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kc3-lang/angle/src/tests/gl_tests/gles1/ClientActiveTextureTest.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/ClientActiveTextureTest.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.
    //
    
    // ClientActiveTextureTest.cpp: Tests basic usage of glClientActiveTexture.
    
    #include "test_utils/ANGLETest.h"
    #include "test_utils/gl_raii.h"
    
    #include "util/random_utils.h"
    
    #include <stdint.h>
    
    using namespace angle;
    
    class ClientActiveTextureTest : public ANGLETest
    {
      protected:
        ClientActiveTextureTest()
        {
            setWindowWidth(32);
            setWindowHeight(32);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
        }
    };
    
    // State query: Checks the initial state is correct.
    TEST_P(ClientActiveTextureTest, InitialState)
    {
        GLint clientActiveTexture = 0;
        glGetIntegerv(GL_CLIENT_ACTIVE_TEXTURE, &clientActiveTexture);
        EXPECT_GL_NO_ERROR();
        EXPECT_GLENUM_EQ(GL_TEXTURE0, clientActiveTexture);
    }
    
    // Negative test: Checks against invalid use of glClientActiveTexture.
    TEST_P(ClientActiveTextureTest, Negative)
    {
        glClientActiveTexture(0);
        EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
        GLint maxTextureUnits = 0;
        glGetIntegerv(GL_MAX_TEXTURE_UNITS, &maxTextureUnits);
    
        glClientActiveTexture(GL_TEXTURE0 + maxTextureUnits);
        EXPECT_GL_ERROR(GL_INVALID_ENUM);
    }
    
    // Checks that the number of multitexturing units is above spec minimum.
    TEST_P(ClientActiveTextureTest, Limits)
    {
        GLint maxTextureUnits = 0;
        glGetIntegerv(GL_MAX_TEXTURE_UNITS, &maxTextureUnits);
        EXPECT_GE(maxTextureUnits, 2);
    }
    
    // Set test: Checks that GL_TEXTURE0..GL_TEXTURE[GL_MAX_TEXTURE_UNITS-1] can be set.
    TEST_P(ClientActiveTextureTest, Set)
    {
        GLint maxTextureUnits = 0;
        glGetIntegerv(GL_MAX_TEXTURE_UNITS, &maxTextureUnits);
    
        for (GLint i = 0; i < maxTextureUnits; i++)
        {
            glClientActiveTexture(GL_TEXTURE0 + i);
            EXPECT_GL_NO_ERROR();
            GLint clientActiveTexture = 0;
            glGetIntegerv(GL_CLIENT_ACTIVE_TEXTURE, (GLint *)&clientActiveTexture);
            EXPECT_GL_NO_ERROR();
            EXPECT_GLENUM_EQ(GL_TEXTURE0 + i, clientActiveTexture);
        }
    }
    
    ANGLE_INSTANTIATE_TEST_ES1(ClientActiveTextureTest);