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

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  • Author : Jamie Madill
    Date : 2016-06-09 07:07:18
    Hash : dfde6abf
    Message : Context: Remove mutable gl::State getter. This will preserve layering - the API layer doesn't mutate the state directly, it passes the API call through to the Context. Is also removes the possiblity of any shenanigans of the Validation layer changing the GL state. Also, this CL refactors a few validation entry points to take ValidationContext instead of Context. ValidationContext will be the correct way to interact with the gl::Context in the Validation code. Finally, additional refactorings make ContextState a proper class with private data. This allows the ContextState itself to keep a mutable pointer to the gl::State, so ValidationContext can modify it if necessary (and it will be necessary for Framebuffer completeness caching). BUG=angleproject:1388 Change-Id: I86ab3561573caa9535c8d1b8aad4ab3d0e7cd470 Reviewed-on: https://chromium-review.googlesource.com/348954 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@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/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(GLint clientVersion,
                              State *state,
                              const Caps &caps,
                              const TextureCapsMap &textureCaps,
                              const Extensions &extensions,
                              const ResourceManager *resourceManager,
                              const Limitations &limitations,
                              bool skipValidation);
    
        MOCK_METHOD1(handleError, void(const Error &));
    };
    
    MockValidationContext::MockValidationContext(GLint clientVersion,
                                                 State *state,
                                                 const Caps &caps,
                                                 const TextureCapsMap &textureCaps,
                                                 const Extensions &extensions,
                                                 const ResourceManager *resourceManager,
                                                 const Limitations &limitations,
                                                 bool skipValidation)
        : ValidationContext(clientVersion,
                            state,
                            caps,
                            textureCaps,
                            extensions,
                            resourceManager,
                            limitations,
                            skipValidation)
    {
    }
    
    // Test that ANGLE generates an INVALID_OPERATION when validating index data that uses a value
    // larger than MAX_ELEMENT_INDEX. Not specified in the GLES 3 spec, it's undefined behaviour,
    // but we want a test to ensure we maintain this behaviour.
    TEST(ValidationESTest, 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(caps, extensions, 3, false);
    
        NiceMock<MockTextureImpl> *textureImpl = new NiceMock<MockTextureImpl>();
        EXPECT_CALL(mockFactory, createTexture(_)).WillOnce(Return(textureImpl));
        EXPECT_CALL(*textureImpl, setStorage(_, _, _, _)).WillOnce(Return(Error(GL_NO_ERROR)));
        EXPECT_CALL(*textureImpl, destructor()).Times(1).RetiresOnSaturation();
    
        Texture *texture = new Texture(&mockFactory, 0, GL_TEXTURE_2D);
        texture->addRef();
        texture->setStorage(GL_TEXTURE_2D, 1, GL_RGBA8, Extents(1, 1, 0));
    
        VertexArray *vertexArray = new VertexArray(&mockFactory, 0, 1);
        Framebuffer *framebuffer = new Framebuffer(caps, &mockFactory, 1);
        framebuffer->setAttachment(GL_FRAMEBUFFER_DEFAULT, GL_BACK, ImageIndex::Make2D(0), texture);
    
        Program *program = new Program(&mockFactory, nullptr, 1);
    
        state.setVertexArrayBinding(vertexArray);
        state.setDrawFramebufferBinding(framebuffer);
        state.setProgram(program);
    
        NiceMock<MockValidationContext> testContext(3, &state, caps, textureCaps, extensions, nullptr,
                                                    limitations, false);
    
        // Set the expectation for the validation error here.
        Error expectedError(GL_INVALID_OPERATION, g_ExceedsMaxElementErrorMessage);
        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)};
        IndexRange indexRange;
        EXPECT_TRUE(ValidateDrawElements(&testContext, GL_TRIANGLES, 3, GL_UNSIGNED_INT, indexData, 1,
                                         &indexRange));
        EXPECT_FALSE(ValidateDrawElements(&testContext, GL_TRIANGLES, 6, GL_UNSIGNED_INT, indexData, 2,
                                          &indexRange));
    
        texture->release();
    
        state.setVertexArrayBinding(nullptr);
        state.setDrawFramebufferBinding(nullptr);
        state.setProgram(nullptr);
    
        SafeDelete(vertexArray);
        SafeDelete(framebuffer);
        SafeDelete(program);
    }
    
    }  // anonymous namespace