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#include "SDL/SDL_opengl.h"
#include "SDL/SDL.h"
#include <stdio.h>
#include <string.h>
#include <assert.h>
void RunTest(int testVariant)
{
GLuint vs = 0;
const char *vsCode = "#version 100\n"
"attribute vec4 pos; void main() { gl_Position = pos; }";
vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &vsCode, NULL);
glCompileShader(vs);
GLuint ps = 0;
const char *psCode = "#version 100\n"
"precision lowp float;\n"
"uniform vec3 color;\n"
"uniform vec3 colors[3];\n"
"void main() { gl_FragColor = vec4(color,1) + vec4(colors[0].r, colors[1].g, colors[2].b, 1); }";
ps = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(ps, 1, &psCode, NULL);
glCompileShader(ps);
GLuint program = 0;
program = glCreateProgram();
glAttachShader(program, vs);
glAttachShader(program, ps);
glBindAttribLocation(program, 0, "pos");
glLinkProgram(program);
int color_loc = glGetUniformLocation(program, "color");
assert(color_loc != -1);
glUseProgram(program);
float col[3] = { 0.2f, 0.2f, 0.2f };
glUniform3fv(color_loc, 1, col);
int loc = glGetUniformLocation(program, "colors");
assert(loc != -1);
// In previous Emscripten GL layer code, calling glGetUniformLocation would do extra caching operations that interacts how glUniform** after that will work,
// so to exhibit extra issues in old code (and to keep new code from regressing), must test both with and without excess glGetUniformLocation calls.
if ((testVariant&1) != 0)
{
// Deliberately check in odd order to make sure any kind of lazy operations won't affect the indices we get.
assert(glGetUniformLocation(program, "colors[2]") == loc+2);
assert(glGetUniformLocation(program, "colors[0]") == loc);
assert(glGetUniformLocation(program, "colors[3]") == -1);
assert(glGetUniformLocation(program, "colors[1]") == loc+1);
assert(glGetUniformLocation(program, "colors[]") == loc);
assert(glGetUniformLocation(program, "colors[-100]") == -1);
assert(glGetUniformLocation(program, "colors[bleh]") == -1);
}
float colors[4*3] = { 1,0,0, 0,0.5,0, 0,0,0.2, 1,1,1 };
if ((testVariant&2)!=0)
{
glUniform3fv(loc+1, 3, colors+3); // Pass the actual colors (testing a nonzero location offset), but do a mistake by setting one index too many. Spec says this should be gracefully handled, and that excess elements are ignored.
assert(glGetError() == GL_NO_ERROR);
glUniform3fv(loc, 1, colors); // Set the first index as well.
assert(glGetError() == GL_NO_ERROR);
}
else
{
glUniform3fv(loc, 4, colors); // Just directly set the full array.
assert(glGetError() == GL_NO_ERROR);
}
assert(glGetError() == GL_NO_ERROR);
GLuint vbo = 0;
const GLfloat v[] = { -1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1 };
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(v), v, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(GLfloat), 0);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 6);
unsigned char pixel[4];
glReadPixels(1,1,1,1,GL_RGBA,GL_UNSIGNED_BYTE, pixel);
//printf("%d,%d,%d,%d\n", pixel[0], pixel[1], pixel[2], pixel[3]);
assert(pixel[0] == 255);
assert(pixel[1] == 178);
assert(pixel[2] == 102);
assert(pixel[3] == 255);
printf("OK: Case %d passed.\n", testVariant);
// Lazy, don't clean up afterwards.
}
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;
}
for(int i = 0; i < 4; ++i)
RunTest(i);
return 0;
}
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