| // | |
| // Copyright 2012 The ANGLE Project Authors. All rights reserved. | |
| // Use of this source code is governed by a BSD-style license that can be | |
| // found in the LICENSE file. | |
| // | |
| // ANGLETest: | |
| // Implementation of common ANGLE testing fixture. | |
| // | |
| #ifndef ANGLE_TESTS_ANGLE_TEST_H_ | |
| #define ANGLE_TESTS_ANGLE_TEST_H_ | |
| #include <gtest/gtest.h> | |
| #include <algorithm> | |
| #include <array> | |
| #include "angle_test_configs.h" | |
| #include "common/angleutils.h" | |
| #include "common/system_utils.h" | |
| #include "common/vector_utils.h" | |
| #include "platform/Platform.h" | |
| #include "util/EGLWindow.h" | |
| #include "util/shader_utils.h" | |
| #include "util/util_gl.h" | |
| namespace angle | |
| { | |
| struct SystemInfo; | |
| } // namespace angle | |
| #define ASSERT_GL_TRUE(a) ASSERT_EQ(static_cast<GLboolean>(GL_TRUE), (a)) | |
| #define ASSERT_GL_FALSE(a) ASSERT_EQ(static_cast<GLboolean>(GL_FALSE), (a)) | |
| #define EXPECT_GL_TRUE(a) EXPECT_EQ(static_cast<GLboolean>(GL_TRUE), (a)) | |
| #define EXPECT_GL_FALSE(a) EXPECT_EQ(static_cast<GLboolean>(GL_FALSE), (a)) | |
| #define EXPECT_GL_ERROR(err) EXPECT_EQ(static_cast<GLenum>(err), glGetError()) | |
| #define EXPECT_GL_NO_ERROR() EXPECT_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError()) | |
| #define ASSERT_GL_ERROR(err) ASSERT_EQ(static_cast<GLenum>(err), glGetError()) | |
| #define ASSERT_GL_NO_ERROR() ASSERT_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError()) | |
| #define EXPECT_EGL_ERROR(err) EXPECT_EQ((err), eglGetError()) | |
| #define EXPECT_EGL_SUCCESS() EXPECT_EGL_ERROR(EGL_SUCCESS) | |
| // EGLBoolean is |unsigned int| but EGL_TRUE is 0, not 0u. | |
| #define ASSERT_EGL_TRUE(a) ASSERT_EQ(static_cast<EGLBoolean>(EGL_TRUE), static_cast<EGLBoolean>(a)) | |
| #define ASSERT_EGL_FALSE(a) \ | |
| ASSERT_EQ(static_cast<EGLBoolean>(EGL_FALSE), static_cast<EGLBoolean>(a)) | |
| #define EXPECT_EGL_TRUE(a) EXPECT_EQ(static_cast<EGLBoolean>(EGL_TRUE), static_cast<EGLBoolean>(a)) | |
| #define EXPECT_EGL_FALSE(a) \ | |
| EXPECT_EQ(static_cast<EGLBoolean>(EGL_FALSE), static_cast<EGLBoolean>(a)) | |
| #define ASSERT_EGL_ERROR(err) ASSERT_EQ((err), eglGetError()) | |
| #define ASSERT_EGL_SUCCESS() ASSERT_EGL_ERROR(EGL_SUCCESS) | |
| #define ASSERT_GLENUM_EQ(expected, actual) \ | |
| ASSERT_EQ(static_cast<GLenum>(expected), static_cast<GLenum>(actual)) | |
| #define EXPECT_GLENUM_EQ(expected, actual) \ | |
| EXPECT_EQ(static_cast<GLenum>(expected), static_cast<GLenum>(actual)) | |
| #define ASSERT_GLENUM_NE(expected, actual) \ | |
| ASSERT_NE(static_cast<GLenum>(expected), static_cast<GLenum>(actual)) | |
| #define EXPECT_GLENUM_NE(expected, actual) \ | |
| EXPECT_NE(static_cast<GLenum>(expected), static_cast<GLenum>(actual)) | |
| #define ASSERT_EGLENUM_EQ(expected, actual) \ | |
| ASSERT_EQ(static_cast<EGLenum>(expected), static_cast<EGLenum>(actual)) | |
| #define EXPECT_EGLENUM_EQ(expected, actual) \ | |
| EXPECT_EQ(static_cast<EGLenum>(expected), static_cast<EGLenum>(actual)) | |
| #define ASSERT_GL_FRAMEBUFFER_COMPLETE(framebuffer) \ | |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(framebuffer)) | |
| #define EXPECT_GL_FRAMEBUFFER_COMPLETE(framebuffer) \ | |
| EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(framebuffer)) | |
| namespace angle | |
| { | |
| struct GLColorRGB | |
| { | |
| constexpr GLColorRGB() : R(0), G(0), B(0) {} | |
| constexpr GLColorRGB(GLubyte r, GLubyte g, GLubyte b) : R(r), G(g), B(b) {} | |
| GLColorRGB(const angle::Vector3 &floatColor); | |
| const GLubyte *data() const { return &R; } | |
| GLubyte *data() { return &R; } | |
| GLubyte R, G, B; | |
| static const GLColorRGB black; | |
| static const GLColorRGB blue; | |
| static const GLColorRGB green; | |
| static const GLColorRGB red; | |
| static const GLColorRGB yellow; | |
| }; | |
| struct GLColor | |
| { | |
| constexpr GLColor() : R(0), G(0), B(0), A(0) {} | |
| constexpr GLColor(GLubyte r, GLubyte g, GLubyte b, GLubyte a) : R(r), G(g), B(b), A(a) {} | |
| GLColor(const angle::Vector4 &floatColor); | |
| GLColor(GLuint colorValue); | |
| angle::Vector4 toNormalizedVector() const; | |
| GLubyte &operator[](size_t index) { return (&R)[index]; } | |
| const GLubyte &operator[](size_t index) const { return (&R)[index]; } | |
| const GLubyte *data() const { return &R; } | |
| GLubyte *data() { return &R; } | |
| testing::AssertionResult ExpectNear(const GLColor &expected, const GLColor &err) const; | |
| GLubyte R, G, B, A; | |
| static const GLColor black; | |
| static const GLColor blue; | |
| static const GLColor cyan; | |
| static const GLColor green; | |
| static const GLColor red; | |
| static const GLColor transparentBlack; | |
| static const GLColor white; | |
| static const GLColor yellow; | |
| static const GLColor magenta; | |
| }; | |
| struct GLColor16UI | |
| { | |
| constexpr GLColor16UI() : GLColor16UI(0, 0, 0, 0) {} | |
| constexpr GLColor16UI(GLushort r, GLushort g, GLushort b, GLushort a) : R(r), G(g), B(b), A(a) | |
| {} | |
| GLushort R, G, B, A; | |
| }; | |
| struct GLColor32F | |
| { | |
| constexpr GLColor32F() : GLColor32F(0.0f, 0.0f, 0.0f, 0.0f) {} | |
| constexpr GLColor32F(GLfloat r, GLfloat g, GLfloat b, GLfloat a) : R(r), G(g), B(b), A(a) {} | |
| GLfloat R, G, B, A; | |
| }; | |
| static constexpr GLColor32F kFloatRed = {1.0f, 0.0f, 0.0f, 1.0f}; | |
| static constexpr GLColor32F kFloatGreen = {0.0f, 1.0f, 0.0f, 1.0f}; | |
| static constexpr GLColor32F kFloatBlue = {0.0f, 0.0f, 1.0f, 1.0f}; | |
| // The input here for pixelPoints are the expected integer window coordinates, we add .5 to every | |
| // one of them and re-scale the numbers to be between [-1,1]. Using this technique, we can make | |
| // sure the rasterization stage will end up drawing pixels at the expected locations. | |
| void CreatePixelCenterWindowCoords(const std::vector<Vector2> &pixelPoints, | |
| int windowWidth, | |
| int windowHeight, | |
| std::vector<Vector3> *outVertices); | |
| // Useful to cast any type to GLubyte. | |
| template <typename TR, typename TG, typename TB, typename TA> | |
| GLColor MakeGLColor(TR r, TG g, TB b, TA a) | |
| { | |
| return GLColor(static_cast<GLubyte>(r), static_cast<GLubyte>(g), static_cast<GLubyte>(b), | |
| static_cast<GLubyte>(a)); | |
| } | |
| bool operator==(const GLColor &a, const GLColor &b); | |
| bool operator!=(const GLColor &a, const GLColor &b); | |
| std::ostream &operator<<(std::ostream &ostream, const GLColor &color); | |
| GLColor ReadColor(GLint x, GLint y); | |
| // Useful to cast any type to GLfloat. | |
| template <typename TR, typename TG, typename TB, typename TA> | |
| GLColor32F MakeGLColor32F(TR r, TG g, TB b, TA a) | |
| { | |
| return GLColor32F(static_cast<GLfloat>(r), static_cast<GLfloat>(g), static_cast<GLfloat>(b), | |
| static_cast<GLfloat>(a)); | |
| } | |
| bool operator==(const GLColor32F &a, const GLColor32F &b); | |
| std::ostream &operator<<(std::ostream &ostream, const GLColor32F &color); | |
| GLColor32F ReadColor32F(GLint x, GLint y); | |
| constexpr std::array<GLenum, 6> kCubeFaces = { | |
| {GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, | |
| GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, | |
| GL_TEXTURE_CUBE_MAP_NEGATIVE_Z}}; | |
| } // namespace angle | |
| #define EXPECT_PIXEL_EQ(x, y, r, g, b, a) \ | |
| EXPECT_EQ(angle::MakeGLColor(r, g, b, a), angle::ReadColor(x, y)) | |
| #define EXPECT_PIXEL_NE(x, y, r, g, b, a) \ | |
| EXPECT_NE(angle::MakeGLColor(r, g, b, a), angle::ReadColor(x, y)) | |
| #define EXPECT_PIXEL_32F_EQ(x, y, r, g, b, a) \ | |
| EXPECT_EQ(angle::MakeGLColor32F(r, g, b, a), angle::ReadColor32F(x, y)) | |
| #define EXPECT_PIXEL_ALPHA_EQ(x, y, a) EXPECT_EQ(a, angle::ReadColor(x, y).A) | |
| #define EXPECT_PIXEL_ALPHA32F_EQ(x, y, a) EXPECT_EQ(a, angle::ReadColor32F(x, y).A) | |
| #define EXPECT_PIXEL_COLOR_EQ(x, y, angleColor) EXPECT_EQ(angleColor, angle::ReadColor(x, y)) | |
| #define EXPECT_PIXEL_COLOR_EQ_VEC2(vec2, angleColor) \ | |
| EXPECT_EQ(angleColor, \ | |
| angle::ReadColor(static_cast<GLint>(vec2.x()), static_cast<GLint>(vec2.y()))) | |
| #define EXPECT_PIXEL_COLOR32F_EQ(x, y, angleColor) EXPECT_EQ(angleColor, angle::ReadColor32F(x, y)) | |
| #define EXPECT_PIXEL_RECT_EQ(x, y, width, height, color) \ | |
| do \ | |
| { \ | |
| std::vector<GLColor> actualColors(width *height); \ | |
| glReadPixels((x), (y), (width), (height), GL_RGBA, GL_UNSIGNED_BYTE, actualColors.data()); \ | |
| std::vector<GLColor> expectedColors(width *height, color); \ | |
| EXPECT_EQ(expectedColors, actualColors); \ | |
| } while (0) | |
| #define EXPECT_PIXEL_NEAR_HELPER(x, y, r, g, b, a, abs_error, ctype, format, type) \ | |
| do \ | |
| { \ | |
| ctype pixel[4]; \ | |
| glReadPixels((x), (y), 1, 1, format, type, pixel); \ | |
| EXPECT_GL_NO_ERROR(); \ | |
| EXPECT_NEAR((r), pixel[0], abs_error); \ | |
| EXPECT_NEAR((g), pixel[1], abs_error); \ | |
| EXPECT_NEAR((b), pixel[2], abs_error); \ | |
| EXPECT_NEAR((a), pixel[3], abs_error); \ | |
| } while (0) | |
| #define EXPECT_PIXEL_EQ_HELPER(x, y, r, g, b, a, ctype, format, type) \ | |
| do \ | |
| { \ | |
| ctype pixel[4]; \ | |
| glReadPixels((x), (y), 1, 1, format, type, pixel); \ | |
| EXPECT_GL_NO_ERROR(); \ | |
| EXPECT_EQ((r), pixel[0]); \ | |
| EXPECT_EQ((g), pixel[1]); \ | |
| EXPECT_EQ((b), pixel[2]); \ | |
| EXPECT_EQ((a), pixel[3]); \ | |
| } while (0) | |
| #define EXPECT_PIXEL_RGB_EQ_HELPER(x, y, r, g, b, ctype, format, type) \ | |
| do \ | |
| { \ | |
| ctype pixel[4]; \ | |
| glReadPixels((x), (y), 1, 1, format, type, pixel); \ | |
| EXPECT_GL_NO_ERROR(); \ | |
| EXPECT_EQ((r), pixel[0]); \ | |
| EXPECT_EQ((g), pixel[1]); \ | |
| EXPECT_EQ((b), pixel[2]); \ | |
| } while (0) | |
| #define EXPECT_PIXEL_NEAR(x, y, r, g, b, a, abs_error) \ | |
| EXPECT_PIXEL_NEAR_HELPER(x, y, r, g, b, a, abs_error, GLubyte, GL_RGBA, GL_UNSIGNED_BYTE) | |
| #define EXPECT_PIXEL_32F_NEAR(x, y, r, g, b, a, abs_error) \ | |
| EXPECT_PIXEL_NEAR_HELPER(x, y, r, g, b, a, abs_error, GLfloat, GL_RGBA, GL_FLOAT) | |
| #define EXPECT_PIXEL_8I(x, y, r, g, b, a) \ | |
| EXPECT_PIXEL_EQ_HELPER(x, y, r, g, b, a, GLbyte, GL_RGBA_INTEGER, GL_BYTE) | |
| #define EXPECT_PIXEL_8UI(x, y, r, g, b, a) \ | |
| EXPECT_PIXEL_EQ_HELPER(x, y, r, g, b, a, GLubyte, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE) | |
| #define EXPECT_PIXEL_16UI(x, y, r, g, b, a) \ | |
| EXPECT_PIXEL_EQ_HELPER(x, y, r, g, b, a, GLushort, GL_RGBA, GL_UNSIGNED_SHORT) | |
| #define EXPECT_PIXEL_16UI_COLOR(x, y, color) \ | |
| EXPECT_PIXEL_16UI(x, y, color.R, color.G, color.B, color.A) | |
| #define EXPECT_PIXEL_RGB_EQUAL(x, y, r, g, b) \ | |
| EXPECT_PIXEL_RGB_EQ_HELPER(x, y, r, g, b, GLubyte, GL_RGBA, GL_UNSIGNED_BYTE) | |
| // TODO(jmadill): Figure out how we can use GLColor's nice printing with EXPECT_NEAR. | |
| #define EXPECT_PIXEL_COLOR_NEAR(x, y, angleColor, abs_error) \ | |
| EXPECT_PIXEL_NEAR(x, y, angleColor.R, angleColor.G, angleColor.B, angleColor.A, abs_error) | |
| #define EXPECT_PIXEL_COLOR32F_NEAR(x, y, angleColor, abs_error) \ | |
| EXPECT_PIXEL32F_NEAR(x, y, angleColor.R, angleColor.G, angleColor.B, angleColor.A, abs_error) | |
| #define EXPECT_COLOR_NEAR(expected, actual, abs_error) \ | |
| do \ | |
| { \ | |
| EXPECT_NEAR(expected.R, actual.R, abs_error); \ | |
| EXPECT_NEAR(expected.G, actual.G, abs_error); \ | |
| EXPECT_NEAR(expected.B, actual.B, abs_error); \ | |
| EXPECT_NEAR(expected.A, actual.A, abs_error); \ | |
| } while (0) | |
| #define EXPECT_PIXEL32F_NEAR(x, y, r, g, b, a, abs_error) \ | |
| do \ | |
| { \ | |
| GLfloat pixel[4]; \ | |
| glReadPixels((x), (y), 1, 1, GL_RGBA, GL_FLOAT, pixel); \ | |
| EXPECT_GL_NO_ERROR(); \ | |
| EXPECT_NEAR((r), pixel[0], abs_error); \ | |
| EXPECT_NEAR((g), pixel[1], abs_error); \ | |
| EXPECT_NEAR((b), pixel[2], abs_error); \ | |
| EXPECT_NEAR((a), pixel[3], abs_error); \ | |
| } while (0) | |
| #define EXPECT_PIXEL_COLOR32F_NEAR(x, y, angleColor, abs_error) \ | |
| EXPECT_PIXEL32F_NEAR(x, y, angleColor.R, angleColor.G, angleColor.B, angleColor.A, abs_error) | |
| class ANGLETestBase; | |
| class EGLWindow; | |
| class GLWindowBase; | |
| class OSWindow; | |
| class WGLWindow; | |
| struct TestPlatformContext final : private angle::NonCopyable | |
| { | |
| bool ignoreMessages = false; | |
| bool warningsAsErrors = false; | |
| ANGLETestBase *currentTest = nullptr; | |
| }; | |
| class ANGLETestBase | |
| { | |
| protected: | |
| ANGLETestBase(const angle::PlatformParameters ¶ms); | |
| virtual ~ANGLETestBase(); | |
| public: | |
| void setWindowVisible(bool isVisible); | |
| virtual void overrideWorkaroundsD3D(angle::FeaturesD3D *featuresD3D) {} | |
| virtual void overrideFeaturesVk(angle::FeaturesVk *featuresVulkan) {} | |
| static void ReleaseFixtures(); | |
| bool isSwiftshader() const | |
| { | |
| return mCurrentParams->eglParameters.deviceType == | |
| EGL_PLATFORM_ANGLE_DEVICE_TYPE_SWIFTSHADER_ANGLE; | |
| } | |
| protected: | |
| void ANGLETestSetUp(); | |
| void ANGLETestTearDown(); | |
| virtual void swapBuffers(); | |
| void setupQuadVertexBuffer(GLfloat positionAttribZ, GLfloat positionAttribXYScale); | |
| void setupIndexedQuadVertexBuffer(GLfloat positionAttribZ, GLfloat positionAttribXYScale); | |
| void setupIndexedQuadIndexBuffer(); | |
| void drawQuad(GLuint program, const std::string &positionAttribName, GLfloat positionAttribZ); | |
| void drawQuad(GLuint program, | |
| const std::string &positionAttribName, | |
| GLfloat positionAttribZ, | |
| GLfloat positionAttribXYScale); | |
| void drawQuad(GLuint program, | |
| const std::string &positionAttribName, | |
| GLfloat positionAttribZ, | |
| GLfloat positionAttribXYScale, | |
| bool useVertexBuffer); | |
| void drawQuadInstanced(GLuint program, | |
| const std::string &positionAttribName, | |
| GLfloat positionAttribZ, | |
| GLfloat positionAttribXYScale, | |
| bool useVertexBuffer, | |
| GLuint numInstances); | |
| static std::array<angle::Vector3, 6> GetQuadVertices(); | |
| static std::array<GLushort, 6> GetQuadIndices(); | |
| static std::array<angle::Vector3, 4> GetIndexedQuadVertices(); | |
| void drawIndexedQuad(GLuint program, | |
| const std::string &positionAttribName, | |
| GLfloat positionAttribZ); | |
| void drawIndexedQuad(GLuint program, | |
| const std::string &positionAttribName, | |
| GLfloat positionAttribZ, | |
| GLfloat positionAttribXYScale); | |
| void drawIndexedQuad(GLuint program, | |
| const std::string &positionAttribName, | |
| GLfloat positionAttribZ, | |
| GLfloat positionAttribXYScale, | |
| bool useBufferObject); | |
| void drawIndexedQuad(GLuint program, | |
| const std::string &positionAttribName, | |
| GLfloat positionAttribZ, | |
| GLfloat positionAttribXYScale, | |
| bool useBufferObject, | |
| bool restrictedRange); | |
| void draw2DTexturedQuad(GLfloat positionAttribZ, | |
| GLfloat positionAttribXYScale, | |
| bool useVertexBuffer); | |
| // The layer parameter chooses the 3D texture layer to sample from. | |
| void draw3DTexturedQuad(GLfloat positionAttribZ, | |
| GLfloat positionAttribXYScale, | |
| bool useVertexBuffer, | |
| float layer); | |
| void setWindowWidth(int width); | |
| void setWindowHeight(int height); | |
| void setConfigRedBits(int bits); | |
| void setConfigGreenBits(int bits); | |
| void setConfigBlueBits(int bits); | |
| void setConfigAlphaBits(int bits); | |
| void setConfigDepthBits(int bits); | |
| void setConfigStencilBits(int bits); | |
| void setConfigComponentType(EGLenum componentType); | |
| void setMultisampleEnabled(bool enabled); | |
| void setSamples(EGLint samples); | |
| void setDebugEnabled(bool enabled); | |
| void setNoErrorEnabled(bool enabled); | |
| void setWebGLCompatibilityEnabled(bool webglCompatibility); | |
| void setExtensionsEnabled(bool extensionsEnabled); | |
| void setRobustAccess(bool enabled); | |
| void setBindGeneratesResource(bool bindGeneratesResource); | |
| void setClientArraysEnabled(bool enabled); | |
| void setRobustResourceInit(bool enabled); | |
| void setContextProgramCacheEnabled(bool enabled); | |
| void setContextResetStrategy(EGLenum resetStrategy); | |
| void forceNewDisplay(); | |
| // Some EGL extension tests would like to defer the Context init until the test body. | |
| void setDeferContextInit(bool enabled); | |
| int getClientMajorVersion() const; | |
| int getClientMinorVersion() const; | |
| GLWindowBase *getGLWindow() const; | |
| EGLWindow *getEGLWindow() const; | |
| int getWindowWidth() const; | |
| int getWindowHeight() const; | |
| bool isMultisampleEnabled() const; | |
| EGLint getPlatformRenderer() const; | |
| void ignoreD3D11SDKLayersWarnings(); | |
| // Allows a test to be more restrictive about platform warnings. | |
| void treatPlatformWarningsAsErrors(); | |
| OSWindow *getOSWindow() { return mFixture->osWindow; } | |
| GLuint get2DTexturedQuadProgram(); | |
| // Has a float uniform "u_layer" to choose the 3D texture layer. | |
| GLuint get3DTexturedQuadProgram(); | |
| class ScopedIgnorePlatformMessages : angle::NonCopyable | |
| { | |
| public: | |
| ScopedIgnorePlatformMessages(); | |
| ~ScopedIgnorePlatformMessages(); | |
| }; | |
| // Can be used before we get a GL context. | |
| bool isGLRenderer() const | |
| { | |
| return mCurrentParams->getRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE; | |
| } | |
| bool isGLESRenderer() const | |
| { | |
| return mCurrentParams->getRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE; | |
| } | |
| bool isD3D11Renderer() const | |
| { | |
| return mCurrentParams->getRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE; | |
| } | |
| bool isVulkanRenderer() const | |
| { | |
| return mCurrentParams->getRenderer() == EGL_PLATFORM_ANGLE_TYPE_VULKAN_ANGLE; | |
| } | |
| bool isVulkanSwiftshaderRenderer() const | |
| { | |
| return mCurrentParams->getRenderer() == EGL_PLATFORM_ANGLE_TYPE_VULKAN_ANGLE && | |
| mCurrentParams->getDeviceType() == EGL_PLATFORM_ANGLE_DEVICE_TYPE_SWIFTSHADER_ANGLE; | |
| } | |
| bool platformSupportsMultithreading() const; | |
| private: | |
| void checkD3D11SDKLayersMessages(); | |
| void drawQuad(GLuint program, | |
| const std::string &positionAttribName, | |
| GLfloat positionAttribZ, | |
| GLfloat positionAttribXYScale, | |
| bool useVertexBuffer, | |
| bool useInstancedDrawCalls, | |
| GLuint numInstances); | |
| void initOSWindow(); | |
| struct TestFixture | |
| { | |
| TestFixture(); | |
| ~TestFixture(); | |
| EGLWindow *eglWindow = nullptr; | |
| WGLWindow *wglWindow = nullptr; | |
| OSWindow *osWindow = nullptr; | |
| ConfigParameters configParams; | |
| uint32_t reuseCounter = 0; | |
| }; | |
| int mWidth; | |
| int mHeight; | |
| bool mIgnoreD3D11SDKLayersWarnings; | |
| // Used for indexed quad rendering | |
| GLuint mQuadVertexBuffer; | |
| GLuint mQuadIndexBuffer; | |
| // Used for texture rendering. | |
| GLuint m2DTexturedQuadProgram; | |
| GLuint m3DTexturedQuadProgram; | |
| bool mDeferContextInit; | |
| bool mAlwaysForceNewDisplay; | |
| bool mForceNewDisplay; | |
| bool mSetUpCalled; | |
| bool mTearDownCalled; | |
| // On most systems we force a new display on every test instance. For these configs we can | |
| // share a single OSWindow instance. With display reuse we need a separate OSWindow for each | |
| // different config. This OSWindow sharing seemed to lead to driver bugs on some platforms. | |
| static OSWindow *mOSWindowSingleton; | |
| static std::map<angle::PlatformParameters, TestFixture> gFixtures; | |
| const angle::PlatformParameters *mCurrentParams; | |
| TestFixture *mFixture; | |
| // Workaround for NVIDIA not being able to share a window with OpenGL and Vulkan. | |
| static Optional<EGLint> mLastRendererType; | |
| }; | |
| template <typename Params = angle::PlatformParameters> | |
| class ANGLETestWithParam : public ANGLETestBase, public ::testing::TestWithParam<Params> | |
| { | |
| protected: | |
| ANGLETestWithParam(); | |
| virtual void testSetUp() {} | |
| virtual void testTearDown() {} | |
| void recreateTestFixture() | |
| { | |
| TearDown(); | |
| SetUp(); | |
| } | |
| private: | |
| void SetUp() final | |
| { | |
| ANGLETestBase::ANGLETestSetUp(); | |
| testSetUp(); | |
| } | |
| void TearDown() final | |
| { | |
| testTearDown(); | |
| ANGLETestBase::ANGLETestTearDown(); | |
| } | |
| }; | |
| template <typename Params> | |
| ANGLETestWithParam<Params>::ANGLETestWithParam() | |
| : ANGLETestBase(std::get<angle::PlatformParameters>(this->GetParam())) | |
| {} | |
| template <> | |
| inline ANGLETestWithParam<angle::PlatformParameters>::ANGLETestWithParam() | |
| : ANGLETestBase(this->GetParam()) | |
| {} | |
| // Note: this hack is not necessary in C++17. Once we switch to C++17, we can just rename | |
| // ANGLETestWithParam to ANGLETest. | |
| using ANGLETest = ANGLETestWithParam<>; | |
| class ANGLETestEnvironment : public testing::Environment | |
| { | |
| public: | |
| void SetUp() override; | |
| void TearDown() override; | |
| static angle::Library *GetEGLLibrary(); | |
| static angle::Library *GetWGLLibrary(); | |
| private: | |
| // For loading entry points. | |
| static std::unique_ptr<angle::Library> gEGLLibrary; | |
| static std::unique_ptr<angle::Library> gWGLLibrary; | |
| }; | |
| // Driver vendors | |
| bool IsAdreno(); | |
| // Renderer back-ends | |
| // Note: FL9_3 is explicitly *not* considered D3D11. | |
| bool IsD3D11(); | |
| bool IsD3D11_FL93(); | |
| // Is a D3D9-class renderer. | |
| bool IsD3D9(); | |
| // Is D3D9 or SM9_3 renderer. | |
| bool IsD3DSM3(); | |
| bool IsDesktopOpenGL(); | |
| bool IsOpenGLES(); | |
| bool IsOpenGL(); | |
| bool IsNULL(); | |
| bool IsVulkan(); | |
| bool IsMetal(); | |
| // Debug/Release | |
| bool IsDebug(); | |
| bool IsRelease(); | |
| bool EnsureGLExtensionEnabled(const std::string &extName); | |
| bool IsEGLClientExtensionEnabled(const std::string &extName); | |
| bool IsEGLDeviceExtensionEnabled(EGLDeviceEXT device, const std::string &extName); | |
| bool IsEGLDisplayExtensionEnabled(EGLDisplay display, const std::string &extName); | |
| bool IsGLExtensionEnabled(const std::string &extName); | |
| bool IsGLExtensionRequestable(const std::string &extName); | |
| extern angle::PlatformMethods gDefaultPlatformMethods; | |
| #define ANGLE_SKIP_TEST_IF(COND) \ | |
| do \ | |
| { \ | |
| if (COND) \ | |
| { \ | |
| std::cout << "Test skipped: " #COND "." << std::endl; \ | |
| return; \ | |
| } \ | |
| } while (0) | |
| #endif // ANGLE_TESTS_ANGLE_TEST_H_ |