntegerv(GL_SHADER_COMPILER, &i);
assert(glGetError() == GL_NO_ERROR);
assert(i != 0);
glGetBooleanv(GL_SHADER_COMPILER, &b);
assert(glGetError() == GL_NO_ERROR);
assert(b == GL_TRUE);
glGetFloatv(GL_SHADER_COMPILER, &f);
assert(glGetError() == GL_NO_ERROR);
assert(f == 1.f);
#ifdef REPORT_RESULT
REPORT_RESULT();
#endif
}
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