Hash :
ba319ba3
Author :
Date :
2018-12-29T10:29:33
Re-land "Load entry points dynamically in tests and samples." Fixes the Android/ChromeOS/Fuchsia builds by using consistent EGL headers. This CL adds a dynamic loader generator based on XML files. It also refactors the entry point generation script to move the XML parsing into a helper class. Additionally this includes a new GLES 1.0 base header. The new header allows for function pointer types and hiding prototypes. All tests and samples now load ANGLE dynamically. In the future this will be extended to load entry points from the driver directly when possible. This will allow us to perform more accurate A/B testing. The new build configuration leads to some tests having more warnings applied. The CL includes fixes for the new warnings. Bug: angleproject:2995 Change-Id: I5a8772f41a0f89570b3736b785f44b7de1539b57 Reviewed-on: https://chromium-review.googlesource.com/c/1392382 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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//
// Copyright 2018 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.
//
// LightsTest.cpp: Tests basic usage of glLight*.
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
#include "common/matrix_utils.h"
#include "common/vector_utils.h"
#include "util/random_utils.h"
#include <stdint.h>
#include <vector>
using namespace angle;
class LightsTest : public ANGLETest
{
protected:
LightsTest()
{
setWindowWidth(32);
setWindowHeight(32);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
}
};
// Check that the initial lighting parameters state is correct,
// including spec minimum for light count.
TEST_P(LightsTest, InitialState)
{
const GLColor32F kAmbientInitial(0.2f, 0.2f, 0.2f, 1.0f);
GLboolean kLightModelTwoSideInitial = GL_FALSE;
GLColor32F lightModelAmbient;
GLboolean lightModelTwoSide;
glGetFloatv(GL_LIGHT_MODEL_AMBIENT, &lightModelAmbient.R);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(kAmbientInitial, lightModelAmbient);
glGetBooleanv(GL_LIGHT_MODEL_TWO_SIDE, &lightModelTwoSide);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(kLightModelTwoSideInitial, lightModelTwoSide);
EXPECT_GL_FALSE(glIsEnabled(GL_LIGHTING));
EXPECT_GL_NO_ERROR();
EXPECT_GL_FALSE(glIsEnabled(GL_NORMALIZE));
EXPECT_GL_NO_ERROR();
EXPECT_GL_FALSE(glIsEnabled(GL_RESCALE_NORMAL));
EXPECT_GL_NO_ERROR();
EXPECT_GL_FALSE(glIsEnabled(GL_COLOR_MATERIAL));
EXPECT_GL_NO_ERROR();
GLint maxLights = 0;
glGetIntegerv(GL_MAX_LIGHTS, &maxLights);
EXPECT_GL_NO_ERROR();
EXPECT_GE(8, maxLights);
const GLColor32F kLightnAmbient(0.0f, 0.0f, 0.0f, 1.0f);
const GLColor32F kLightnDiffuse(0.0f, 0.0f, 0.0f, 1.0f);
const GLColor32F kLightnSpecular(0.0f, 0.0f, 0.0f, 1.0f);
const GLColor32F kLight0Diffuse(1.0f, 1.0f, 1.0f, 1.0f);
const GLColor32F kLight0Specular(1.0f, 1.0f, 1.0f, 1.0f);
const angle::Vector4 kLightnPosition(0.0f, 0.0f, 1.0f, 0.0f);
const angle::Vector3 kLightnDirection(0.0f, 0.0f, -1.0f);
const GLfloat kLightnSpotlightExponent = 0.0f;
const GLfloat kLightnSpotlightCutoffAngle = 180.0f;
const GLfloat kLightnAttenuationConst = 1.0f;
const GLfloat kLightnAttenuationLinear = 0.0f;
const GLfloat kLightnAttenuationQuadratic = 0.0f;
for (int i = 0; i < maxLights; i++)
{
EXPECT_GL_FALSE(glIsEnabled(GL_LIGHT0 + i));
EXPECT_GL_NO_ERROR();
GLColor32F actualColor;
angle::Vector4 actualPosition;
angle::Vector3 actualDirection;
GLfloat actualFloatValue;
glGetLightfv(GL_LIGHT0 + i, GL_AMBIENT, &actualColor.R);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(kLightnAmbient, actualColor);
glGetLightfv(GL_LIGHT0 + i, GL_DIFFUSE, &actualColor.R);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(i == 0 ? kLight0Diffuse : kLightnDiffuse, actualColor);
glGetLightfv(GL_LIGHT0 + i, GL_SPECULAR, &actualColor.R);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(i == 0 ? kLight0Specular : kLightnSpecular, actualColor);
glGetLightfv(GL_LIGHT0 + i, GL_POSITION, actualPosition.data());
EXPECT_GL_NO_ERROR();
EXPECT_EQ(kLightnPosition, actualPosition);
glGetLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, actualDirection.data());
EXPECT_GL_NO_ERROR();
EXPECT_EQ(kLightnDirection, actualDirection);
glGetLightfv(GL_LIGHT0 + i, GL_SPOT_EXPONENT, &actualFloatValue);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(kLightnSpotlightExponent, actualFloatValue);
glGetLightfv(GL_LIGHT0 + i, GL_SPOT_CUTOFF, &actualFloatValue);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(kLightnSpotlightCutoffAngle, actualFloatValue);
glGetLightfv(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, &actualFloatValue);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(kLightnAttenuationConst, actualFloatValue);
glGetLightfv(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, &actualFloatValue);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(kLightnAttenuationLinear, actualFloatValue);
glGetLightfv(GL_LIGHT0 + i, GL_QUADRATIC_ATTENUATION, &actualFloatValue);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(kLightnAttenuationQuadratic, actualFloatValue);
}
}
// Negative test for invalid parameter names.
TEST_P(LightsTest, NegativeInvalidEnum)
{
GLint maxLights = 0;
glGetIntegerv(GL_MAX_LIGHTS, &maxLights);
glIsEnabled(GL_LIGHT0 + maxLights);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glLightfv(GL_LIGHT0 + maxLights, GL_AMBIENT, nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glLightModelfv(GL_LIGHT0, nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glLightModelf(GL_LIGHT0, 0.0f);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
for (int i = 0; i < maxLights; i++)
{
glLightf(GL_LIGHT0 + i, GL_TEXTURE_2D, 0.0f);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glLightfv(GL_LIGHT0 + i, GL_TEXTURE_2D, nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
}
// Negative test for invalid parameter values.
TEST_P(LightsTest, NegativeInvalidValue)
{
GLint maxLights = 0;
glGetIntegerv(GL_MAX_LIGHTS, &maxLights);
std::vector<GLenum> attenuationParams = {
GL_CONSTANT_ATTENUATION,
GL_LINEAR_ATTENUATION,
GL_QUADRATIC_ATTENUATION,
};
for (int i = 0; i < maxLights; i++)
{
glLightf(GL_LIGHT0 + i, GL_SPOT_EXPONENT, -1.0f);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
GLfloat previousVal = -1.0f;
glGetLightfv(GL_LIGHT0 + i, GL_SPOT_EXPONENT, &previousVal);
EXPECT_NE(-1.0f, previousVal);
glLightf(GL_LIGHT0 + i, GL_SPOT_EXPONENT, 128.1f);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
previousVal = 128.1f;
glGetLightfv(GL_LIGHT0 + i, GL_SPOT_EXPONENT, &previousVal);
EXPECT_NE(128.1f, previousVal);
glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, -1.0f);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
previousVal = -1.0f;
glGetLightfv(GL_LIGHT0 + i, GL_SPOT_CUTOFF, &previousVal);
EXPECT_NE(-1.0f, previousVal);
glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, 90.1f);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
previousVal = 90.1f;
glGetLightfv(GL_LIGHT0 + i, GL_SPOT_CUTOFF, &previousVal);
EXPECT_NE(90.1f, previousVal);
for (GLenum pname : attenuationParams)
{
glLightf(GL_LIGHT0 + i, pname, -1.0f);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
previousVal = -1.0f;
glGetLightfv(GL_LIGHT0 + i, pname, &previousVal);
EXPECT_NE(-1.0f, previousVal);
}
}
}
// Test to see if we can set and retrieve the light parameters.
TEST_P(LightsTest, Set)
{
angle::RNG rng(0);
GLint maxLights = 0;
glGetIntegerv(GL_MAX_LIGHTS, &maxLights);
constexpr int kNumTrials = 100;
GLColor32F actualColor;
angle::Vector4 actualPosition;
angle::Vector3 actualDirection;
GLfloat actualFloatValue;
GLboolean actualBooleanValue;
for (int k = 0; k < kNumTrials; ++k)
{
const GLColor32F lightModelAmbient(rng.randomFloat(), rng.randomFloat(), rng.randomFloat(),
rng.randomFloat());
const GLfloat lightModelTwoSide = rng.randomBool() ? 1.0f : 0.0f;
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, &lightModelAmbient.R);
EXPECT_GL_NO_ERROR();
glGetFloatv(GL_LIGHT_MODEL_AMBIENT, &actualColor.R);
EXPECT_EQ(lightModelAmbient, actualColor);
glLightModelf(GL_LIGHT_MODEL_TWO_SIDE, lightModelTwoSide);
EXPECT_GL_NO_ERROR();
glGetFloatv(GL_LIGHT_MODEL_TWO_SIDE, &actualFloatValue);
EXPECT_EQ(lightModelTwoSide, actualFloatValue);
glGetBooleanv(GL_LIGHT_MODEL_TWO_SIDE, &actualBooleanValue);
EXPECT_EQ(lightModelTwoSide == 1.0f ? GL_TRUE : GL_FALSE, actualBooleanValue);
for (int i = 0; i < maxLights; i++)
{
const GLColor32F ambient(rng.randomFloat(), rng.randomFloat(), rng.randomFloat(),
rng.randomFloat());
const GLColor32F diffuse(rng.randomFloat(), rng.randomFloat(), rng.randomFloat(),
rng.randomFloat());
const GLColor32F specular(rng.randomFloat(), rng.randomFloat(), rng.randomFloat(),
rng.randomFloat());
const angle::Vector4 position(rng.randomFloat(), rng.randomFloat(), rng.randomFloat(),
rng.randomFloat());
const angle::Vector3 direction(rng.randomFloat(), rng.randomFloat(), rng.randomFloat());
const GLfloat spotlightExponent = rng.randomFloatBetween(0.0f, 128.0f);
const GLfloat spotlightCutoffAngle =
rng.randomBool() ? rng.randomFloatBetween(0.0f, 90.0f) : 180.0f;
const GLfloat attenuationConst = rng.randomFloatNonnegative();
const GLfloat attenuationLinear = rng.randomFloatNonnegative();
const GLfloat attenuationQuadratic = rng.randomFloatNonnegative();
glLightfv(GL_LIGHT0 + i, GL_AMBIENT, &ambient.R);
EXPECT_GL_NO_ERROR();
glGetLightfv(GL_LIGHT0 + i, GL_AMBIENT, &actualColor.R);
EXPECT_EQ(ambient, actualColor);
glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, &diffuse.R);
EXPECT_GL_NO_ERROR();
glGetLightfv(GL_LIGHT0 + i, GL_DIFFUSE, &actualColor.R);
EXPECT_EQ(diffuse, actualColor);
glLightfv(GL_LIGHT0 + i, GL_SPECULAR, &specular.R);
EXPECT_GL_NO_ERROR();
glGetLightfv(GL_LIGHT0 + i, GL_SPECULAR, &actualColor.R);
EXPECT_EQ(specular, actualColor);
glLightfv(GL_LIGHT0 + i, GL_POSITION, position.data());
EXPECT_GL_NO_ERROR();
glGetLightfv(GL_LIGHT0 + i, GL_POSITION, actualPosition.data());
EXPECT_EQ(position, actualPosition);
glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, direction.data());
EXPECT_GL_NO_ERROR();
glGetLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, actualDirection.data());
EXPECT_EQ(direction, actualDirection);
glLightfv(GL_LIGHT0 + i, GL_SPOT_EXPONENT, &spotlightExponent);
EXPECT_GL_NO_ERROR();
glGetLightfv(GL_LIGHT0 + i, GL_SPOT_EXPONENT, &actualFloatValue);
EXPECT_EQ(spotlightExponent, actualFloatValue);
glLightfv(GL_LIGHT0 + i, GL_SPOT_CUTOFF, &spotlightCutoffAngle);
EXPECT_GL_NO_ERROR();
glGetLightfv(GL_LIGHT0 + i, GL_SPOT_CUTOFF, &actualFloatValue);
EXPECT_EQ(spotlightCutoffAngle, actualFloatValue);
glLightfv(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, &attenuationConst);
EXPECT_GL_NO_ERROR();
glGetLightfv(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, &actualFloatValue);
EXPECT_EQ(attenuationConst, actualFloatValue);
glLightfv(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, &attenuationLinear);
EXPECT_GL_NO_ERROR();
glGetLightfv(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, &actualFloatValue);
EXPECT_EQ(attenuationLinear, actualFloatValue);
glLightfv(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, &attenuationQuadratic);
EXPECT_GL_NO_ERROR();
glGetLightfv(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, &actualFloatValue);
EXPECT_EQ(attenuationQuadratic, actualFloatValue);
}
}
}
ANGLE_INSTANTIATE_TEST(LightsTest, ES1_D3D11(), ES1_OPENGL(), ES1_OPENGLES());