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kc3-lang/angle/src/tests/gl_tests/gles1/TextureTargetEnableTest.cpp

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  • Author : Tobin Ehlis
    Date : 2019-11-11 16:41:07
    Hash : 1a01b4b3
    Message : Refactor end2end test macros This is a foundational CL to enabling the end2end tests on swiftshader. Refactored infrastructure with new ANGLE_INSTANTIATE_TEST_ES* macros that will run tests over all various combinations of all platforms for different ES versions. Just skipping failing tests initially to get the refactor landed. Bug: angleproject:4081 Bug: angleproject:4092 Change-Id: I017f6c3267179e49b6ae08cc7488096b423dcdb5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1904635 Commit-Queue: Tobin Ehlis <tobine@google.com> Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>

  • src/tests/gl_tests/gles1/TextureTargetEnableTest.cpp
  • //
    // 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.
    //
    
    // TextureTargetEnableTest.cpp: Tests basic usage of built-in vertex attributes of GLES1.
    
    #include "test_utils/ANGLETest.h"
    #include "test_utils/gl_raii.h"
    
    using namespace angle;
    
    class TextureTargetEnableTest : public ANGLETest
    {
      protected:
        TextureTargetEnableTest()
        {
            setWindowWidth(32);
            setWindowHeight(32);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
        }
    };
    
    // Checks that 2D/Cube targets are disabled initially.
    TEST_P(TextureTargetEnableTest, InitialState)
    {
        EXPECT_GL_FALSE(glIsEnabled(GL_TEXTURE_2D));
        EXPECT_GL_NO_ERROR();
        EXPECT_GL_FALSE(glIsEnabled(GL_TEXTURE_CUBE_MAP));
        EXPECT_GL_NO_ERROR();
    }
    
    // Checks that 2D/cube targets can be set to enabled or disabled.
    TEST_P(TextureTargetEnableTest, Set)
    {
        glEnable(GL_TEXTURE_2D);
        EXPECT_GL_NO_ERROR();
        EXPECT_GL_TRUE(glIsEnabled(GL_TEXTURE_2D));
    
        glEnable(GL_TEXTURE_CUBE_MAP);
        EXPECT_GL_NO_ERROR();
        EXPECT_GL_TRUE(glIsEnabled(GL_TEXTURE_CUBE_MAP));
    }
    
    // Checks that targets can be set to enabled or disabled and it does not affect the setting of
    // other texture units.
    TEST_P(TextureTargetEnableTest, SetSeparateUnits)
    {
        GLint units;
        glGetIntegerv(GL_MAX_TEXTURE_UNITS, &units);
    
        for (int i = 0; i < units; i++)
        {
    
            glActiveTexture(GL_TEXTURE0 + i);
            EXPECT_GL_NO_ERROR();
    
            EXPECT_GL_FALSE(glIsEnabled(GL_TEXTURE_2D));
            EXPECT_GL_NO_ERROR();
    
            EXPECT_GL_FALSE(glIsEnabled(GL_TEXTURE_CUBE_MAP));
            EXPECT_GL_NO_ERROR();
    
            glEnable(GL_TEXTURE_2D);
            EXPECT_GL_NO_ERROR();
            EXPECT_GL_TRUE(glIsEnabled(GL_TEXTURE_2D));
    
            glEnable(GL_TEXTURE_CUBE_MAP);
            EXPECT_GL_NO_ERROR();
            EXPECT_GL_TRUE(glIsEnabled(GL_TEXTURE_CUBE_MAP));
        }
    }
    
    ANGLE_INSTANTIATE_TEST_ES1(TextureTargetEnableTest);