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

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  • Author : Olli Etuaho
    Date : 2018-04-13 14:11:46
    Hash : 5804dc8e
    Message : Refactor GL tests to use a shader library Instead of having the same simple shaders repeated over and over in the test code, reuse a single shader library. BUG=angleproject:2474 TEST=angle_end2end_tests Change-Id: I13f8ca8c0125e6d30f1761639bf8c3f69e0e77d2 Reviewed-on: https://chromium-review.googlesource.com/1012078 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>

  • 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"
    
    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);
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            mProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
            ASSERT_NE(0u, mProgram);
    
            glEnable(GL_STENCIL_TEST);
            ASSERT_GL_NO_ERROR();
        }
    
        void TearDown() override
        {
            glDisable(GL_STENCIL_TEST);
            if (mProgram != 0)
                glDeleteProgram(mProgram);
    
            ANGLETest::TearDown();
        }
    
        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);
    
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f);
    
        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);
    
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f);
    
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    class DifferentStencilMasksWithoutStencilBufferTest : public ANGLETest
    {
      protected:
        DifferentStencilMasksWithoutStencilBufferTest() : mProgram(0)
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(0);
            setConfigStencilBits(0);
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            mProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
            ASSERT_NE(0u, mProgram);
    
            glEnable(GL_STENCIL_TEST);
            ASSERT_GL_NO_ERROR();
        }
    
        void TearDown() override
        {
            glDisable(GL_STENCIL_TEST);
            if (mProgram != 0)
                glDeleteProgram(mProgram);
    
            ANGLETest::TearDown();
        }
    
        GLuint mProgram;
    };
    
    // Tests that effectively different front and back masks, without stencil bits, are legal.
    TEST_P(DifferentStencilMasksWithoutStencilBufferTest, DrawWithDifferentMask)
    {
        glStencilMaskSeparate(GL_FRONT, 0x0001);
        glStencilMaskSeparate(GL_BACK, 0x0002);
    
        glUseProgram(mProgram);
    
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f);
    
        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());
    ANGLE_INSTANTIATE_TEST(DifferentStencilMasksWithoutStencilBufferTest, ES2_D3D9(), ES2_D3D11(), ES3_D3D11(), ES2_OPENGL(), ES3_OPENGL());
    } // anonymous namespace