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Diffstat (limited to 'emulator/opengl/tests/translator_tests/GLES_V2/triangleV2.cpp')
-rw-r--r--emulator/opengl/tests/translator_tests/GLES_V2/triangleV2.cpp443
1 files changed, 0 insertions, 443 deletions
diff --git a/emulator/opengl/tests/translator_tests/GLES_V2/triangleV2.cpp b/emulator/opengl/tests/translator_tests/GLES_V2/triangleV2.cpp
deleted file mode 100644
index 3a8ff0f..0000000
--- a/emulator/opengl/tests/translator_tests/GLES_V2/triangleV2.cpp
+++ /dev/null
@@ -1,443 +0,0 @@
-/*
-* Copyright 2011 The Android Open Source Project
-*
-* Licensed under the Apache License, Version 2.0 (the "License");
-* you may not use this file except in compliance with the License.
-* You may obtain a copy of the License at
-*
-* http://www.apache.org/licenses/LICENSE-2.0
-*
-* Unless required by applicable law or agreed to in writing, software
-* distributed under the License is distributed on an "AS IS" BASIS,
-* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-* See the License for the specific language governing permissions and
-* limitations under the License.
-*/
-
-#include <stdio.h>
-#include <string.h>
-#include <stdlib.h>
-#include <unistd.h>
-
-//#define GL_API
-//#define GL_APIENTRY
-
-#undef ANDROID
-#include <EGL/egl.h>
-#include <GLES2/gl2.h>
-
-#ifdef __APPLE__
-extern "C" void * createGLView(void *nsWindowPtr, int x, int y, int width, int height);
-#endif
-
-#undef HAVE_MALLOC_H
-#include <SDL.h>
-#include <SDL_syswm.h>
-
-
-#define WINDOW_WIDTH 500
-#define WINDOW_HEIGHT 500
-
-#define TEX_WIDTH 256
-#define TEX_HEIGHT 256
-
-
-#define F_to_X(d) ((d) > 32767.65535 ? 32767 * 65536 + 65535 : \
- (d) < -32768.65535 ? -32768 * 65536 + 65535 : \
- ((GLfixed) ((d) * 65536)))
-#define X_to_F(x) ((float)(x))/65536.0f
-
-//#define __FIXED__
-
-const char *def_vShaderStr =
- "attribute vec4 vPosition; \n"
- "void main() \n"
- "{ \n"
- " gl_Position = vPosition; \n"
- "} \n";
-
-const char *def_fShaderStr =
- "precision mediump float; \n"
- "void main() \n"
- "{ \n"
-#ifndef __FIXED__
- " gl_FragColor = vec4(0.2, 0.5, 0.1, 1.0); \n"
-#else
- " gl_FragColor = vec4(0.4, 0.3, 0.7, 1.0); \n"
-#endif
- "} \n";
-
-static EGLint const attribute_list[] = {
- EGL_RED_SIZE, 1,
- EGL_GREEN_SIZE, 1,
- EGL_BLUE_SIZE, 1,
- EGL_NONE
-};
-
-unsigned char *genTexture(int width, int height, int comp)
-{
- unsigned char *img = new unsigned char[width * height * comp];
- unsigned char *ptr = img;
- for (int i = 0; i < height; i++) {
- for (int j = 0; j < width; j++) {
- unsigned char col = ((i / 8 + j / 8) % 2) * 255 ;
- for (int c = 0; c < comp; c++) {
- *ptr = col; ptr++;
- }
- }
- }
- return img;
-}
-
-unsigned char *genRedTexture(int width, int height, int comp)
-{
- unsigned char *img = new unsigned char[width * height * comp];
- memset(img,0,width*height*comp);
- unsigned char *ptr = img;
- for (int i = 0; i < height; i++) {
- for (int j = 0; j < width; j++) {
- unsigned char col = ((i / 8 + j / 8) % 2) * 255 ;
- *ptr = col;
- ptr+=comp;
- }
- }
- return img;
-}
-
-
-void printUsage(const char *progname)
-{
- fprintf(stderr, "usage: %s [options]\n", progname);
- fprintf(stderr, "\t-vs <filename> - vertex shader to use\n");
- fprintf(stderr, "\t-fs <filename> - fragment shader to use\n");
-}
-
-
-
-GLuint LoadShader(GLenum type,const char *shaderSrc)
-{
- GLuint shader;
- GLint compiled;
- // Create the shader object
- shader = glCreateShader(type);
- if(shader == 0)
- return 0;
- // Load the shader source
- glShaderSource(shader, 1, &shaderSrc, NULL);
- // Compile the shader
- glCompileShader(shader);
- // Check the compile status
- glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
- if(!compiled)
- {
- GLint infoLen = 0;
- glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
- if(infoLen > 1)
- {
- char* infoLog = (char*)malloc(sizeof(char) * infoLen);
- glGetShaderInfoLog(shader, infoLen, NULL, infoLog);
- printf("Error compiling shader:\n%s\n", infoLog);
- free(infoLog);
- }
- glDeleteShader(shader);
- return 0;
- }
- return shader;
-}
-
-const char *readShader(const char *fileName)
-{
- FILE *fp = fopen(fileName, "rb");
- if (!fp) return NULL;
-
- int bSize = 1024;
- int nBufs = 1;
- char *buf = (char *)malloc(bSize);
- int n;
- int len = 0;
- n = fread(&buf[0], 1, bSize, fp);
- while( n == bSize ) {
- len += n;
- nBufs++;
- buf = (char *)realloc(buf, bSize * nBufs);
- n = fread(&buf[len], 1, bSize, fp);
- }
- len += n;
-
- buf[len] = '\0';
- return (const char *)buf;
-}
-
-void dumpUniforms(GLuint program)
-{
- GLint numU;
- glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &numU);
- printf("==== Program %d has %d active uniforms ===\n", program, numU);
- char name[512];
- GLsizei len;
- GLint size;
- GLenum type;
- for (int i=0; i<numU; i++) {
- glGetActiveUniform(program, i,
- 512, &len, &size, &type, name);
- printf("\t%s : type=0x%x size=%d\n", name, type, size);
- }
-}
-
-///
-// Initialize the shader and program object
-//
-int Init(const char *vShaderStr, const char *fShaderStr)
-{
- GLuint vertexShader;
- GLuint fragmentShader;
- GLuint programObject;
- GLint linked;
- // Load the vertex/fragment shaders
- vertexShader = LoadShader(GL_VERTEX_SHADER, vShaderStr);
- fragmentShader = LoadShader(GL_FRAGMENT_SHADER, fShaderStr);
- // Create the program object
- programObject = glCreateProgram();
- if(programObject == 0)
- return -1;
- glAttachShader(programObject, vertexShader);
- glAttachShader(programObject, fragmentShader);
- // Bind vPosition to attribute 0
- glBindAttribLocation(programObject, 0, "vPosition");
- // Link the program
- glLinkProgram(programObject);
- // Check the link status
- glGetProgramiv(programObject, GL_LINK_STATUS, &linked);
- if(!linked)
- {
- GLint infoLen = 0;
- glGetProgramiv(programObject, GL_INFO_LOG_LENGTH, &infoLen);
- if(infoLen > 1)
- {
- char* infoLog = (char*)malloc(sizeof(char) * infoLen);
- glGetProgramInfoLog(programObject, infoLen, NULL, infoLog);
- printf("Error linking program:\n%s\n", infoLog);
- free(infoLog);
- }
- glDeleteProgram(programObject);
- return -1;
- }
-
- // dump active uniforms
- dumpUniforms(programObject);
-
- // Store the program object
-#ifndef __FIXED__
- glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
-#else
- glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
-#endif
- return programObject;
-}
-
-
-///
-// Draw a triangle using the shader pair created in Init()
-//
-void Draw(EGLDisplay display,EGLSurface surface,int width,int height,GLuint program)
-{
-#ifndef __FIXED__
- GLfloat vVertices[] = {0.0f, 0.5f, 0.0f,
- -0.5f, -0.5f, 0.0f,
- 0.5f, -0.5f, 0.0f};
-#else
-
- GLfixed vVertices[] = {F_to_X(0.0f), F_to_X(0.5f),F_to_X(0.0f),
- F_to_X(-0.5f),F_to_X(-0.5f), F_to_X(0.0f),
- F_to_X(0.5f),F_to_X(-0.5f),F_to_X(0.0f)};
-#endif
-
- // Set the viewport
- glViewport(0, 0,width,height);
- // Clear the color buffer
- glClear(GL_COLOR_BUFFER_BIT);
- // Use the program object
- glUseProgram(program);
- // Load the vertex data
-#ifndef __FIXED__
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vVertices);
-#else
- glVertexAttribPointer(0, 3, GL_FIXED, GL_FALSE, 0, vVertices);
-#endif
- glEnableVertexAttribArray(0);
- glDrawArrays(GL_TRIANGLES, 0, 3);
- eglSwapBuffers(display,surface);
-}
-
-#ifdef _WIN32
-char **parseCmdLine(char *cmdLine, int *argc)
-{
- int argvSize = 10;
- char **argv = (char **)malloc(argvSize * sizeof(char *));
- *argc = 0;
- int i=0;
- bool prevIsSpace = true;
- int argStart = 0;
-
- argv[(*argc)++] = strdup("playdump");
-
- while(cmdLine[i] != '\0') {
- bool isSpace = (cmdLine[i] == ' ' || cmdLine[i] == '\t');
- if ( !isSpace && prevIsSpace ) {
- argStart = i;
- }
- else if (isSpace && !prevIsSpace) {
- cmdLine[i] = '\0';
- if (*argc >= argvSize) {
- argvSize *= 2;
- argv = (char **)realloc(argv, argvSize * sizeof(char *));
- }
- argv[(*argc)++] = &cmdLine[argStart];
- argStart = i+1;
- }
-
- prevIsSpace = isSpace;
- i++;
- }
-
- if (i > argStart) {
- argv[(*argc)++] = &cmdLine[argStart];
- }
- return argv;
-}
-#endif
-
-#ifdef _WIN32
-int WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
-#else
-int main(int argc, char **argv)
-#endif
-{
-#ifdef _WIN32
- int argc;
- char **argv = parseCmdLine(lpCmdLine, &argc);
-#endif
- const char *vShader = def_vShaderStr;
- const char *fShader = def_fShaderStr;
-
- for (int i=1; i<argc; i++) {
- if (!strcmp(argv[i],"-vs")) {
- if (++i >= argc) {
- printUsage(argv[0]);
- return -1;
- }
- vShader = readShader(argv[i]);
- if (!vShader) {
- vShader = def_vShaderStr;
- printf("Failed to load vshader %s, using defualt\n", argv[i]);
- }
- else {
- printf("Using vshader %s\n", argv[i]);
- }
- }
- else if (!strcmp(argv[i],"-fs")) {
- if (++i >= argc) {
- printUsage(argv[0]);
- return -1;
- }
- fShader = readShader(argv[i]);
- if (!fShader) {
- fShader = def_fShaderStr;
- printf("Failed to load fshader %s, using defualt\n", argv[i]);
- }
- else {
- printf("Using fshader %s\n", argv[i]);
- }
- }
- else {
- printUsage(argv[0]);
- return -1;
- }
- }
-
- #ifdef _WIN32
- HWND windowId = NULL;
- #elif __linux__
- Window windowId = 0;
- #elif __APPLE__
- void* windowId = NULL;
- #endif
-
- // // Inialize SDL window
- //
- if (SDL_Init(SDL_INIT_NOPARACHUTE | SDL_INIT_VIDEO)) {
- fprintf(stderr,"SDL init failed: %s\n", SDL_GetError());
- return -1;
- }
-
- SDL_Surface *surface = SDL_SetVideoMode(WINDOW_WIDTH,WINDOW_HEIGHT, 32, SDL_HWSURFACE);
- if (surface == NULL) {
- fprintf(stderr,"Failed to set video mode: %s\n", SDL_GetError());
- return -1;
- }
-
- SDL_SysWMinfo wminfo;
- memset(&wminfo, 0, sizeof(wminfo));
- SDL_GetWMInfo(&wminfo);
- #ifdef _WIN32
- windowId = wminfo.window;
- #elif __linux__
- windowId = wminfo.info.x11.window;
- #elif __APPLE__
- windowId = createGLView(wminfo.nsWindowPtr,0,0,WINDOW_WIDTH,WINDOW_HEIGHT);
- #endif
-
- int major,minor,num_config;
- int attrib_list[] ={
- EGL_CONTEXT_CLIENT_VERSION, 2,
- EGL_NONE
- };
- EGLConfig configs[150];
- EGLSurface egl_surface;
- EGLContext ctx;
- EGLDisplay d = eglGetDisplay(EGL_DEFAULT_DISPLAY);
- eglInitialize(d,&major,&minor);
- printf("DISPLAY == %p major =%d minor = %d\n",d,major,minor);
- eglChooseConfig(d, attribute_list, configs, 150, &num_config);
- printf("config returned %d\n",num_config);
- egl_surface = eglCreateWindowSurface(d,configs[0],windowId,NULL);
- ctx = eglCreateContext(d,configs[0],EGL_NO_CONTEXT,attrib_list);
- printf("SURFACE == %p CONTEXT == %p\n",egl_surface,ctx);
- if(eglMakeCurrent(d,egl_surface,egl_surface,ctx)!= EGL_TRUE){
- printf("make current failed\n");
- return false;
- }
- printf("after make current\n");
-
- GLenum err = glGetError();
- if(err != GL_NO_ERROR) {
- printf("error before drawing ->>> %d \n",err);
- } else {
- printf("no error before drawing\n");
- }
-
- int program = Init(vShader, fShader);
- if(program < 0){
- printf("failed init shaders\n");
- return false;
- }
-
- Draw(d,egl_surface,WINDOW_WIDTH,WINDOW_HEIGHT,program);
-
- err = glGetError();
- if(err != GL_NO_ERROR)
- printf("error ->>> %d \n",err);
- eglDestroySurface(d,egl_surface);
- eglDestroyContext(d,ctx);
-
-// Just wait until the window is closed
- SDL_Event ev;
- while( SDL_WaitEvent(&ev) ) {
- if (ev.type == SDL_QUIT) {
- break;
- }
- }
- return 0;
-}
-
-