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79 lines
2.4 KiB
C++
79 lines
2.4 KiB
C++
/*
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* Copyright (c) 2022, Stephan Unverwerth <s.unverwerth@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <AK/LexicalPath.h>
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#include <AK/String.h>
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#include <LibGL/GL/gl.h>
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#include <LibGL/GLContext.h>
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#include <LibGfx/Bitmap.h>
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#include <LibGfx/ImageFormats/QOIWriter.h>
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#include <LibTest/TestCase.h>
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static NonnullOwnPtr<GL::GLContext> create_testing_context(int width, int height)
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{
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auto bitmap = MUST(Gfx::Bitmap::create(Gfx::BitmapFormat::BGRx8888, { width, height }));
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auto context = MUST(GL::create_context(*bitmap));
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GL::make_context_current(context);
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return context;
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}
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TEST_CASE(0001_program_creation)
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{
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auto context = create_testing_context(64, 64);
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GLuint vertex_shader;
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GLuint fragment_shader;
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GLuint program;
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auto vertex_shader_source = "#version 330\n"
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"void main() {\n"
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" gl_Position = vec4(0, 0, 0, 0);\n"
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"}\n";
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auto fragment_shader_source = "#version 330\n"
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"out vec4 color;\n"
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"void main() {\n"
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" color = vec4(1, 1, 1, 1);\n"
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"}\n";
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vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex_shader, 1, &vertex_shader_source, nullptr);
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glCompileShader(vertex_shader);
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GLint vertex_shader_compile_status;
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glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &vertex_shader_compile_status);
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EXPECT_EQ(vertex_shader_compile_status, GL_TRUE);
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fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment_shader, 1, &fragment_shader_source, nullptr);
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glCompileShader(fragment_shader);
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GLint fragment_shader_compile_status;
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glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &fragment_shader_compile_status);
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EXPECT_EQ(fragment_shader_compile_status, GL_TRUE);
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program = glCreateProgram();
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glAttachShader(program, vertex_shader);
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glAttachShader(program, fragment_shader);
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glLinkProgram(program);
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glUseProgram(program);
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glBegin(GL_TRIANGLES);
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glColor3f(1, 0, 0);
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glVertex2i(-1, -1);
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glColor3f(0, 1, 0);
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glVertex2i(1, -1);
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glColor3f(0, 0, 1);
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glVertex2i(1, 1);
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glEnd();
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context->present();
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glDeleteShader(vertex_shader);
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glDeleteShader(fragment_shader);
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glDeleteProgram(program);
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EXPECT_EQ(glGetError(), 0u);
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}
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