Hash :
5804dc8e
Author :
Date :
2018-04-13T14:11:46
Refactor GL tests to use a shader library Instead of having the same simple shaders repeated over and over in the test code, reuse a single shader library. BUG=angleproject:2474 TEST=angle_end2end_tests Change-Id: I13f8ca8c0125e6d30f1761639bf8c3f69e0e77d2 Reviewed-on: https://chromium-review.googlesource.com/1012078 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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//
// 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.
//
// DifferentStencilMasksTest:
// Tests the equality between stencilWriteMask and stencilBackWriteMask.
//
#include "test_utils/ANGLETest.h"
using namespace angle;
namespace
{
class DifferentStencilMasksTest : public ANGLETest
{
protected:
DifferentStencilMasksTest() : mProgram(0)
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
setConfigStencilBits(8);
}
void SetUp() override
{
ANGLETest::SetUp();
mProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
ASSERT_NE(0u, mProgram);
glEnable(GL_STENCIL_TEST);
ASSERT_GL_NO_ERROR();
}
void TearDown() override
{
glDisable(GL_STENCIL_TEST);
if (mProgram != 0)
glDeleteProgram(mProgram);
ANGLETest::TearDown();
}
GLuint mProgram;
};
// Tests that effectively same front and back masks are legal.
TEST_P(DifferentStencilMasksTest, DrawWithSameEffectiveMask)
{
// 0x00ff and 0x01ff are effectively 0x00ff by being masked by the current stencil bits, 8.
glStencilMaskSeparate(GL_FRONT, 0x00ff);
glStencilMaskSeparate(GL_BACK, 0x01ff);
glUseProgram(mProgram);
drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_GL_NO_ERROR();
}
// Tests that effectively different front and back masks are illegal.
TEST_P(DifferentStencilMasksTest, DrawWithDifferentMask)
{
glStencilMaskSeparate(GL_FRONT, 0x0001);
glStencilMaskSeparate(GL_BACK, 0x0002);
glUseProgram(mProgram);
drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
class DifferentStencilMasksWithoutStencilBufferTest : public ANGLETest
{
protected:
DifferentStencilMasksWithoutStencilBufferTest() : mProgram(0)
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(0);
setConfigStencilBits(0);
}
void SetUp() override
{
ANGLETest::SetUp();
mProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
ASSERT_NE(0u, mProgram);
glEnable(GL_STENCIL_TEST);
ASSERT_GL_NO_ERROR();
}
void TearDown() override
{
glDisable(GL_STENCIL_TEST);
if (mProgram != 0)
glDeleteProgram(mProgram);
ANGLETest::TearDown();
}
GLuint mProgram;
};
// Tests that effectively different front and back masks, without stencil bits, are legal.
TEST_P(DifferentStencilMasksWithoutStencilBufferTest, DrawWithDifferentMask)
{
glStencilMaskSeparate(GL_FRONT, 0x0001);
glStencilMaskSeparate(GL_BACK, 0x0002);
glUseProgram(mProgram);
drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_GL_NO_ERROR();
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these
// tests should be run against.
ANGLE_INSTANTIATE_TEST(DifferentStencilMasksTest, ES2_D3D9(), ES2_D3D11(), ES3_D3D11(), ES2_OPENGL(), ES3_OPENGL());
ANGLE_INSTANTIATE_TEST(DifferentStencilMasksWithoutStencilBufferTest, ES2_D3D9(), ES2_D3D11(), ES3_D3D11(), ES2_OPENGL(), ES3_OPENGL());
} // anonymous namespace