Hash :
89e38b57
Author :
Date :
2022-06-22T15:04:08
Refactor to use ANGLETest vs ANGLETestWithParam Bug: angleproject:6747 Change-Id: I72ad52d0268eae0e1a401f12f3e94cc5efa402f2 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3719002 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Cody Northrop <cnorthrop@google.com>
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//
// 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.
//
// ClientStateEnable.cpp: Tests basic usage of gl(Enable|Disable)ClientState.
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
#include <vector>
using namespace angle;
class ClientStateEnable : public ANGLETest<>
{
protected:
ClientStateEnable()
{
setWindowWidth(32);
setWindowHeight(32);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
}
std::vector<GLenum> mClientStates = {
GL_VERTEX_ARRAY, GL_NORMAL_ARRAY, GL_COLOR_ARRAY,
GL_POINT_SIZE_ARRAY_OES, GL_TEXTURE_COORD_ARRAY,
};
};
// Checks that all client vertex array states are disabled to start with.
TEST_P(ClientStateEnable, InitialState)
{
for (auto clientState : mClientStates)
{
EXPECT_GL_FALSE(glIsEnabled(clientState));
EXPECT_GL_NO_ERROR();
}
}
// Checks that glEnableClientState sets the state to be enabled,
// and glDisableClientState sets the state to be disabled.
TEST_P(ClientStateEnable, EnableState)
{
for (auto clientState : mClientStates)
{
EXPECT_GL_FALSE(glIsEnabled(clientState));
glEnableClientState(clientState);
EXPECT_GL_NO_ERROR();
EXPECT_GL_TRUE(glIsEnabled(clientState));
glDisableClientState(clientState);
EXPECT_GL_NO_ERROR();
EXPECT_GL_FALSE(glIsEnabled(clientState));
}
}
// Negative test: Checks that invalid enums for client state generate the proper GL error.
TEST_P(ClientStateEnable, Negative)
{
glEnableClientState(0);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
// Checks that enable/disable states are different if we are in different client texture unit
// states.
TEST_P(ClientStateEnable, TextureUnit)
{
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// Spec minimum lets us assume 2 multitexturing units.
glClientActiveTexture(GL_TEXTURE1);
EXPECT_GL_FALSE(glIsEnabled(GL_TEXTURE_COORD_ARRAY));
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
EXPECT_GL_TRUE(glIsEnabled(GL_TEXTURE_COORD_ARRAY));
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
EXPECT_GL_FALSE(glIsEnabled(GL_TEXTURE_COORD_ARRAY));
glClientActiveTexture(GL_TEXTURE0);
EXPECT_GL_TRUE(glIsEnabled(GL_TEXTURE_COORD_ARRAY));
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
EXPECT_GL_FALSE(glIsEnabled(GL_TEXTURE_COORD_ARRAY));
}
ANGLE_INSTANTIATE_TEST_ES1(ClientStateEnable);