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// BEGIN_COPYRIGHT -*- glean -*-
//
// Copyright (C) 1999 Allen Akin 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 ALLEN AKIN 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.
//
// END_COPYRIGHT
// tglsl1.h: Test OpenGL shading language
// Brian Paul 6 March 2007
#ifndef __tglsl1_h__
#define __tglsl1_h__
#include "tmultitest.h"
namespace GLEAN {
#define windowSize 100
class ShaderProgram
{
public:
const char *name;
const char *vertShaderString;
const char *fragShaderString;
GLfloat expectedColor[4];
GLfloat expectedZ;
int flags;
};
class GLSLTest: public MultiTest
{
public:
GLSLTest(const char* testName, const char* filter,
const char *extensions, const char* description):
MultiTest(testName, filter, extensions, description)
{
}
virtual void runOne(MultiTestResult &r, Window &w);
private:
GLfloat tolerance[5];
GLfloat looseTolerance[5];
GLfloat version21; // OpenGL 2.1 or higher supported?
bool getFunctions(void);
void setupTextures(void);
void setupTextureMatrix1(void);
bool setup(void);
bool equalColors(const GLfloat a[4], const GLfloat b[4], int flags) const;
bool equalDepth(GLfloat z0, GLfloat z1) const;
GLuint loadAndCompileShader(GLenum target, const char *str);
bool checkCompileStatus(GLenum target, GLuint shader,
const ShaderProgram &p);
bool testProgram(const ShaderProgram &p);
void reportFailure(const char *programName,
const GLfloat expectedColor[4],
const GLfloat actualColor[4] ) const;
void reportZFailure(const char *programName,
GLfloat expectedZ, GLfloat actualZ) const;
};
} // namespace GLEAN
#endif // __tglsl1_h__
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