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kc3-lang/angle/src/tests/gl_tests/DifferentStencilMasksTest.cpp

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  • Author : Jamie Madill
    Date : 2019-05-07 15:49:22
    Hash : 5cbaa3f8
    Message : Don't inherit ANGLETest SetUp and TearDown. Instead of inheriting from testing::Test's SetUp and TearDown we add new methods 'testSetUp' and 'testTearDown'. This helps prevent a common error of forgetting to call the base class method. Also add a check in the ANGLETest destructor that SetUp and TearDown have been called. Bug: angleproject:3393 Change-Id: Iab211305cc06ffea9ca649e864ddc9b180f2cba0 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1593960 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • src/tests/gl_tests/DifferentStencilMasksTest.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.
    //
    // DifferentStencilMasksTest:
    //   Tests the equality between stencilWriteMask and stencilBackWriteMask.
    //
    
    #include "test_utils/ANGLETest.h"
    #include "test_utils/gl_raii.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);
    
            setWebGLCompatibilityEnabled(true);
        }
    
        void testSetUp() override
        {
            mProgram = CompileProgram(essl1_shaders::vs::Zero(), essl1_shaders::fs::Blue());
            ASSERT_NE(0u, mProgram);
    
            glEnable(GL_STENCIL_TEST);
            ASSERT_GL_NO_ERROR();
        }
    
        void testTearDown() override
        {
            glDisable(GL_STENCIL_TEST);
            if (mProgram != 0)
                glDeleteProgram(mProgram);
        }
    
        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);
    
        glDrawArrays(GL_TRIANGLES, 0, 3);
    
        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);
    
        glDrawArrays(GL_TRIANGLES, 0, 3);
    
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    // Tests that effectively different front and back masks, without stencil bits, are legal.
    TEST_P(DifferentStencilMasksTest, DrawWithDifferentMask_NoStencilBuffer)
    {
        GLTexture texture;
        glBindTexture(GL_TEXTURE_2D, texture.get());
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        GLFramebuffer framebuffer;
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
    
        glStencilMaskSeparate(GL_FRONT, 0x0001);
        glStencilMaskSeparate(GL_BACK, 0x0002);
    
        glUseProgram(mProgram);
    
        glDrawArrays(GL_TRIANGLES, 0, 3);
    
        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(),
                           ES2_VULKAN());
    }  // anonymous namespace