mirror of
https://github.com/RGBCube/serenity
synced 2025-07-27 06:57:45 +00:00
Tests: Add tests for LibGL shader subsystem
This commit is contained in:
parent
848f1d2689
commit
1812a169b8
2 changed files with 63 additions and 0 deletions
|
@ -1,6 +1,7 @@
|
||||||
set(TEST_SOURCES
|
set(TEST_SOURCES
|
||||||
TestAPI.cpp
|
TestAPI.cpp
|
||||||
TestRender.cpp
|
TestRender.cpp
|
||||||
|
TestShaders.cpp
|
||||||
)
|
)
|
||||||
|
|
||||||
foreach(source IN LISTS TEST_SOURCES)
|
foreach(source IN LISTS TEST_SOURCES)
|
||||||
|
|
62
Tests/LibGL/TestShaders.cpp
Normal file
62
Tests/LibGL/TestShaders.cpp
Normal file
|
@ -0,0 +1,62 @@
|
||||||
|
/*
|
||||||
|
* Copyright (c) 2022, Stephan Unverwerth <s.unverwerth@serenityos.org>
|
||||||
|
*
|
||||||
|
* SPDX-License-Identifier: BSD-2-Clause
|
||||||
|
*/
|
||||||
|
|
||||||
|
#include <AK/LexicalPath.h>
|
||||||
|
#include <AK/String.h>
|
||||||
|
#include <LibCore/FileStream.h>
|
||||||
|
#include <LibGL/GL/gl.h>
|
||||||
|
#include <LibGL/GLContext.h>
|
||||||
|
#include <LibGfx/Bitmap.h>
|
||||||
|
#include <LibGfx/QOIWriter.h>
|
||||||
|
#include <LibTest/TestCase.h>
|
||||||
|
|
||||||
|
static NonnullOwnPtr<GL::GLContext> create_testing_context(int width, int height)
|
||||||
|
{
|
||||||
|
auto bitmap = MUST(Gfx::Bitmap::try_create(Gfx::BitmapFormat::BGRx8888, { width, height }));
|
||||||
|
auto context = MUST(GL::create_context(*bitmap));
|
||||||
|
GL::make_context_current(context);
|
||||||
|
|
||||||
|
return context;
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST_CASE(0001_program_creation)
|
||||||
|
{
|
||||||
|
auto context = create_testing_context(64, 64);
|
||||||
|
|
||||||
|
GLuint vertex_shader;
|
||||||
|
GLuint fragment_shader;
|
||||||
|
GLuint program;
|
||||||
|
|
||||||
|
auto vertex_shader_source = "#version 330\n"
|
||||||
|
"void main() {\n"
|
||||||
|
" gl_Position = vec4(0, 0, 0, 0);\n"
|
||||||
|
"}\n";
|
||||||
|
|
||||||
|
auto fragment_shader_source = "#version 330\n"
|
||||||
|
"out vec4 color;\n"
|
||||||
|
"void main() {\n"
|
||||||
|
" color = vec4(1, 1, 1, 1);\n"
|
||||||
|
"}\n";
|
||||||
|
|
||||||
|
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
|
||||||
|
glShaderSource(vertex_shader, 1, &vertex_shader_source, nullptr);
|
||||||
|
glCompileShader(vertex_shader);
|
||||||
|
|
||||||
|
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||||
|
glShaderSource(fragment_shader, 1, &fragment_shader_source, nullptr);
|
||||||
|
glCompileShader(fragment_shader);
|
||||||
|
|
||||||
|
program = glCreateProgram();
|
||||||
|
glAttachShader(program, vertex_shader);
|
||||||
|
glAttachShader(program, fragment_shader);
|
||||||
|
glLinkProgram(program);
|
||||||
|
|
||||||
|
glDeleteShader(vertex_shader);
|
||||||
|
glDeleteShader(fragment_shader);
|
||||||
|
glDeleteProgram(program);
|
||||||
|
|
||||||
|
EXPECT_EQ(glGetError(), 0u);
|
||||||
|
}
|
Loading…
Add table
Add a link
Reference in a new issue