bool begin()
{
	bool Validated = glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION);

	glGetIntegerv(
		GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT,
		&UniformBufferOffset);

	if(Validated && glf::checkExtension("GL_ARB_debug_output"))
		Validated = initDebugOutput();
	if(Validated)
		Validated = initProgram();
	if(Validated)
		Validated = initBuffer();
	if(Validated)
		Validated = initVertexArray();

	return Validated;
}
	bool begin()
	{
		bool Validated(true);
	
		Validated = Validated && this->checkExtension("GL_ARB_texture_buffer_range");

		if(Validated)
			Validated = initTest();
		if(Validated)
			Validated = initProgram();
		if(Validated)
			Validated = initBuffer();
		if(Validated)
			Validated = initTexture();
		if(Validated)
			Validated = initVertexArray();

		return Validated;
	}
Пример #3
0
	bool begin()
	{
		bool Validated = true;

		glEnable(GL_CULL_FACE);

		if(Validated)
			Validated = initProgram();
		if(Validated)
			Validated = initBuffer();
		if(Validated)
			Validated = initVertexArray();
		if(Validated)
			Validated = initTexture();
		if(Validated)
			Validated = initFramebuffer();

		return Validated;
	}
	bool begin()
	{
		bool Validated(true);

		this->ReadPixelData.resize(640 * 480);

		if(Validated)
			Validated = initProgram();
		if(Validated)
			Validated = initBuffer();
		if(Validated)
			Validated = initVertexArray();
		if(Validated)
			Validated = initTexture();
		if(Validated)
			Validated = initFramebuffer();

		return Validated;
	}
Пример #5
0
bool begin()
{
	GLint MajorVersion = 0;
	GLint MinorVersion = 0;
	glGetIntegerv(GL_MAJOR_VERSION, &MajorVersion);
	glGetIntegerv(GL_MINOR_VERSION, &MinorVersion);
	bool Validated = (MajorVersion * 10 + MinorVersion) >= (SAMPLE_MAJOR_VERSION * 10 + SAMPLE_MINOR_VERSION);

	if(Validated)
		Validated = initProgram();
	if(Validated)
		Validated = initArrayBuffer();
	if(Validated)
		Validated = initVertexArray();
	if(Validated)
		Validated = initQuery();

	return Validated && glf::checkError("begin");
}
bool begin()
{
	bool Validated(true);
	Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION);
	Validated = Validated && glf::checkExtension("GL_EXT_texture_compression_s3tc");

	if(Validated && glf::checkExtension("GL_ARB_debug_output"))
		Validated = initDebugOutput();
	if(Validated)
		Validated = initTexture();
	if(Validated)
		Validated = initProgram();
	if(Validated)
		Validated = initBuffer();
	if(Validated)
		Validated = initVertexArray();

	return Validated;
}
	bool begin()
	{
		bool Validated = this->checkExtension("GL_ARB_buffer_storage");

		this->ReadPixelData.resize(640 * 480);

		if(Validated)
			Validated = initProgram();
		if(Validated)
			Validated = initBuffer();
		if(Validated)
			Validated = initVertexArray();
		if(Validated)
			Validated = initTexture();
		if(Validated)
			Validated = initFramebuffer();

		return Validated;
	}
Пример #8
0
	bool begin()
	{
		caps Caps(caps::CORE);

		bool Validated = true;

		if(Validated)
			Validated = initProgram();
		if(Validated)
			Validated = initBuffer();
		if(Validated)
			Validated = initVertexArray();
		if(Validated)
			Validated = initTexture();
		if(Validated)
			Validated = initFramebuffer();

		return Validated && this->checkError("begin");
	}
	bool begin()
	{
		bool Validated(true);

		

		if(Validated)
			Validated = initProgram();
		if(Validated)
			Validated = initBuffer();
		if(Validated)
			Validated = initVertexArray();
		if(Validated)
			Validated = initTexture();
		if(Validated)
			Validated = initFramebuffer();

		return Validated && this->checkError("begin");
	}
	bool begin()
	{
		bool Validated = true;

		if(Validated)
			Validated = initTest();
		if(Validated)
			Validated = initProgram();
		if(Validated)
			Validated = initBuffer();
		if(Validated)
			Validated = initVertexArray();
		if(Validated)
			Validated = initTexture();

		this->logImplementationDependentLimit(GL_MAX_SUBROUTINES, "GL_MAX_SUBROUTINES");

		return Validated;
	}
Пример #11
0
	bool begin()
	{
		bool Validated = true;

		if(Validated)
			Validated = initProgram();
		if(Validated)
			Validated = initBuffer();
		if(Validated)
			Validated = initVertexArray();
		if(Validated)
			Validated = initTexture();
		if(Validated)
			Validated = initFramebuffer();
		if(Validated)
			Validated = initSampler();
	
		return Validated;
	}
Пример #12
0
	bool begin()
	{
		bool Validated = this->checkExtension("GL_NV_shader_thread_group");

		caps Caps(caps::CORE);

		if(Validated)
			Validated = initProgram();
		if(Validated)
			Validated = initBuffer();
		if(Validated)
			Validated = initVertexArray();
		if(Validated)
			Validated = initTexture();
		if(Validated)
			Validated = initFramebuffer();

		return Validated;
	}
Пример #13
0
	bool begin()
	{
		bool Validated = true;

		if(Validated)
			Validated = initProgram();
		if(Validated)
			Validated = initBuffer();
		if(Validated)
			Validated = initVertexArray();

		glEnable(GL_DEPTH_TEST);
		glBindFramebuffer(GL_FRAMEBUFFER, 0);
		glDrawBuffer(GL_BACK);
		if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
			return false;

		return Validated;
	}
bool begin()
{
	bool Validated = glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION);

	glGenQueries(1, &Query);

	if(Validated && glf::checkExtension("GL_ARB_debug_output"))
		Validated = initDebugOutput();
	if(Validated)
		Validated = initProgram();
	if(Validated)
		Validated = initArrayBuffer();
	if(Validated)
		Validated = initVertexArray();
	if(Validated)
		Validated = initFeedback();

	return Validated && glf::checkError("begin");
}
bool begin()
{
	bool Validated(true);
	Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION);
	Validated = Validated && glf::checkExtension("GL_ARB_shader_storage_buffer_object");

	if(Validated && glf::checkExtension("GL_ARB_debug_output"))
		Validated = initDebugOutput();
	if(Validated)
		Validated = initBuffer();
	if(Validated)
		Validated = initProgram();
	if(Validated)
		Validated = initVertexArray();
	if(Validated)
		Validated = initTexture();

	return Validated;
}
Пример #16
0
bool begin()
{
	bool Validated = true;
	Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION);
	Validated = Validated && glf::checkExtension("GL_EXT_direct_state_access");
	Validated = Validated && glf::checkExtension("GL_NV_shader_buffer_load");
	Validated = Validated && glf::checkExtension("GL_NV_vertex_buffer_unified_memory");

	if(Validated)
		Validated = initProgram();
	if(Validated)
		Validated = initArrayBuffer();
	if(Validated)
		Validated = initVertexArray();
	if(Validated)
		Validated = initTexture2D();

	return Validated && glf::checkError("begin");
}
Пример #17
0
	bool begin()
	{
		bool Validated = true;

		if(Validated)
			Validated = initProgram();
		if(Validated)
			Validated = initBuffer();
		if(Validated)
			Validated = initVertexArray();

		glEnable(GL_DEPTH_TEST);
		glDepthFunc(GL_LESS);
		glEnable(GL_PROGRAM_POINT_SIZE);
		//glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT);
		glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT);

		return Validated && this->checkError("begin");
	}
Пример #18
0
bool begin()
{
	bool Validated = glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION);

	if(Validated && glf::checkExtension("GL_ARB_debug_output"))
		Validated = initDebugOutput();
	if(Validated)
		Validated = initTest();
	if(Validated)
		Validated = initProgram();
	if(Validated)
		Validated = initBuffer();
	if(Validated)
		Validated = initTexture();
	if(Validated)
		Validated = initVertexArray();

	return Validated && glf::checkError("begin");
}
Пример #19
0
bool begin()
{
    bool Validated = amd::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION);

    if(Validated && amd::checkExtension("GL_ARB_debug_output"))
        Validated = initDebugOutput();
    if(Validated)
        Validated = initProgram();
    if(Validated)
        Validated = initBuffer();
    if(Validated)
        Validated = initVertexArray();

    // Set initial rendering states
    glEnable(GL_DEPTH_TEST);


    return Validated && amd::checkError("begin");
}
Пример #20
0
	bool begin()
	{
		bool Validated(true);
		Validated = Validated && this->checkExtension("GL_ARB_invalidate_subdata");

		if(Validated)
			Validated = initState();
		if(Validated)
			Validated = initProgram();
		if(Validated)
			Validated = initBuffer();
		if(Validated)
			Validated = initTexture();
		if(Validated)
			Validated = initFramebuffer();
		if(Validated)
			Validated = initVertexArray();

		return Validated;
	}
	bool begin()
	{
		bool Validated = true;

		if(Validated)
			Validated = initProgram();
		if(Validated)
			Validated = initBuffer();
		if(Validated)
			Validated = initVertexArray();
		if(Validated)
			Validated = initFeedback();

		glBindBuffer(GL_UNIFORM_BUFFER, BufferName[buffer::TRANSFORM]);
		UniformPointer = (glm::mat4*)glMapBufferRange(
			GL_UNIFORM_BUFFER, 0, sizeof(glm::mat4),
			GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);

		return Validated;
	}
bool begin()
{
	bool Validated(true);
	Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION);
	Validated = Validated && glf::checkExtension("GL_NV_shader_buffer_load");
	Validated = Validated && glf::checkExtension("GL_NV_vertex_buffer_unified_memory");

	if(Validated && glf::checkExtension("GL_ARB_debug_output"))
		Validated = initDebugOutput();
	if(Validated)
		Validated = initProgram();
	if(Validated)
		Validated = initBuffer();
	if(Validated)
		Validated = initVertexArray();
	if(Validated)
		Validated = initTexture();

	return Validated;
}
Пример #23
0
bool begin()
{
    bool Validated(true);
    Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION);

    if(Validated && glf::checkExtension("GL_ARB_debug_output"))
        Validated = initDebugOutput();
    if(Validated)
        Validated = initTexture2D();
    if(Validated)
        Validated = initProgram();
    if(Validated)
        Validated = initArrayBuffer();
    if(Validated)
        Validated = initVertexArray();
    if(Validated)
        Validated = initUniformBuffer();

    return Validated;
}
bool begin()
{
	bool Validated = true;
	Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION);
	Validated = Validated && glf::checkExtension("GL_ARB_viewport_array");
	Validated = Validated && glf::checkExtension("GL_ARB_separate_shader_objects");

	if(Validated && glf::checkExtension("GL_ARB_debug_output"))
		Validated = initDebugOutput();
	if(Validated)
		Validated = initTest();
	if(Validated)
		Validated = initProgram();
	if(Validated)
		Validated = initArrayBuffer();
	if(Validated)
		Validated = initVertexArray();

	return Validated && glf::checkError("begin");
}
Пример #25
0
	bool begin()
	{
		bool Validated = this->checkExtension("GL_ARB_sparse_buffer");

		if(Validated)
			Validated = initProgram();
		if(Validated)
			Validated = initBuffer();
		if(Validated)
			Validated = initVertexArray();
		if(Validated)
			Validated = initTexture();
		if(Validated)
		{
			UniformPointer = (glm::mat4*)glMapNamedBufferRange(
				BufferName[buffer::TRANSFORM], 0, sizeof(glm::mat4),
				GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
		}

		return Validated;
	}
Пример #26
0
	bool begin()
	{
		bool Validated(true);

		// Explicitly convert linear pixel color to sRGB color space, as FramebufferName is a sRGB FBO
		// Shader execution is done with linear color to get correct linear algebra working.
		glEnable(GL_FRAMEBUFFER_SRGB);

		if(Validated)
			Validated = initProgram();
		if(Validated)
			Validated = initBuffer();
		if(Validated)
			Validated = initVertexArray();
		if(Validated)
			Validated = initTexture();
		if(Validated)
			Validated = initFramebuffer();

		return Validated;
	}
	bool begin()
	{
		bool Validated(true);

		glEnable(GL_PROGRAM_POINT_SIZE);
		glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT);
		//glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT);

		if(Validated)
			Validated = initProgram();
		if(Validated)
			Validated = initBuffer();
		if(Validated)
			Validated = initVertexArray();
		if(Validated)
			Validated = initTexture();
		if(Validated)
			Validated = initFramebuffer();

		return Validated;
	}
Пример #28
0
bool begin()
{
	bool Validated = glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION);

	if(Validated)
		Validated = initDebugOutput();
	if(Validated)
		Validated = initProgram();
	if(Validated)
		Validated = initArrayBuffer();
	if(Validated)
		Validated = initSampler();
	if(Validated)
		Validated = initTexture2D();
	if(Validated)
		Validated = initFramebuffer();
	if(Validated)
		Validated = initVertexArray();

	return Validated && glf::checkError("begin");
}
bool begin()
{
	bool Validated = true;
	Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION);
	Validated = Validated && glf::checkExtension("GL_EXT_direct_state_access");

	if(Validated)
		Validated = initProgram();
	if(Validated)
		Validated = initArrayBuffer();
	if(Validated)
		Validated = initVertexArray();
	if(Validated)
		Validated = initSampler();
	if(Validated)
		Validated = initTexture2D();
	if(Validated)
		Validated = initFramebuffer();

	return Validated && glf::checkError("begin");
}
Пример #30
0
	bool begin()
	{
		GLint NumProgramBinaryFormats(0);
		glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &NumProgramBinaryFormats);

		std::vector<GLint> ProgramBinaryFormats(static_cast<std::size_t>(NumProgramBinaryFormats));
		glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, &ProgramBinaryFormats[0]);

		bool Validated = NumProgramBinaryFormats > 0 ? true : false;
		
		if(Validated)
			Validated = initProgram();
		if(Validated)
			Validated = initBuffer();
		if(Validated)
			Validated = initVertexArray();
		if(Validated)
			Validated = initTexture();

		return Validated;
	}