Hash :
71c88b31
Author :
Date :
2017-09-14T22:20:29
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>
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//
// Copyright (c) 2014 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.
//
#include "gmock/gmock.h"
#include "gtest/gtest.h"
#include "libANGLE/Fence.h"
#include "libANGLE/renderer/FenceNVImpl.h"
#include "libANGLE/renderer/SyncImpl.h"
using ::testing::_;
using ::testing::Return;
using ::testing::SetArgumentPointee;
namespace {
//
// FenceNV tests
//
class MockFenceNVImpl : public rx::FenceNVImpl
{
public:
virtual ~MockFenceNVImpl() { destroy(); }
MOCK_METHOD1(set, gl::Error(GLenum));
MOCK_METHOD1(test, gl::Error(GLboolean *));
MOCK_METHOD0(finish, gl::Error());
MOCK_METHOD0(destroy, void());
};
class FenceNVTest : public testing::Test
{
protected:
virtual void SetUp()
{
mImpl = new MockFenceNVImpl;
EXPECT_CALL(*mImpl, destroy());
mFence = new gl::FenceNV(mImpl);
}
virtual void TearDown()
{
delete mFence;
}
MockFenceNVImpl *mImpl;
gl::FenceNV* mFence;
};
TEST_F(FenceNVTest, DestructionDeletesImpl)
{
MockFenceNVImpl* impl = new MockFenceNVImpl;
EXPECT_CALL(*impl, destroy()).Times(1).RetiresOnSaturation();
gl::FenceNV* fence = new gl::FenceNV(impl);
delete fence;
// Only needed because the mock is leaked if bugs are present,
// which logs an error, but does not cause the test to fail.
// Ordinarily mocks are verified when destroyed.
testing::Mock::VerifyAndClear(impl);
}
TEST_F(FenceNVTest, SetAndTestBehavior)
{
EXPECT_CALL(*mImpl, set(_)).WillOnce(Return(gl::NoError())).RetiresOnSaturation();
EXPECT_FALSE(mFence->isSet());
EXPECT_FALSE(mFence->set(GL_ALL_COMPLETED_NV).isError());
EXPECT_TRUE(mFence->isSet());
// Fake the behavior of testing the fence before and after it's passed.
EXPECT_CALL(*mImpl, test(_))
.WillOnce(DoAll(SetArgumentPointee<0>(GL_FALSE), Return(gl::NoError())))
.WillOnce(DoAll(SetArgumentPointee<0>(GL_TRUE), Return(gl::NoError())))
.RetiresOnSaturation();
GLboolean out;
EXPECT_FALSE(mFence->test(&out).isError());
EXPECT_EQ(GL_FALSE, out);
EXPECT_FALSE(mFence->test(&out).isError());
EXPECT_EQ(GL_TRUE, out);
}
//
// Sync tests
//
class MockSyncImpl : public rx::SyncImpl
{
public:
virtual ~MockSyncImpl() { destroy(); }
MOCK_METHOD2(set, gl::Error(GLenum, GLbitfield));
MOCK_METHOD3(clientWait, gl::Error(GLbitfield, GLuint64, GLenum *));
MOCK_METHOD2(serverWait, gl::Error(GLbitfield, GLuint64));
MOCK_METHOD1(getStatus, gl::Error(GLint *));
MOCK_METHOD0(destroy, void());
};
class FenceSyncTest : public testing::Test
{
protected:
virtual void SetUp()
{
mImpl = new MockSyncImpl;
EXPECT_CALL(*mImpl, destroy());
mFence = new gl::Sync(mImpl, 1);
mFence->addRef();
}
virtual void TearDown() { mFence->release(nullptr); }
MockSyncImpl *mImpl;
gl::Sync *mFence;
};
TEST_F(FenceSyncTest, DestructionDeletesImpl)
{
MockSyncImpl *impl = new MockSyncImpl;
EXPECT_CALL(*impl, destroy()).Times(1).RetiresOnSaturation();
gl::Sync *fence = new gl::Sync(impl, 1);
fence->addRef();
fence->release(nullptr);
// Only needed because the mock is leaked if bugs are present,
// which logs an error, but does not cause the test to fail.
// Ordinarily mocks are verified when destroyed.
testing::Mock::VerifyAndClear(impl);
}
TEST_F(FenceSyncTest, SetAndGetStatusBehavior)
{
EXPECT_CALL(*mImpl, set(_, _)).WillOnce(Return(gl::NoError())).RetiresOnSaturation();
EXPECT_FALSE(mFence->set(GL_SYNC_GPU_COMMANDS_COMPLETE, 0).isError());
EXPECT_EQ(static_cast<GLenum>(GL_SYNC_GPU_COMMANDS_COMPLETE), mFence->getCondition());
// Fake the behavior of testing the fence before and after it's passed.
EXPECT_CALL(*mImpl, getStatus(_))
.WillOnce(DoAll(SetArgumentPointee<0>(GL_UNSIGNALED), Return(gl::NoError())))
.WillOnce(DoAll(SetArgumentPointee<0>(GL_SIGNALED), Return(gl::NoError())))
.RetiresOnSaturation();
GLint out;
EXPECT_FALSE(mFence->getStatus(&out).isError());
EXPECT_EQ(GL_UNSIGNALED, out);
EXPECT_FALSE(mFence->getStatus(&out).isError());
EXPECT_EQ(GL_SIGNALED, out);
}
} // namespace