+#define GTEST_HAS_EXCEPTIONS 0
+
+#ifdef HAVE_SDL2
+#include <SDL2/SDL.h>
+#include <SDL2/SDL_error.h>
+#include <SDL2/SDL_video.h>
+#else
#include <SDL/SDL.h>
+#include <SDL/SDL_error.h>
+#include <SDL/SDL_video.h>
+#endif
+#include <stdio.h>
+#include <stdlib.h>
+
#include "gtest/gtest.h"
int main(int argc, char **argv) {
// Set up an OpenGL context using SDL.
- SDL_Init(SDL_INIT_VIDEO);
+ if (SDL_Init(SDL_INIT_VIDEO) == -1) {
+ fprintf(stderr, "SDL_Init failed: %s\n", SDL_GetError());
+ exit(1);
+ }
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+
+#ifdef HAVE_SDL2
+ // You can uncomment this if you want to try a core context.
+ // For Mesa, you can get the same effect by doing
+ //
+ // export MESA_GL_VERSION_OVERRIDE=3.1FC
+ //
+ // before running tests.
+// SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+// SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+// SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
+
+ // See also init.cpp for how to enable debugging.
+// SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
+
+ SDL_Window *window = SDL_CreateWindow("OpenGL window for unit test",
+ SDL_WINDOWPOS_UNDEFINED,
+ SDL_WINDOWPOS_UNDEFINED,
+ 32, 32,
+ SDL_WINDOW_OPENGL);
+ SDL_GLContext context = SDL_GL_CreateContext(window);
+ assert(context != NULL);
+#else
SDL_SetVideoMode(32, 32, 0, SDL_OPENGL);
SDL_WM_SetCaption("OpenGL window for unit test", NULL);
+#endif
testing::InitGoogleTest(&argc, argv);
int err = RUN_ALL_TESTS();