Commits

Jason McKesson committed 60193ba

New test for lacking extensions.
Fix for issue #21

Comments (0)

Files changed (5)

 	[[lua $<dir>LoadGen.lua -spec=gl -version=4.3 -profile=compatibility -style=glload -extfile=$<dir>allgl.txt $<dir>test/glload_c/test]],
 	[[lua $<dir>LoadGen.lua -spec=gl -version=4.3 -profile=compatibility -style=glload -extfile=$<dir>allgl.txt $<dir>test/glload_cpp/test]],
 	[[lua $<dir>LoadGen.lua -spec=gl -version=3.3 -profile=compatibility -style=noload_cpp  -stdext=gl_ubiquitous.txt $<dir>test/noload_cpp/test]],
+	[[lua $<dir>LoadGen.lua -spec=gl -version=3.3 -profile=compatibility -style=noload_cpp $<dir>test/noload_cpp_noext/test]],
 }
 
 local platTests =
 		[[lua $<dir>LoadGen.lua -spec=wgl -style=glload -extfile=$<dir>allwgl.txt $<dir>test/glload_c/test]],
 		[[lua $<dir>LoadGen.lua -spec=wgl -style=glload -extfile=$<dir>allwgl.txt $<dir>test/glload_cpp/test]],
 		[[lua $<dir>LoadGen.lua -spec=wgl -style=noload_cpp  -stdext=wgl_common.txt $<dir>test/noload_cpp/test]],
+		[[lua $<dir>LoadGen.lua -spec=wgl -style=noload_cpp  -stdext=wgl_common.txt $<dir>test/noload_cpp_noext/test]],
 	},
 	
 	glX =
 		[[lua $<dir>LoadGen.lua -spec=glX -style=glload -extfile=$<dir>allglx.txt $<dir>test/glload_c/test]],
 		[[lua $<dir>LoadGen.lua -spec=glX -style=glload -extfile=$<dir>allglx.txt $<dir>test/glload_cpp/test]],
 		[[lua $<dir>LoadGen.lua -spec=glX -style=noload_cpp -stdext=glx_common.txt $<dir>test/noload_cpp/test]],
+		[[lua $<dir>LoadGen.lua -spec=glX -style=noload_cpp -stdext=glx_common.txt $<dir>test/noload_cpp_noext/test]],
 	},
 }
 

modules/CommonStyle.lua

 	hFile:write "\n"
 	
 	--Write the mapping table itself.
-	hFile:fmt("static %s %s[] = {\n",
+	local arrayLength = #options.extensions
+	if(arrayLength == 0) then arrayLength = 1 end
+	hFile:fmt("static %s %s[%i] = {\n",
 		structName,
-		varName)
+		varName,
+		arrayLength)
 	hFile:inc()
 	for _, extName in ipairs(options.extensions) do
 		if(#specData.extdefs[extName].funcs > 0) then

modules/StyleNoloadCpp.lua

 };
 
 ]]
-	hFile:write("MapEntry g_mappingTable[] =\n")
+	local arrayLength = #options.extensions
+	if(arrayLength == 0) then arrayLength = 1 end
+
+	hFile:fmt("MapEntry g_mappingTable[%i] =\n", arrayLength)
 	hFile:write "{\n"
 	hFile:inc()
 	for _, extName in ipairs(options.extensions) do

test/noload_cpp_noext/test.cpp

+#include <string>
+#include <exception>
+#include <stdexcept>
+#include <stdio.h>
+#include <stdlib.h>
+
+#include "gl_test.hpp"
+#ifdef _WIN32
+#include "wgl_test.hpp"
+#else
+#include "glx_test.hpp"
+#endif
+#include <GL/freeglut.h>
+
+GLuint positionBufferObject;
+GLuint program;
+GLuint vao;
+
+GLuint BuildShader(GLenum eShaderType, const std::string &shaderText)
+{
+	GLuint shader = gl::CreateShader(eShaderType);
+	const char *strFileData = shaderText.c_str();
+	gl::ShaderSource(shader, 1, &strFileData, NULL);
+
+	gl::CompileShader(shader);
+
+	GLint status;
+	gl::GetShaderiv(shader, gl::COMPILE_STATUS, &status);
+	if (status == gl::FALSE_)
+	{
+		GLint infoLogLength;
+		gl::GetShaderiv(shader, gl::INFO_LOG_LENGTH, &infoLogLength);
+
+		GLchar *strInfoLog = new GLchar[infoLogLength + 1];
+		gl::GetShaderInfoLog(shader, infoLogLength, NULL, strInfoLog);
+
+		const char *strShaderType = NULL;
+		switch(eShaderType)
+		{
+		case gl::VERTEX_SHADER: strShaderType = "vertex"; break;
+//		case gl::GEOMETRY_SHADER: strShaderType = "geometry"; break;
+		case gl::FRAGMENT_SHADER: strShaderType = "fragment"; break;
+		}
+
+		fprintf(stderr, "Compile failure in %s shader:\n%s\n", strShaderType, strInfoLog);
+		delete[] strInfoLog;
+
+		throw std::runtime_error("Compile failure in shader.");
+	}
+
+	return shader;
+}
+
+
+void init()
+{
+	gl::GenVertexArrays(1, &vao);
+	gl::BindVertexArray(vao);
+
+	const float vertexPositions[] = {
+		0.75f, 0.75f, 0.0f, 1.0f,
+		0.75f, -0.75f, 0.0f, 1.0f,
+		-0.75f, -0.75f, 0.0f, 1.0f,
+	};
+
+	gl::GenBuffers(1, &positionBufferObject);
+	gl::BindBuffer(gl::ARRAY_BUFFER, positionBufferObject);
+	gl::BufferData(gl::ARRAY_BUFFER, sizeof(vertexPositions), vertexPositions, gl::STATIC_DRAW);
+	gl::BindBuffer(gl::ARRAY_BUFFER, 0);
+
+	const std::string vertexShader(
+		"#version 330\n"
+		"layout(location = 0) in vec4 position;\n"
+		"void main()\n"
+		"{\n"
+		"   gl_Position = position;\n"
+		"}\n"
+		);
+
+	const std::string fragmentShader(
+		"#version 330\n"
+		"out vec4 outputColor;\n"
+		"void main()\n"
+		"{\n"
+		"   outputColor = vec4(0.0f, 0.0f, 0.0f, 1.0f);\n"
+		"}\n"
+		);
+
+	GLuint vertShader = BuildShader(gl::VERTEX_SHADER, vertexShader);
+	GLuint fragShader = BuildShader(gl::FRAGMENT_SHADER, fragmentShader);
+
+	program = gl::CreateProgram();
+	gl::AttachShader(program, vertShader);
+	gl::AttachShader(program, fragShader);	
+	gl::LinkProgram(program);
+
+	GLint status;
+	gl::GetProgramiv (program, gl::LINK_STATUS, &status);
+	if (status == gl::FALSE_)
+	{
+		GLint infoLogLength;
+		gl::GetProgramiv(program, gl::INFO_LOG_LENGTH, &infoLogLength);
+
+		GLchar *strInfoLog = new GLchar[infoLogLength + 1];
+		gl::GetProgramInfoLog(program, infoLogLength, NULL, strInfoLog);
+		fprintf(stderr, "Linker failure: %s\n", strInfoLog);
+		delete[] strInfoLog;
+
+		throw std::runtime_error("Shader could not be linked.");
+	}
+}
+
+//Called to update the display.
+//You should call glutSwapBuffers after all of your rendering to display what you rendered.
+//If you need continuous updates of the screen, call glutPostRedisplay() at the end of the function.
+void display()
+{
+	gl::ClearColor(1.0f, 1.0f, 1.0f, 1.0f);
+	gl::Clear(gl::COLOR_BUFFER_BIT);
+
+	gl::UseProgram(program);
+
+	gl::BindBuffer(gl::ARRAY_BUFFER, positionBufferObject);
+	gl::EnableVertexAttribArray(0);
+	gl::VertexAttribPointer(0, 4, gl::FLOAT, gl::FALSE_, 0, 0);
+
+	gl::DrawArrays(gl::TRIANGLES, 0, 3);
+
+	gl::DisableVertexAttribArray(0);
+	gl::UseProgram(0);
+
+	glutSwapBuffers();
+}
+
+//Called whenever the window is resized. The new window size is given, in pixels.
+//This is an opportunity to call gl::Viewport or gl::Scissor to keep up with the change in size.
+void reshape (int w, int h)
+{
+	gl::Viewport(0, 0, (GLsizei) w, (GLsizei) h);
+}
+
+//Called whenever a key on the keyboard was pressed.
+//The key is given by the ''key'' parameter, which is in ASCII.
+//It's often a good idea to have the escape key (ASCII value 27) call glutLeaveMainLoop() to 
+//exit the program.
+void keyboard(unsigned char key, int x, int y)
+{
+	switch (key)
+	{
+	case 27:
+		glutLeaveMainLoop();
+		break;
+	}
+}
+
+
+int main(int argc, char** argv)
+{
+	glutInit(&argc, argv);
+
+	int width = 500;
+	int height = 500;
+	unsigned int displayMode = GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH | GLUT_STENCIL;
+
+	glutInitDisplayMode(displayMode);
+	glutInitContextVersion (3, 3);
+	glutInitContextProfile(GLUT_CORE_PROFILE);
+	glutInitWindowSize (width, height); 
+	glutInitWindowPosition (300, 200);
+	glutCreateWindow (argv[0]);
+
+	glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_CONTINUE_EXECUTION);
+
+	gl::sys::CheckExtensions();
+#ifdef _WIN32
+	wgl::sys::CheckExtensions(wglGetCurrentDC());
+#endif
+
+/*
+	if(gl::exts::var_EXT_texture_compression_s3tc)
+		printf("Yay!\n");
+	else
+		printf("Fooey.\n");
+*/
+	init();
+
+
+	glutDisplayFunc(display); 
+	glutReshapeFunc(reshape);
+	glutKeyboardFunc(keyboard);
+	glutMainLoop();
+	return 0;
+}

test/premake4.lua

 	{name = "glload_c", include = "include"},
 	{name = "glload_cpp", include = "include"},
 	{name = "noload_cpp"},
+	{name = "noload_cpp_noext"},
 }
 
 local oldDir = os.getcwd()
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