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

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  • Author : Corentin Wallez
    Date : 2018-02-27 15:17:10
    Hash : 99d492c2
    Message : Use packed enums for the texture types and targets, part 2 This completes the refactor by using the packed enums in the gl:: layer and in the backends. The packed enum code generation is modified to support explicitly assigning values to the packed enums so that the TextureTarget cube map faces are in the correct order and easy to iterate over. BUG=angleproject:2169 Change-Id: I5903235e684ccf382e92a8a1e10c5c85b4b16a04 Reviewed-on: https://chromium-review.googlesource.com/939994 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@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, TextureType::_2D);
        texture->addRef();
        EXPECT_FALSE(
            texture->setStorage(nullptr, TextureType::_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