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#define BOOST_TEST_MODULE test_glcontextbehaviour
#include "testHelpers.h"
#include <boost/test/unit_test.hpp>
#include <gfx/gl/sceneRenderer.h>
#include <lib/glArrays.h>
#include <ui/applicationBase.h>
#include <ui/window.h>
BOOST_GLOBAL_FIXTURE(ApplicationBase);
#define TEST_WINDOW_PARAMS __FILE__, 0, 0, 640, 480, static_cast<Uint32>(SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN)
static void
CreateProgramTest()
{
const ProgramRef p;
BOOST_REQUIRE(p);
}
BOOST_AUTO_TEST_CASE(windowContextThingsBehaviour1)
{
BOOST_REQUIRE(!glCreateProgram); // Init not called yet
{
const SDL_WindowPtr window {TEST_WINDOW_PARAMS};
BOOST_REQUIRE(window);
BOOST_REQUIRE(!glCreateProgram);
BOOST_REQUIRE_EQUAL(gladLoadGL(reinterpret_cast<GLADloadfunc>(SDL_GL_GetProcAddress)), 0); // No context yet
{
const SDL_GLContextPtr context {window};
BOOST_REQUIRE(context);
BOOST_REQUIRE(!glCreateProgram);
BOOST_REQUIRE_GT(gladLoadGL(reinterpret_cast<GLADloadfunc>(SDL_GL_GetProcAddress)), 0);
BOOST_REQUIRE(glCreateProgram);
CreateProgramTest();
} // Context destroyed
BOOST_REQUIRE(glCreateProgram); // Functions still set
BOOST_REQUIRE_THROW({ const ProgramRef p; }, std::exception); // Get fails with no context
{
const SDL_GLContextPtr context {window};
BOOST_REQUIRE(context);
CreateProgramTest();
}
}
{
const SDL_WindowPtr window {TEST_WINDOW_PARAMS};
BOOST_REQUIRE(window);
const SDL_GLContextPtr context {window};
BOOST_REQUIRE(context);
CreateProgramTest();
}
}
BOOST_AUTO_TEST_CASE(windowContextThingsBehaviour2)
{
const SDL_WindowPtr window1 {TEST_WINDOW_PARAMS};
BOOST_REQUIRE(window1);
{
const SDL_WindowPtr window2 {TEST_WINDOW_PARAMS};
BOOST_REQUIRE(window2);
const SDL_GLContextPtr context {window2};
BOOST_REQUIRE(context);
CreateProgramTest();
}
BOOST_REQUIRE_THROW({ const ProgramRef p; }, std::exception); // Get fails with no context
}
BOOST_AUTO_TEST_CASE(windowContextThingsBehaviour3)
{
std::optional<SDL_WindowPtr> window1 {std::in_place, TEST_WINDOW_PARAMS};
const std::optional<SDL_WindowPtr> window2 {std::in_place, TEST_WINDOW_PARAMS};
BOOST_REQUIRE(window1);
BOOST_REQUIRE(window1.value());
const SDL_GLContextPtr context {window1.value()};
BOOST_REQUIRE(context);
CreateProgramTest();
window1.reset();
BOOST_REQUIRE_THROW({ const ProgramRef p; }, std::exception); // Get fails with context's window gone
window1.emplace(TEST_WINDOW_PARAMS);
BOOST_REQUIRE(window1);
BOOST_REQUIRE(window1.value());
BOOST_REQUIRE_THROW({ const ProgramRef p; }, std::exception); // Get still fails with context's window gone
}
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