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-rw-r--r--unsupported/test/openglsupport.cpp639
1 files changed, 451 insertions, 188 deletions
diff --git a/unsupported/test/openglsupport.cpp b/unsupported/test/openglsupport.cpp
index 706a816f7..1c4438134 100644
--- a/unsupported/test/openglsupport.cpp
+++ b/unsupported/test/openglsupport.cpp
@@ -9,15 +9,24 @@
#include <main.h>
#include <iostream>
+#include <string>
+
+#if defined(__APPLE_CC__)
+ // Prevent deprecation warnings caused by GLEW on MacOS.
+ #define GL_SILENCE_DEPRECATION 1
+#endif
#include <GL/glew.h>
#include <Eigen/OpenGLSupport>
-#include <GL/glut.h>
-using namespace Eigen;
-
-
+#if defined(__APPLE_CC__)
+ #include <GLUT/glut.h>
+#else
+ #include <GL/freeglut.h>
+#endif
+using namespace Eigen;
#define VERIFY_MATRIX(CODE,REF) { \
+ glMatrixMode(GL_MODELVIEW); \
glLoadIdentity(); \
CODE; \
Matrix<float,4,4,ColMajor> m; m.setZero(); \
@@ -40,7 +49,7 @@ using namespace Eigen;
} \
VERIFY_IS_APPROX(value, data); \
}
-
+
#define VERIFY_UNIFORMi(NAME,TYPE) { \
TYPE value = TYPE::Random().eval().cast<float>().cast<TYPE::Scalar>(); \
TYPE data; \
@@ -53,175 +62,324 @@ using namespace Eigen;
} \
VERIFY_IS_APPROX(value, data); \
}
-
-void printInfoLog(GLuint objectID)
+
+void printProgramInfoLog(GLuint objectID)
{
int infologLength, charsWritten;
GLchar *infoLog;
- glGetProgramiv(objectID,GL_INFO_LOG_LENGTH, &infologLength);
+ glGetProgramiv(objectID, GL_INFO_LOG_LENGTH, &infologLength);
if(infologLength > 0)
{
infoLog = new GLchar[infologLength];
glGetProgramInfoLog(objectID, infologLength, &charsWritten, infoLog);
- if (charsWritten>0)
+ if (charsWritten > 0)
+ std::cerr << "Program info : \n" << infoLog << std::endl;
+ delete[] infoLog;
+ }
+}
+
+void printShaderInfoLog(GLuint objectID)
+{
+ int infologLength, charsWritten;
+ GLchar *infoLog;
+ glGetShaderiv(objectID, GL_INFO_LOG_LENGTH, &infologLength);
+ if(infologLength > 0)
+ {
+ infoLog = new GLchar[infologLength];
+ glGetShaderInfoLog(objectID, infologLength, &charsWritten, infoLog);
+ if (charsWritten > 0)
std::cerr << "Shader info : \n" << infoLog << std::endl;
delete[] infoLog;
}
}
-GLint createShader(const char* vtx, const char* frg)
+GLint createProgram(const char* vtx, const char* frg, bool print_errors = true)
{
GLint prg_id = glCreateProgram();
GLint vtx_id = glCreateShader(GL_VERTEX_SHADER);
GLint frg_id = glCreateShader(GL_FRAGMENT_SHADER);
GLint ok;
-
+
glShaderSource(vtx_id, 1, &vtx, 0);
glCompileShader(vtx_id);
- glGetShaderiv(vtx_id,GL_COMPILE_STATUS,&ok);
+ glGetShaderiv(vtx_id, GL_COMPILE_STATUS, &ok);
if(!ok)
{
- std::cerr << "vtx compilation failed\n";
+ if (print_errors)
+ {
+ std::cerr << "vtx compilation failed\n";
+ std::cerr << "Source:\n" << vtx << "\n";
+ printShaderInfoLog(vtx_id);
+ }
+ glDeleteShader(vtx_id);
+ return GL_ZERO;
}
-
+
glShaderSource(frg_id, 1, &frg, 0);
glCompileShader(frg_id);
- glGetShaderiv(frg_id,GL_COMPILE_STATUS,&ok);
+ glGetShaderiv(frg_id, GL_COMPILE_STATUS, &ok);
if(!ok)
{
- std::cerr << "frg compilation failed\n";
+ if (print_errors)
+ {
+ std::cerr << "frg compilation failed.\n";
+ std::cerr << "Source:\n" << frg << "\n";
+ printShaderInfoLog(frg_id);
+ }
+ glDeleteShader(vtx_id);
+ glDeleteShader(frg_id);
+ return GL_ZERO;
}
-
+
glAttachShader(prg_id, vtx_id);
glAttachShader(prg_id, frg_id);
glLinkProgram(prg_id);
- glGetProgramiv(prg_id,GL_LINK_STATUS,&ok);
+
+ // Delete shaders once linked.
+ glDeleteShader(vtx_id);
+ glDeleteShader(frg_id);
+ glGetProgramiv(prg_id, GL_LINK_STATUS, &ok);
if(!ok)
{
- std::cerr << "linking failed\n";
+ if (print_errors)
+ {
+ std::cerr << "linking failed.\n";
+ printProgramInfoLog(prg_id);
+ }
+ glDeleteProgram(prg_id);
+ return GL_ZERO;
}
- printInfoLog(prg_id);
-
+
glUseProgram(prg_id);
return prg_id;
}
-void test_openglsupport()
+GLint createProgram(const std::string& vtx, const std::string& frg, bool print_errors = true)
{
- int argc = 0;
- glutInit(&argc, 0);
- glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
- glutInitWindowPosition (0,0);
- glutInitWindowSize(10, 10);
+ return createProgram(vtx.c_str(), frg.c_str(), print_errors);
+}
- if(glutCreateWindow("Eigen") <= 0)
+std::string getGlslVersionString(int gl_major_version, int gl_minor_version)
+{
+ switch (gl_major_version)
{
- std::cerr << "Error: Unable to create GLUT Window.\n";
- exit(1);
+ case 2:
+ switch (gl_minor_version)
+ {
+ case 0:
+ return "#version 110";
+ case 1:
+ return "#version 120";
+ }
+ break;
+ case 3:
+ switch (gl_minor_version)
+ {
+ case 0:
+ return "#version 130";
+ case 1:
+ return "#version 140";
+ case 2:
+ return "#version 150";
+ case 3:
+ return "#version 330";
+ }
+ break;
+ case 4:
+ switch (gl_minor_version)
+ {
+ case 0:
+ return "#version 400";
+ case 1:
+ return "#version 410";
+ case 2:
+ return "#version 420";
+ case 3:
+ return "#version 430";
+ case 4:
+ return "#version 440";
+ case 5:
+ return "#version 450";
+ case 6:
+ return "#version 460";
+ }
+ break;
}
-
- glewExperimental = GL_TRUE;
- if(glewInit() != GLEW_OK)
- {
- std::cerr << "Warning: Failed to initialize GLEW\n";
+ return "";
+}
+
+void find_and_replace(
+ std::string& str,
+ const std::string& find,
+ const std::string& replace)
+{
+ size_t loc = 0;
+ size_t flen = find.length();
+ size_t rlen = replace.length();
+ while ( (loc = str.find(find, loc)) != std::string::npos) {
+ str.replace(loc, flen, replace);
+ loc += rlen;
}
+}
- Vector3f v3f;
- Matrix3f rot;
- glBegin(GL_POINTS);
-
- glVertex(v3f);
- glVertex(2*v3f+v3f);
- glVertex(rot*v3f);
-
- glEnd();
-
- // 4x4 matrices
- Matrix4f mf44; mf44.setRandom();
- VERIFY_MATRIX(glLoadMatrix(mf44), mf44);
- VERIFY_MATRIX(glMultMatrix(mf44), mf44);
- Matrix4d md44; md44.setRandom();
- VERIFY_MATRIX(glLoadMatrix(md44), md44);
- VERIFY_MATRIX(glMultMatrix(md44), md44);
-
- // Quaternion
- Quaterniond qd(AngleAxisd(internal::random<double>(), Vector3d::Random()));
- VERIFY_MATRIX(glRotate(qd), Projective3d(qd).matrix());
-
- Quaternionf qf(AngleAxisf(internal::random<double>(), Vector3f::Random()));
- VERIFY_MATRIX(glRotate(qf), Projective3f(qf).matrix());
-
- // 3D Transform
- Transform<float,3,AffineCompact> acf3; acf3.matrix().setRandom();
- VERIFY_MATRIX(glLoadMatrix(acf3), Projective3f(acf3).matrix());
- VERIFY_MATRIX(glMultMatrix(acf3), Projective3f(acf3).matrix());
-
- Transform<float,3,Affine> af3(acf3);
- VERIFY_MATRIX(glLoadMatrix(af3), Projective3f(af3).matrix());
- VERIFY_MATRIX(glMultMatrix(af3), Projective3f(af3).matrix());
-
- Transform<float,3,Projective> pf3; pf3.matrix().setRandom();
- VERIFY_MATRIX(glLoadMatrix(pf3), Projective3f(pf3).matrix());
- VERIFY_MATRIX(glMultMatrix(pf3), Projective3f(pf3).matrix());
-
- Transform<double,3,AffineCompact> acd3; acd3.matrix().setRandom();
- VERIFY_MATRIX(glLoadMatrix(acd3), Projective3d(acd3).matrix());
- VERIFY_MATRIX(glMultMatrix(acd3), Projective3d(acd3).matrix());
-
- Transform<double,3,Affine> ad3(acd3);
- VERIFY_MATRIX(glLoadMatrix(ad3), Projective3d(ad3).matrix());
- VERIFY_MATRIX(glMultMatrix(ad3), Projective3d(ad3).matrix());
-
- Transform<double,3,Projective> pd3; pd3.matrix().setRandom();
- VERIFY_MATRIX(glLoadMatrix(pd3), Projective3d(pd3).matrix());
- VERIFY_MATRIX(glMultMatrix(pd3), Projective3d(pd3).matrix());
-
- // translations (2D and 3D)
- {
- Vector2f vf2; vf2.setRandom(); Vector3f vf23; vf23 << vf2, 0;
- VERIFY_MATRIX(glTranslate(vf2), Projective3f(Translation3f(vf23)).matrix());
- Vector2d vd2; vd2.setRandom(); Vector3d vd23; vd23 << vd2, 0;
- VERIFY_MATRIX(glTranslate(vd2), Projective3d(Translation3d(vd23)).matrix());
-
- Vector3f vf3; vf3.setRandom();
- VERIFY_MATRIX(glTranslate(vf3), Projective3f(Translation3f(vf3)).matrix());
- Vector3d vd3; vd3.setRandom();
- VERIFY_MATRIX(glTranslate(vd3), Projective3d(Translation3d(vd3)).matrix());
-
- Translation<float,3> tf3; tf3.vector().setRandom();
- VERIFY_MATRIX(glTranslate(tf3), Projective3f(tf3).matrix());
-
- Translation<double,3> td3; td3.vector().setRandom();
- VERIFY_MATRIX(glTranslate(td3), Projective3d(td3).matrix());
+// Finds and replaces a set of substrings in a string.
+std::string format(
+ const std::string& str,
+ const std::vector<std::string>& find,
+ const std::vector<std::string>& replace)
+{
+ std::string out = str;
+ for (std::size_t i=0; i<find.size(); ++i) {
+ find_and_replace(out, find[i], replace[i]);
}
-
- // scaling (2D and 3D)
+ return out;
+}
+
+// GLUT display function that runs test. Must be run within the display loop
+// in order to properly destroy resources.
+void openglsupport_test_loop()
+{
+ // Get context info.
+ const GLubyte* gl_version_string = glGetString(GL_VERSION);
+ std::cerr << "GL version: " << gl_version_string << std::endl;
+ std::cerr << "GLSL version: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
+ // Parse version from string since GL_MAJOR_VERSION is only supported in GL 3.0+.
+ // Version string guaranteed to be <major>.<minor><vender extension>.
+ GLint gl_major_version = gl_version_string[0] - '0';
+ GLint gl_minor_version = gl_version_string[2] - '0';
+ bool legacy_gl = gl_major_version < 3 || (gl_major_version == 3 && gl_minor_version < 2);
+
+ // Fixed-function pipeline removed in OpenGL 3.2.
+ if (legacy_gl)
{
- Vector2f vf2; vf2.setRandom(); Vector3f vf23; vf23 << vf2, 1;
- VERIFY_MATRIX(glScale(vf2), Projective3f(Scaling(vf23)).matrix());
- Vector2d vd2; vd2.setRandom(); Vector3d vd23; vd23 << vd2, 1;
- VERIFY_MATRIX(glScale(vd2), Projective3d(Scaling(vd23)).matrix());
-
- Vector3f vf3; vf3.setRandom();
- VERIFY_MATRIX(glScale(vf3), Projective3f(Scaling(vf3)).matrix());
- Vector3d vd3; vd3.setRandom();
- VERIFY_MATRIX(glScale(vd3), Projective3d(Scaling(vd3)).matrix());
-
- UniformScaling<float> usf(internal::random<float>());
- VERIFY_MATRIX(glScale(usf), Projective3f(usf).matrix());
-
- UniformScaling<double> usd(internal::random<double>());
- VERIFY_MATRIX(glScale(usd), Projective3d(usd).matrix());
+ // Draw a basic triangle.
+ Vector3f v3f;
+ Matrix3f rot;
+ glBegin(GL_POINTS);
+ {
+ glVertex(v3f);
+ glVertex(2*v3f+v3f);
+ glVertex(rot*v3f);
+ }
+ glEnd();
+
+ // 4x4 matrices
+ Matrix4f mf44; mf44.setRandom();
+ VERIFY_MATRIX(glLoadMatrix(mf44), mf44);
+ VERIFY_MATRIX(glMultMatrix(mf44), mf44);
+ Matrix4d md44; md44.setRandom();
+ VERIFY_MATRIX(glLoadMatrix(md44), md44);
+ VERIFY_MATRIX(glMultMatrix(md44), md44);
+
+ // Quaternion
+ Quaterniond qd(AngleAxisd(internal::random<double>(), Vector3d::Random()));
+ VERIFY_MATRIX(glRotate(qd), Projective3d(qd).matrix());
+
+ Quaternionf qf(AngleAxisf(internal::random<double>(), Vector3f::Random()));
+ VERIFY_MATRIX(glRotate(qf), Projective3f(qf).matrix());
+
+ // 3D Transform
+ Transform<float,3,AffineCompact> acf3; acf3.matrix().setRandom();
+ VERIFY_MATRIX(glLoadMatrix(acf3), Projective3f(acf3).matrix());
+ VERIFY_MATRIX(glMultMatrix(acf3), Projective3f(acf3).matrix());
+
+ Transform<float,3,Affine> af3(acf3);
+ VERIFY_MATRIX(glLoadMatrix(af3), Projective3f(af3).matrix());
+ VERIFY_MATRIX(glMultMatrix(af3), Projective3f(af3).matrix());
+
+ Transform<float,3,Projective> pf3; pf3.matrix().setRandom();
+ VERIFY_MATRIX(glLoadMatrix(pf3), Projective3f(pf3).matrix());
+ VERIFY_MATRIX(glMultMatrix(pf3), Projective3f(pf3).matrix());
+
+ Transform<double,3,AffineCompact> acd3; acd3.matrix().setRandom();
+ VERIFY_MATRIX(glLoadMatrix(acd3), Projective3d(acd3).matrix());
+ VERIFY_MATRIX(glMultMatrix(acd3), Projective3d(acd3).matrix());
+
+ Transform<double,3,Affine> ad3(acd3);
+ VERIFY_MATRIX(glLoadMatrix(ad3), Projective3d(ad3).matrix());
+ VERIFY_MATRIX(glMultMatrix(ad3), Projective3d(ad3).matrix());
+
+ Transform<double,3,Projective> pd3; pd3.matrix().setRandom();
+ VERIFY_MATRIX(glLoadMatrix(pd3), Projective3d(pd3).matrix());
+ VERIFY_MATRIX(glMultMatrix(pd3), Projective3d(pd3).matrix());
+
+ // translations (2D and 3D)
+ {
+ Vector2f vf2; vf2.setRandom(); Vector3f vf23; vf23 << vf2, 0;
+ VERIFY_MATRIX(glTranslate(vf2), Projective3f(Translation3f(vf23)).matrix());
+ Vector2d vd2; vd2.setRandom(); Vector3d vd23; vd23 << vd2, 0;
+ VERIFY_MATRIX(glTranslate(vd2), Projective3d(Translation3d(vd23)).matrix());
+
+ Vector3f vf3; vf3.setRandom();
+ VERIFY_MATRIX(glTranslate(vf3), Projective3f(Translation3f(vf3)).matrix());
+ Vector3d vd3; vd3.setRandom();
+ VERIFY_MATRIX(glTranslate(vd3), Projective3d(Translation3d(vd3)).matrix());
+
+ Translation<float,3> tf3; tf3.vector().setRandom();
+ VERIFY_MATRIX(glTranslate(tf3), Projective3f(tf3).matrix());
+
+ Translation<double,3> td3; td3.vector().setRandom();
+ VERIFY_MATRIX(glTranslate(td3), Projective3d(td3).matrix());
+ }
+
+ // scaling (2D and 3D)
+ {
+ Vector2f vf2; vf2.setRandom(); Vector3f vf23; vf23 << vf2, 1;
+ VERIFY_MATRIX(glScale(vf2), Projective3f(Scaling(vf23)).matrix());
+ Vector2d vd2; vd2.setRandom(); Vector3d vd23; vd23 << vd2, 1;
+ VERIFY_MATRIX(glScale(vd2), Projective3d(Scaling(vd23)).matrix());
+
+ Vector3f vf3; vf3.setRandom();
+ VERIFY_MATRIX(glScale(vf3), Projective3f(Scaling(vf3)).matrix());
+ Vector3d vd3; vd3.setRandom();
+ VERIFY_MATRIX(glScale(vd3), Projective3d(Scaling(vd3)).matrix());
+
+ UniformScaling<float> usf(internal::random<float>());
+ VERIFY_MATRIX(glScale(usf), Projective3f(usf).matrix());
+
+ UniformScaling<double> usd(internal::random<double>());
+ VERIFY_MATRIX(glScale(usd), Projective3d(usd).matrix());
+ }
+ } else {
+ std::cerr << "Warning: fixed-function pipeline was not tested.\n";
+ }
+
+ // Dynamic shader substitution variables.
+ // Modern shaders require a version string, and newer runtimes fail to
+ // compile old GLSL versions. Thus, we dynamically set the GLSL version
+ // string based on runtime. Also, pre OpenGL 3.0, the output gl_FragColor was
+ // built-in. This was deprecated in OpenGL 3.0, requiring us to explicitly
+ // define the output variable.
+ std::vector<std::string> glsl_vars;
+ glsl_vars.push_back("${GLSL_VERSION}");
+ glsl_vars.push_back("${FRAG_OUTPUT_DECLARATION}");
+ glsl_vars.push_back("${FRAG_OUTPUT_VARIABLE}");
+
+ std::vector<std::string> glsl_vals;
+ glsl_vals.push_back(getGlslVersionString(gl_major_version, gl_minor_version));
+ if (gl_major_version >= 3) {
+ glsl_vals.push_back("out vec4 fragColor;");
+ glsl_vals.push_back("fragColor");
+ } else {
+ glsl_vals.push_back("");
+ glsl_vals.push_back("gl_FragColor");
}
-
+
// uniform
{
- const char* vtx = "void main(void) { gl_Position = gl_Vertex; }\n";
-
- if(GLEW_VERSION_2_0)
+ // vertex shader.
+ std::string vtx = format(
+ "${GLSL_VERSION}\n"
+ "void main(void) {\n"
+ " gl_Position = vec4(0,0,0,1);\n"
+ "}\n",
+ glsl_vars, glsl_vals);
+
+#ifdef GL_VERSION_2_0
+ if(GLEW_VERSION_2_0 && GL_VERSION_2_0)
{
- #ifdef GL_VERSION_2_0
- const char* frg = ""
+ std::string frg = format(
+ "${GLSL_VERSION}\n"
"uniform vec2 v2f;\n"
"uniform vec3 v3f;\n"
"uniform vec4 v4f;\n"
@@ -231,107 +389,212 @@ void test_openglsupport()
"uniform mat2 m2f;\n"
"uniform mat3 m3f;\n"
"uniform mat4 m4f;\n"
- "void main(void) { gl_FragColor = vec4(v2f[0]+v3f[0]+v4f[0])+vec4(v2i[0]+v3i[0]+v4i[0])+vec4(m2f[0][0]+m3f[0][0]+m4f[0][0]); }\n";
-
- GLint prg_id = createShader(vtx,frg);
-
- VERIFY_UNIFORM(fv,v2f, Vector2f);
- VERIFY_UNIFORM(fv,v3f, Vector3f);
- VERIFY_UNIFORM(fv,v4f, Vector4f);
+ "${FRAG_OUTPUT_DECLARATION}\n"
+ "void main(void) { \n"
+ " ${FRAG_OUTPUT_VARIABLE} = vec4(v2f[0]+v3f[0]+v4f[0])+vec4(v2i[0]+v3i[0]+v4i[0])+vec4(m2f[0][0]+m3f[0][0]+m4f[0][0]);\n"
+ "}\n",
+ glsl_vars, glsl_vals);
+
+ GLint prg_id = createProgram(vtx, frg);
+ VERIFY(prg_id > 0 && "Failed to create program.");
+ VERIFY_UNIFORM(fv, v2f, Vector2f);
+ VERIFY_UNIFORM(fv, v3f, Vector3f);
+ VERIFY_UNIFORM(fv, v4f, Vector4f);
VERIFY_UNIFORMi(v2i, Vector2i);
VERIFY_UNIFORMi(v3i, Vector3i);
VERIFY_UNIFORMi(v4i, Vector4i);
- VERIFY_UNIFORM(fv,m2f, Matrix2f);
- VERIFY_UNIFORM(fv,m3f, Matrix3f);
- VERIFY_UNIFORM(fv,m4f, Matrix4f);
- #endif
+ VERIFY_UNIFORM(fv, m2f, Matrix2f);
+ VERIFY_UNIFORM(fv, m3f, Matrix3f);
+ VERIFY_UNIFORM(fv, m4f, Matrix4f);
+ glDeleteProgram(prg_id);
}
else
- std::cerr << "Warning: opengl 2.0 was not tested\n";
-
- if(GLEW_VERSION_2_1)
+#endif
+ std::cerr << "Warning: opengl 2.0 was not tested.\n";
+
+#ifdef GL_VERSION_2_1
+ if(GLEW_VERSION_2_1 && GL_VERSION_2_1 &&
+ (gl_major_version > 2 || (gl_major_version == 2 && gl_minor_version >= 1)))
{
- #ifdef GL_VERSION_2_1
- const char* frg = "#version 120\n"
+ std::string frg = format(
+ "${GLSL_VERSION}\n"
"uniform mat2x3 m23f;\n"
"uniform mat3x2 m32f;\n"
"uniform mat2x4 m24f;\n"
"uniform mat4x2 m42f;\n"
"uniform mat3x4 m34f;\n"
"uniform mat4x3 m43f;\n"
- "void main(void) { gl_FragColor = vec4(m23f[0][0]+m32f[0][0]+m24f[0][0]+m42f[0][0]+m34f[0][0]+m43f[0][0]); }\n";
-
- GLint prg_id = createShader(vtx,frg);
-
+ "${FRAG_OUTPUT_DECLARATION}\n"
+ "void main(void) {\n"
+ " ${FRAG_OUTPUT_VARIABLE} = vec4(m23f[0][0]+m32f[0][0]+m24f[0][0]+m42f[0][0]+m34f[0][0]+m43f[0][0]);\n"
+ "}\n",
+ glsl_vars, glsl_vals);
+
+ GLint prg_id = createProgram(vtx, frg);
+ VERIFY(prg_id > 0 && "Failed to create program.");
typedef Matrix<float,2,3> Matrix23f;
typedef Matrix<float,3,2> Matrix32f;
typedef Matrix<float,2,4> Matrix24f;
typedef Matrix<float,4,2> Matrix42f;
typedef Matrix<float,3,4> Matrix34f;
typedef Matrix<float,4,3> Matrix43f;
-
- VERIFY_UNIFORM(fv,m23f, Matrix23f);
- VERIFY_UNIFORM(fv,m32f, Matrix32f);
- VERIFY_UNIFORM(fv,m24f, Matrix24f);
- VERIFY_UNIFORM(fv,m42f, Matrix42f);
- VERIFY_UNIFORM(fv,m34f, Matrix34f);
- VERIFY_UNIFORM(fv,m43f, Matrix43f);
- #endif
+
+ VERIFY_UNIFORM(fv, m23f, Matrix23f);
+ VERIFY_UNIFORM(fv, m32f, Matrix32f);
+ VERIFY_UNIFORM(fv, m24f, Matrix24f);
+ VERIFY_UNIFORM(fv, m42f, Matrix42f);
+ VERIFY_UNIFORM(fv, m34f, Matrix34f);
+ VERIFY_UNIFORM(fv, m43f, Matrix43f);
+ glDeleteProgram(prg_id);
}
else
- std::cerr << "Warning: opengl 2.1 was not tested\n";
-
- if(GLEW_VERSION_3_0)
+#endif
+ std::cerr << "Warning: opengl 2.1 was not tested.\n";
+
+#ifdef GL_VERSION_3_0
+ if(GLEW_VERSION_3_0 && GL_VERSION_3_0 && gl_major_version >= 3)
{
- #ifdef GL_VERSION_3_0
- const char* frg = "#version 150\n"
+ std::string frg = format(
+ "${GLSL_VERSION}\n"
"uniform uvec2 v2ui;\n"
"uniform uvec3 v3ui;\n"
"uniform uvec4 v4ui;\n"
- "out vec4 data;\n"
- "void main(void) { data = vec4(v2ui[0]+v3ui[0]+v4ui[0]); }\n";
-
- GLint prg_id = createShader(vtx,frg);
-
+ "${FRAG_OUTPUT_DECLARATION}\n"
+ "void main(void) {\n"
+ " ${FRAG_OUTPUT_VARIABLE} = vec4(v2ui[0]+v3ui[0]+v4ui[0]);\n"
+ "}\n",
+ glsl_vars, glsl_vals);
+
+ GLint prg_id = createProgram(vtx, frg);
+ VERIFY(prg_id > 0 && "Failed to create program.");
typedef Matrix<unsigned int,2,1> Vector2ui;
typedef Matrix<unsigned int,3,1> Vector3ui;
typedef Matrix<unsigned int,4,1> Vector4ui;
-
+
VERIFY_UNIFORMi(v2ui, Vector2ui);
VERIFY_UNIFORMi(v3ui, Vector3ui);
VERIFY_UNIFORMi(v4ui, Vector4ui);
- #endif
+ glDeleteProgram(prg_id);
}
else
- std::cerr << "Warning: opengl 3.0 was not tested\n";
-
- #ifdef GLEW_ARB_gpu_shader_fp64
+#endif
+ std::cerr << "Warning: opengl 3.0 was not tested.\n";
+
+ // dvecn supported if >= 4.1 or ARB_vertex_attrib_64bit
+ bool has_fp64_native = (gl_major_version == 4 && gl_minor_version >= 1);
+ bool has_fp64_extension = false;
+#ifdef GLEW_ARB_gpu_shader_fp64
if(GLEW_ARB_gpu_shader_fp64)
{
- #ifdef GL_ARB_gpu_shader_fp64
- const char* frg = "#version 150\n"
+ // Check that extension can actually be compiled.
+ if (has_fp64_extension)
+ {
+ std::string frg = format(
+ "${GLSL_VERSION}\n"
+ "#extension GL_ARB_gpu_shader_fp64 : enable\n"
+ "uniform dvec2 dv2;\n"
+ "${FRAG_OUTPUT_DECLARATION}\n"
+ "void main(void) {\n"
+ " ${FRAG_OUTPUT_VARIABLE} = vec4(dv2.x, dv2.y, dv2.x, dv2.y);\n"
+ "}\n",
+ glsl_vars, glsl_vals);
+ GLint prg_id = createProgram(vtx, frg, /*print_errors=*/false);
+ if (prg_id)
+ {
+ has_fp64_extension = true;
+ glDeleteProgram(prg_id);
+ }
+ }
+ }
+#endif
+
+ if( has_fp64_native || has_fp64_extension )
+ {
+ std::vector<std::string> glsl_vars_with_extension = glsl_vars;
+ glsl_vars_with_extension.push_back("${GLSL_EXTENSIONS}");
+ std::vector<std::string> glsl_vals_with_extension = glsl_vals;
+ if (has_fp64_extension)
+ {
+ glsl_vals_with_extension.push_back("#extension GL_ARB_gpu_shader_fp64 : enable");
+ }
+ else
+ {
+ glsl_vals_with_extension.push_back("");
+ }
+
+ std::string frg = format(
+ "${GLSL_VERSION}\n"
+ "${GLSL_EXTENSIONS}\n"
"uniform dvec2 v2d;\n"
"uniform dvec3 v3d;\n"
"uniform dvec4 v4d;\n"
- "out vec4 data;\n"
- "void main(void) { data = vec4(v2d[0]+v3d[0]+v4d[0]); }\n";
-
- GLint prg_id = createShader(vtx,frg);
-
- typedef Vector2d Vector2d;
- typedef Vector3d Vector3d;
- typedef Vector4d Vector4d;
-
- VERIFY_UNIFORM(dv,v2d, Vector2d);
- VERIFY_UNIFORM(dv,v3d, Vector3d);
- VERIFY_UNIFORM(dv,v4d, Vector4d);
- #endif
+ "${FRAG_OUTPUT_DECLARATION}\n"
+ "void main(void) {\n"
+ " ${FRAG_OUTPUT_VARIABLE} = vec4(v2d[0]+v3d[0]+v4d[0]);\n"
+ "}\n",
+ glsl_vars_with_extension, glsl_vals_with_extension);
+
+ GLint prg_id = createProgram(vtx,frg);
+ VERIFY(prg_id > 0 && "Failed to create program.");
+ VERIFY_UNIFORM(dv, v2d, Vector2d);
+ VERIFY_UNIFORM(dv, v3d, Vector3d);
+ VERIFY_UNIFORM(dv, v4d, Vector4d);
+ glDeleteProgram(prg_id);
}
else
- std::cerr << "Warning: GLEW_ARB_gpu_shader_fp64 was not tested\n";
- #else
- std::cerr << "Warning: GLEW_ARB_gpu_shader_fp64 was not tested\n";
- #endif
+ std::cerr << "Warning: dvec (fp64) was not tested.\n";
}
-
+
+ // Exit loop - Leaving main loop is supported by freeglut, otherwise we
+ // are forced to exit.
+#ifdef FREEGLUT
+ glutLeaveMainLoop();
+ // Trigger another display loop iteration. Otherwise, it just hangs.
+ glutPostRedisplay();
+#else
+ exit(0);
+#endif
+}
+
+EIGEN_DECLARE_TEST(openglsupport)
+{
+ int argc = 0;
+ glutInit(&argc, 0);
+
+ GLint glut_display_mode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH;
+
+#ifndef EIGEN_LEGACY_OPENGL
+ // Initialize 3.2+ OpenGL context.
+#if defined(__APPLE_CC__)
+ glut_display_mode |= GLUT_3_2_CORE_PROFILE;
+#elif defined(FREEGLUT)
+ glutInitContextVersion(3, 2);
+ glutInitContextFlags(GLUT_FORWARD_COMPATIBLE);
+ glutInitContextProfile(GLUT_CORE_PROFILE);
+#endif
+#endif
+
+ glutInitDisplayMode(glut_display_mode);
+ glutInitWindowPosition(0, 0);
+ glutInitWindowSize(10, 10);
+
+ int window = glutCreateWindow("Eigen");
+ if(window <= 0)
+ {
+ std::cerr << "Error: Unable to create GLUT Window.\n";
+ exit(1);
+ }
+
+ glewExperimental = GL_TRUE;
+ if(glewInit() != GLEW_OK)
+ {
+ std::cerr << "Warning: Failed to initialize GLEW.\n";
+ exit(1);
+ }
+
+ // Run test in display, otherwise GLUT fails to clean up and leads to memory
+ // access errors on exit.
+ glutDisplayFunc(openglsupport_test_loop);
+ glutMainLoop();
+ glutDestroyWindow(window);
}