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kc3-lang/angle/src/libANGLE/validationES_unittest.cpp

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  • Author : Jamie Madill
    Date : 2017-09-14 22:20:29
    Hash : 71c88b31
    Message : Enable [[nodiscard]] for gl::Error. This forces all return values to be checked for gl::Error. Requires quite a bit of minor refactoring. I also added a macro to swallow an error without returning from a function. We could look at storing the errors in the Context at some point, since almost always when we're generating errors that we need to discard we have access to the Context as a parameter. BUG=angleproject:2150 Change-Id: I457e48a30c002eda0993acbcd3180ba87bf169fb Reviewed-on: https://chromium-review.googlesource.com/665173 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>

  • src/libANGLE/validationES_unittest.cpp
  • //
    // Copyright 2015 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.
    //
    // validationES unit tests:
    //   Unit tests for general ES validation functions.
    //
    
    #include <gmock/gmock.h>
    #include <gtest/gtest.h>
    
    #include "libANGLE/ContextState.h"
    #include "libANGLE/ErrorStrings.h"
    #include "libANGLE/VaryingPacking.h"
    #include "libANGLE/renderer/FramebufferImpl_mock.h"
    #include "libANGLE/renderer/ProgramImpl_mock.h"
    #include "libANGLE/renderer/TextureImpl_mock.h"
    #include "libANGLE/validationES.h"
    #include "tests/angle_unittests_utils.h"
    
    using namespace gl;
    using namespace rx;
    using testing::_;
    using testing::NiceMock;
    using testing::Return;
    
    namespace
    {
    
    class MockValidationContext : public ValidationContext
    {
      public:
        MockValidationContext(const ValidationContext *shareContext,
                              TextureManager *shareTextures,
                              const Version &version,
                              State *state,
                              const Caps &caps,
                              const TextureCapsMap &textureCaps,
                              const Extensions &extensions,
                              const Limitations &limitations,
                              bool skipValidation)
            : ValidationContext(shareContext,
                                shareTextures,
                                version,
                                state,
                                caps,
                                textureCaps,
                                extensions,
                                limitations,
                                skipValidation)
        {
        }
    
        MOCK_METHOD1(handleError, void(const Error &));
    };
    
    // Test that ANGLE generates an INVALID_OPERATION when validating index data that uses a value
    // larger than MAX_ELEMENT_INDEX and robust access is not enabled. Not specified in the GLES 3 spec,
    // it's undefined behaviour, but we want a test to ensure we maintain this behaviour. TODO(jmadill):
    // Re-enable when framebuffer sync state doesn't happen in validation. Also broken because of change
    // of api of the state initialize method.
    TEST(ValidationESTest, DISABLED_DrawElementsWithMaxIndexGivesError)
    {
        auto framebufferImpl = MakeFramebufferMock();
        auto programImpl     = MakeProgramMock();
    
        // TODO(jmadill): Generalize some of this code so we can re-use it for other tests.
        NiceMock<MockGLFactory> mockFactory;
        EXPECT_CALL(mockFactory, createFramebuffer(_)).WillOnce(Return(framebufferImpl));
        EXPECT_CALL(mockFactory, createProgram(_)).WillOnce(Return(programImpl));
        EXPECT_CALL(mockFactory, createVertexArray(_)).WillOnce(Return(nullptr));
    
        State state;
        Caps caps;
        TextureCapsMap textureCaps;
        Extensions extensions;
        Limitations limitations;
    
        // Set some basic caps.
        caps.maxElementIndex     = 100;
        caps.maxDrawBuffers      = 1;
        caps.maxColorAttachments = 1;
        state.initialize(nullptr, false, true, true, false, false);
    
        NiceMock<MockTextureImpl> *textureImpl = new NiceMock<MockTextureImpl>();
        EXPECT_CALL(mockFactory, createTexture(_)).WillOnce(Return(textureImpl));
        EXPECT_CALL(*textureImpl, setStorage(_, _, _, _, _)).WillOnce(Return(gl::NoError()));
        EXPECT_CALL(*textureImpl, destructor()).Times(1).RetiresOnSaturation();
    
        Texture *texture = new Texture(&mockFactory, 0, GL_TEXTURE_2D);
        texture->addRef();
        EXPECT_FALSE(
            texture->setStorage(nullptr, GL_TEXTURE_2D, 1, GL_RGBA8, Extents(1, 1, 0)).isError());
    
        VertexArray *vertexArray = new VertexArray(&mockFactory, 0, 1, 1);
        Framebuffer *framebuffer = new Framebuffer(caps, &mockFactory, 1);
        framebuffer->setAttachment(nullptr, GL_FRAMEBUFFER_DEFAULT, GL_BACK, ImageIndex::Make2D(0),
                                   texture);
    
        Program *program = new Program(&mockFactory, nullptr, 1);
    
        state.setVertexArrayBinding(vertexArray);
        state.setDrawFramebufferBinding(framebuffer);
        state.setProgram(nullptr, program);
    
        NiceMock<MockValidationContext> testContext(nullptr, nullptr, Version(3, 0), &state, caps,
                                                    textureCaps, extensions, limitations, false);
    
        // Set the expectation for the validation error here.
    
        Error expectedError(gl::InvalidOperation() << kErrorExceedsMaxElement);
        EXPECT_CALL(testContext, handleError(expectedError)).Times(1);
    
        // Call once with maximum index, and once with an excessive index.
        GLuint indexData[] = {0, 1, static_cast<GLuint>(caps.maxElementIndex - 1),
                              3, 4, static_cast<GLuint>(caps.maxElementIndex)};
        EXPECT_TRUE(
            ValidateDrawElementsCommon(&testContext, GL_TRIANGLES, 3, GL_UNSIGNED_INT, indexData, 1));
        if (!testContext.getExtensions().robustBufferAccessBehavior)
        {
            EXPECT_FALSE(ValidateDrawElementsCommon(&testContext, GL_TRIANGLES, 6, GL_UNSIGNED_INT,
                                                    indexData, 2));
        }
    
        texture->release(nullptr);
    
        state.setVertexArrayBinding(nullptr);
        state.setDrawFramebufferBinding(nullptr);
        state.setProgram(nullptr, nullptr);
    
        vertexArray->onDestroy(nullptr);
        framebuffer->onDestroy(nullptr);
        program->onDestroy(nullptr);
    }
    
    }  // anonymous namespace