test-cogl-materials: Use glGetString to determine cogl driver

Rather than using the #ifdefs and assuming that only one Cogl driver
is compiled in (which is no longer true), the test now calls
glGetString to check the GL_VERSION. This is kind of a hack but the
test is already calling GL functions directly anyway.
This commit is contained in:
Neil Roberts 2011-07-11 16:42:03 +01:00
parent 2bb4c2c6cb
commit fa336ab57f

View File

@ -126,6 +126,15 @@ test_invalid_texture_layers (TestState *state, int x, int y)
test_material_with_primitives (state, x, y, 0xffffffff);
}
static gboolean
using_gles2_driver (void)
{
/* FIXME: This should probably be replaced with some way to query
the driver from Cogl */
return g_str_has_prefix ((const char *) glGetString (GL_VERSION),
"OpenGL ES 2");
}
static void
test_using_all_layers (TestState *state, int x, int y)
{
@ -154,22 +163,28 @@ test_using_all_layers (TestState *state, int x, int y)
/* FIXME: Cogl doesn't provide a way to query the maximum number of
texture layers so for now we'll just ask GL directly. */
#ifdef COGL_HAS_GLES2
{
GLint n_image_units, n_attribs;
/* GLES 2 doesn't have GL_MAX_TEXTURE_UNITS and it uses
GL_MAX_TEXTURE_IMAGE_UNITS instead */
glGetIntegerv (GL_MAX_TEXTURE_IMAGE_UNITS, &n_image_units);
/* Cogl needs a vertex attrib for each layer to upload the texture
coordinates */
glGetIntegerv (GL_MAX_VERTEX_ATTRIBS, &n_attribs);
/* We can't use two of the attribs because they are used by the
position and color */
n_attribs -= 2;
n_layers = MIN (n_attribs, n_image_units);
}
#else
glGetIntegerv (GL_MAX_TEXTURE_UNITS, &n_layers);
if (using_gles2_driver ())
{
GLint n_image_units, n_attribs;
/* GLES 2 doesn't have GL_MAX_TEXTURE_UNITS and it uses
GL_MAX_TEXTURE_IMAGE_UNITS instead */
glGetIntegerv (GL_MAX_TEXTURE_IMAGE_UNITS, &n_image_units);
/* Cogl needs a vertex attrib for each layer to upload the texture
coordinates */
glGetIntegerv (GL_MAX_VERTEX_ATTRIBS, &n_attribs);
/* We can't use two of the attribs because they are used by the
position and color */
n_attribs -= 2;
n_layers = MIN (n_attribs, n_image_units);
}
else
#endif
{
#if defined(COGL_HAS_GLES1) || defined(COGL_HAS_GL)
glGetIntegerv (GL_MAX_TEXTURE_UNITS, &n_layers);
#endif
}
/* FIXME: is this still true? */
/* Cogl currently can't cope with more than 32 layers so we'll also
limit the maximum to that. */