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glium 0.8.1

Elegant and safe OpenGL wrapper. Glium is an intermediate layer between OpenGL and your application. You still need to manually handle the graphics pipeline, but without having to use OpenGL's old and error-prone API. Its objectives: - Be safe to use. Many aspects of OpenGL that can trigger a crash if misused are automatically handled by glium. - Provide an API that enforces good pratices such as RAII or stateless function calls. - Be compatible with all OpenGL versions that support shaders, providing unified API when things diverge. - Avoid all OpenGL errors beforehand. - Produce optimized OpenGL function calls, and allow the user to easily use modern OpenGL techniques.
#[macro_use]
extern crate glium;

use glium::Surface;
use glium::Texture;

mod support;

#[test]
fn empty_texture1d_u8u8u8u8() {
    let display = support::build_display();

    let texture = glium::texture::Texture1d::empty_with_format(&display,
                                                       glium::texture::UncompressedFloatFormat::U8U8U8U8,
                                                       glium::texture::MipmapsOption::NoMipmap, 128);

    display.assert_no_error(None);
    drop(texture);
    display.assert_no_error(None);
}

#[test]
fn get_format_u8u8u8u8() {
    let display = support::build_display();

    let texture = glium::texture::Texture2d::empty_with_format(&display,
                                                       glium::texture::UncompressedFloatFormat::
                                                       U8U8U8U8,
                                                       glium::texture::MipmapsOption::NoMipmap,
                                                       128, 128).unwrap();

    display.assert_no_error(None);

    let format = match texture.get_internal_format() {
        Err(_) => return,
        Ok(f) => f
    };

    match format {
        glium::texture::InternalFormat::FourComponents { ty1, bits1, ty2, bits2, ty3, bits3, ty4, bits4 } => {
            assert_eq!(ty1, glium::texture::InternalFormatType::UnsignedNormalized);
            assert_eq!(ty2, glium::texture::InternalFormatType::UnsignedNormalized);
            assert_eq!(ty3, glium::texture::InternalFormatType::UnsignedNormalized);
            assert_eq!(ty4, glium::texture::InternalFormatType::UnsignedNormalized);

            assert!(bits1 >= 8);
            assert!(bits2 >= 8);
            assert!(bits3 >= 8);
            assert!(bits4 >= 8);
        },
        _ => panic!()
    }
}

#[test]
fn depth_texture_1d_creation() {
    let display = support::build_display();

    let texture = match glium::texture::DepthTexture1d::new(&display, vec![0.0, 0.0, 0.0, 0.0f32]) {
        Err(_) => return,       // TODO: not supported error
        Ok(t) => t
    };

    assert_eq!(texture.get_width(), 4);
    assert_eq!(texture.get_height(), None);
    assert_eq!(texture.get_depth(), None);
    assert_eq!(texture.get_array_size(), None);

    display.assert_no_error(None);
}

#[test]
fn texture_2d_creation() {
    let display = support::build_display();

    let texture = glium::texture::Texture2d::new(&display, vec![
        vec![(0, 0, 0, 0), (0, 0, 0, 0)],
        vec![(0, 0, 0, 0), (0, 0, 0, 0)],
        vec![(0, 0, 0, 0), (0, 0, 0, 0u8)],
    ]).unwrap();

    assert_eq!(texture.get_width(), 2);
    assert_eq!(texture.get_height(), Some(3));
    assert_eq!(texture.get_depth(), None);
    assert_eq!(texture.get_array_size(), None);

    display.assert_no_error(None);
}

#[test]
fn empty_texture2d_u8u8u8u8() {
    let display = support::build_display();

    let texture = glium::texture::Texture2d::empty_with_format(&display,
                                                       glium::texture::UncompressedFloatFormat::
                                                           U8U8U8U8,
                                                        glium::texture::MipmapsOption::NoMipmap,
                                                       128, 128);

    display.assert_no_error(None);
    drop(texture);
    display.assert_no_error(None);
}

#[test]
fn depth_texture_2d_creation() {
    let display = support::build_display();

    let texture = glium::texture::DepthTexture2d::new(&display, vec![
        vec![0.0, 0.0, 0.0, 0.0f32],
        vec![0.0, 0.0, 0.0, 0.0f32],
        vec![0.0, 0.0, 0.0, 0.0f32],
    ]);

    let texture = match texture {
        Err(_) => return,       // TODO: not supported error
        Ok(t) => t
    };

    assert_eq!(texture.get_width(), 4);
    assert_eq!(texture.get_height(), Some(3));
    assert_eq!(texture.get_depth(), None);
    assert_eq!(texture.get_array_size(), None);

    display.assert_no_error(None);
}

#[test]
#[ignore]   // `thread 'empty_depth_texture2d_f32' panicked at 'assertion failed: version >= &GlVersion(3, 0)'`
fn empty_depth_texture2d_f32() {
    let display = support::build_display();

    let _texture = glium::texture::DepthTexture2d::empty(&display, 128, 128);

    display.assert_no_error(None);
    drop(_texture);
    display.assert_no_error(None);
}

#[test]
fn compressed_texture_2d_creation() {
    let display = support::build_display();

    let texture = glium::texture::CompressedTexture2d::new(&display, vec![
        vec![(0, 0, 0, 0), (0, 0, 0, 0)],
        vec![(0, 0, 0, 0), (0, 0, 0, 0)],
        vec![(0, 0, 0, 0), (0, 0, 0, 0u8)],
    ]).unwrap();

    assert_eq!(texture.get_width(), 2);
    assert_eq!(texture.get_height(), Some(3));
    assert_eq!(texture.get_depth(), None);
    assert_eq!(texture.get_array_size(), None);

    display.assert_no_error(None);
}

macro_rules! empty_texture_test {
    ($test_name:ident, $tex_ty:ident, [$($dims:expr),+],
     $w:expr, $h:expr, $d:expr, $s:expr) =>
    (
        #[test]
        fn $test_name() {
            let display = support::build_display();

            let texture = match glium::texture::$tex_ty::empty(&display, $($dims),+) {
                Err(_) => return,       // TODO: make sure it's `NotSupported`
                Ok(tex) => tex
            };

            assert_eq!(texture.get_width(), $w);
            assert_eq!(texture.get_height(), $h);
            assert_eq!(texture.get_depth(), $d);
            assert_eq!(texture.get_array_size(), $s);

            assert_eq!(texture.get_mipmap_levels(), 1);

            let _ = texture.get_internal_format();

            display.assert_no_error(None);
            drop(texture);
            display.assert_no_error(None);
        }
    );
}

// TODO: compressed textures don't have "empty" yet
/*empty_texture_test!(empty_compressedtexture1d, CompressedTexture1d, [64], 64, None, None, None);
empty_texture_test!(empty_compressedtexture1darray, CompressedTexture1dArray, [64, 32], 64, None, None, Some(32));
empty_texture_test!(empty_compressedtexture2d, CompressedTexture2d, [64, 32], 64, Some(32), None, None);
empty_texture_test!(empty_compressedtexture2darray, CompressedTexture2dArray, [64, 32, 16], 64, Some(32), None, Some(16));
empty_texture_test!(empty_compressedtexture3d, CompressedTexture3d, [64, 32, 16], 64, Some(32), Some(16), None);*/
empty_texture_test!(empty_depthstenciltexture1d, DepthStencilTexture1d, [64], 64, None, None, None);
empty_texture_test!(empty_depthstenciltexture1darray, DepthStencilTexture1dArray, [64, 32], 64, None, None, Some(32));
empty_texture_test!(empty_depthstenciltexture2d, DepthStencilTexture2d, [64, 32], 64, Some(32), None, None);
empty_texture_test!(empty_depthstenciltexture2darray, DepthStencilTexture2dArray, [64, 32, 16], 64, Some(32), None, Some(16));
// TODO: non-working
//empty_texture_test!(empty_depthstenciltexture3d, DepthStencilTexture3d, [64, 32, 16], 64, Some(32), Some(16), None);
empty_texture_test!(empty_depthtexture1d, DepthTexture1d, [64], 64, None, None, None);
empty_texture_test!(empty_depthtexture1darray, DepthTexture1dArray, [64, 32], 64, None, None, Some(32));
empty_texture_test!(empty_depthtexture2d, DepthTexture2d, [64, 32], 64, Some(32), None, None);
empty_texture_test!(empty_depthtexture2darray, DepthTexture2dArray, [64, 32, 16], 64, Some(32), None, Some(16));
// TODO: non-working
//empty_texture_test!(empty_depthtexture3d, DepthTexture3d, [64, 32, 16], 64, Some(32), Some(16), None);
empty_texture_test!(empty_integraltexture1d, IntegralTexture1d, [64], 64, None, None, None);
empty_texture_test!(empty_integraltexture1darray, IntegralTexture1dArray, [64, 32], 64, None, None, Some(32));
empty_texture_test!(empty_integraltexture2d, IntegralTexture2d, [64, 32], 64, Some(32), None, None);
empty_texture_test!(empty_integraltexture2darray, IntegralTexture2dArray, [64, 32, 16], 64, Some(32), None, Some(16));
empty_texture_test!(empty_integraltexture3d, IntegralTexture3d, [64, 32, 16], 64, Some(32), Some(16), None);
empty_texture_test!(empty_srgbtexture1d, Texture1d, [64], 64, None, None, None);
empty_texture_test!(empty_srgbtexture1darray, Texture1dArray, [64, 32], 64, None, None, Some(32));
empty_texture_test!(empty_srgbtexture2d, Texture2d, [64, 32], 64, Some(32), None, None);
empty_texture_test!(empty_srgbtexture2darray, Texture2dArray, [64, 32, 16], 64, Some(32), None, Some(16));
empty_texture_test!(empty_srgbtexture3d, Texture3d, [64, 32, 16], 64, Some(32), Some(16), None);
empty_texture_test!(empty_stenciltexture1d, StencilTexture1d, [64], 64, None, None, None);
empty_texture_test!(empty_stenciltexture1darray, StencilTexture1dArray, [64, 32], 64, None, None, Some(32));
empty_texture_test!(empty_stenciltexture2d, StencilTexture2d, [64, 32], 64, Some(32), None, None);
empty_texture_test!(empty_stenciltexture2darray, StencilTexture2dArray, [64, 32, 16], 64, Some(32), None, Some(16));
empty_texture_test!(empty_stenciltexture3d, StencilTexture3d, [64, 32, 16], 64, Some(32), Some(16), None);
empty_texture_test!(empty_texture1d, Texture1d, [64], 64, None, None, None);
empty_texture_test!(empty_texture1darray, Texture1dArray, [64, 32], 64, None, None, Some(32));
empty_texture_test!(empty_texture2d, Texture2d, [64, 32], 64, Some(32), None, None);
empty_texture_test!(empty_texture2darray, Texture2dArray, [64, 32, 16], 64, Some(32), None, Some(16));
empty_texture_test!(empty_texture3d, Texture3d, [64, 32, 16], 64, Some(32), Some(16), None);
empty_texture_test!(empty_unsignedtexture1d, UnsignedTexture1d, [64], 64, None, None, None);
empty_texture_test!(empty_unsignedtexture1darray, UnsignedTexture1dArray, [64, 32], 64, None, None, Some(32));
empty_texture_test!(empty_unsignedtexture2d, UnsignedTexture2d, [64, 32], 64, Some(32), None, None);
empty_texture_test!(empty_unsignedtexture2darray, UnsignedTexture2dArray, [64, 32, 16], 64, Some(32), None, Some(16));
empty_texture_test!(empty_unsignedtexture3d, UnsignedTexture3d, [64, 32, 16], 64, Some(32), Some(16), None);

#[test]
fn zero_sized_texture_1d_creation() {
    let display = support::build_display();

    let texture = match glium::texture::Texture1d::new(&display, Vec::<(u8, u8, u8, u8)>::new()) {
        Err(_) => return,       // TODO: make sure it's `NotSupported`
        Ok(t) => t
    };

    assert_eq!(texture.get_width(), 0);
    assert_eq!(texture.get_height(), None);
    assert_eq!(texture.get_depth(), None);
    assert_eq!(texture.get_array_size(), None);

    display.assert_no_error(None);
}

#[test]
fn zero_sized_texture_2d_creation() {
    let display = support::build_display();

    let texture = glium::texture::Texture2d::new(&display, Vec::<Vec<(u8, u8, u8, u8)>>::new()).unwrap();

    assert_eq!(texture.get_width(), 0);
    assert_eq!(texture.get_height(), Some(0));
    assert_eq!(texture.get_depth(), None);
    assert_eq!(texture.get_array_size(), None);

    display.assert_no_error(None);
}

#[test]
fn zero_sized_texture_3d_creation() {
    let display = support::build_display();

    let texture = match glium::texture::Texture3d::new(&display, Vec::<Vec<Vec<(u8, u8, u8, u8)>>>::new()) {
        Err(_) => return,       // TODO: make sure it's `NotSupported`
        Ok(t) => t
    };

    assert_eq!(texture.get_width(), 0);
    assert_eq!(texture.get_height(), Some(0));
    assert_eq!(texture.get_depth(), Some(0));
    assert_eq!(texture.get_array_size(), None);

    display.assert_no_error(None);
}

#[test]
fn bindless_texture_residency_context_rebuild() {
    let display = support::build_display();
    let (vb, ib) = support::build_rectangle_vb_ib(&display);

    let texture = glium::texture::Texture2d::new(&display, vec![
        vec![(255, 0, 0, 255), (255, 0, 0, 255)],
        vec![(255, 0, 0, 255), (255, 0, 0, 255u8)],
    ]).unwrap();

    let texture = match texture.resident() {
        Ok(t) => t,
        Err(_) => return
    };

    // here is the trick: we rebuild the display, meaning that texture residency has to be updated
    // by glium
    support::rebuild_display(&display);

    // if bindless textures are supported, we can call .unwrap() and expect that everything
    // else is supported here as well

    let program = glium::Program::from_source(&display,
        "
            #version 100

            attribute lowp vec2 position;

            void main() {
                gl_Position = vec4(position, 0.0, 1.0);
            }
        ",
        "
            #version 400
            #extension GL_ARB_bindless_texture : require

            uniform Samplers {
                sampler2D tex;
            };

            out vec4 f_color;

            void main() {
                f_color = texture(tex, vec2(0.0, 0.0));
            }
        ",
        None).unwrap();

    let buffer = glium::uniforms::UniformBuffer::new(&display,
                                            glium::texture::TextureHandle::new(&texture, &Default::default())).unwrap();

    let output = support::build_renderable_texture(&display);
    output.as_surface().clear_color(0.0, 0.0, 0.0, 0.0);
    output.as_surface().draw(&vb, &ib, &program, &uniform!{ Samplers: &buffer },
                             &Default::default()).unwrap();

    let data: Vec<Vec<(u8, u8, u8, u8)>> = output.read();
    for row in data.iter() {
        for pixel in row.iter() {
            assert_eq!(pixel, &(255, 0, 0, 255));
        }
    }

    display.assert_no_error(None);
}