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//
// 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 &params);
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_