/* * Copyright (c) 2022, Luke Wilde * * SPDX-License-Identifier: BSD-2-Clause */ #include #include #include static NonnullOwnPtr create_testing_context() { auto bitmap = MUST(Gfx::Bitmap::create(Gfx::BitmapFormat::BGRx8888, { 1, 1 })); auto context = MUST(GL::create_context(*bitmap)); GL::make_context_current(context); return context; } TEST_CASE(0001_gl_gen_textures_does_not_return_the_same_texture_name_twice_unless_deleted) { // https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glGenTextures.xhtml // "Texture names returned by a call to glGenTextures are not returned by subsequent calls, unless they are first deleted with glDeleteTextures." auto context = create_testing_context(); GLuint texture1 = 0; GLuint texture2 = 0; glGenTextures(1, &texture1); // glDeleteTextures previously did not check that the texture name was allocated by glGenTextures before adding it to the free texture name list. // This means that if you delete a texture twice in a row, the name will appear twice in the free texture list, making glGenTextures return the // same texture name twice in a row. glDeleteTextures(1, &texture1); glDeleteTextures(1, &texture1); texture1 = 0; glGenTextures(1, &texture1); glGenTextures(1, &texture2); EXPECT_NE(texture1, texture2); } TEST_CASE(0002_gl_cull_face_does_not_accept_left_and_right) { auto context = create_testing_context(); // glCullFace only accepts GL_FRONT, GL_BACK and GL_FRONT_AND_BACK. We checked if the mode was valid by performing cull_mode < GL_FRONT || cull_mode > GL_FRONT_AND_BACK. // However, this range also contains GL_LEFT and GL_RIGHT, which we would accept when we should return a GL_INVALID_ENUM error. glCullFace(GL_LEFT); EXPECT_EQ(glGetError(), static_cast(GL_INVALID_ENUM)); glCullFace(GL_RIGHT); EXPECT_EQ(glGetError(), static_cast(GL_INVALID_ENUM)); } TEST_CASE(0003_gl_bind_buffer_names_must_be_allocated) { auto context = create_testing_context(); glBindBuffer(GL_ARRAY_BUFFER, 123); EXPECT_EQ(glGetError(), static_cast(GL_INVALID_VALUE)); } TEST_CASE(0004_gl_color_clear_value) { auto context = create_testing_context(); Array clear_color; glGetDoublev(GL_COLOR_CLEAR_VALUE, clear_color.data()); EXPECT_EQ(clear_color[0], 0.); EXPECT_EQ(clear_color[1], 0.); EXPECT_EQ(clear_color[2], 0.); EXPECT_EQ(clear_color[3], 0.); glClearColor(.1f, .2f, .3f, .4f); glGetDoublev(GL_COLOR_CLEAR_VALUE, clear_color.data()); EXPECT_APPROXIMATE(clear_color[0], .1); EXPECT_APPROXIMATE(clear_color[1], .2); EXPECT_APPROXIMATE(clear_color[2], .3); EXPECT_APPROXIMATE(clear_color[3], .4); } TEST_CASE(0005_gl_depth_clear_value) { auto context = create_testing_context(); GLdouble clear_depth; glGetDoublev(GL_DEPTH_CLEAR_VALUE, &clear_depth); EXPECT_EQ(clear_depth, 1.); glClearDepth(.1f); glGetDoublev(GL_DEPTH_CLEAR_VALUE, &clear_depth); EXPECT_APPROXIMATE(clear_depth, .1); } TEST_CASE(0006_gl_stencil_clear_value) { auto context = create_testing_context(); GLint clear_stencil; glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &clear_stencil); EXPECT_EQ(clear_stencil, 0); glClearStencil(255); glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &clear_stencil); EXPECT_EQ(clear_stencil, 255); }