// 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 glsl_120; // GLSL 1.20 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__