Hash :
bc4c4bc5
Author :
Date :
2016-03-23T21:04:43
Re-land "Validate that attrib offsets don't overflow buffers." During draw calls, we wouldn't add the current attrib offset to the required draw call size when checking attributes. This could lead to us producing warnings in the D3D11 runtime, and miss returning some errors. Re-land with a test data initialization fix, and with some extra tests merged from another CL. BUG=angleproject:1339 Change-Id: Ifd549c3b1f6871417dc1693cb3ec534414e92cfd Reviewed-on: https://chromium-review.googlesource.com/333723 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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//
// Copyright (c) 2012 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.
//
// ANGLETest:
// Implementation of common ANGLE testing fixture.
//
#ifndef ANGLE_TESTS_ANGLE_TEST_H_
#define ANGLE_TESTS_ANGLE_TEST_H_
#include <gtest/gtest.h>
#include <algorithm>
#include "angle_gl.h"
#include "angle_test_configs.h"
#include "common/angleutils.h"
#include "shader_utils.h"
#include "Vector.h"
#define EXPECT_GL_ERROR(err) EXPECT_EQ(static_cast<GLenum>(err), glGetError())
#define EXPECT_GL_NO_ERROR() EXPECT_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError())
#define ASSERT_GL_ERROR(err) ASSERT_EQ(static_cast<GLenum>(err), glGetError())
#define ASSERT_GL_NO_ERROR() ASSERT_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError())
#define EXPECT_EGL_ERROR(err) EXPECT_EQ((err), eglGetError())
#define EXPECT_EGL_SUCCESS() EXPECT_EGL_ERROR(EGL_SUCCESS)
// EGLBoolean is |unsigned int| but EGL_TRUE is 0, not 0u.
#define ASSERT_EGL_TRUE(a) ASSERT_EQ(static_cast<EGLBoolean>(EGL_TRUE), (a))
#define ASSERT_EGL_FALSE(a) ASSERT_EQ(static_cast<EGLBoolean>(EGL_FALSE), (a))
#define EXPECT_EGL_TRUE(a) EXPECT_EQ(static_cast<EGLBoolean>(EGL_TRUE), (a))
#define EXPECT_EGL_FALSE(a) EXPECT_EQ(static_cast<EGLBoolean>(EGL_FALSE), (a))
#define ASSERT_EGL_ERROR(err) ASSERT_EQ((err), eglGetError())
#define ASSERT_EGL_SUCCESS() ASSERT_EGL_ERROR(EGL_SUCCESS)
#define ASSERT_GLENUM_EQ(expected, actual) ASSERT_EQ(static_cast<GLenum>(expected), static_cast<GLenum>(actual))
#define EXPECT_GLENUM_EQ(expected, actual) EXPECT_EQ(static_cast<GLenum>(expected), static_cast<GLenum>(actual))
namespace angle
{
struct GLColor
{
GLColor();
GLColor(GLubyte r, GLubyte g, GLubyte b, GLubyte a);
GLColor(GLuint colorValue);
Vector4 toNormalizedVector() const;
GLubyte R, G, B, A;
};
// Useful to cast any type to GLubyte.
template <typename TR, typename TG, typename TB, typename TA>
GLColor MakeGLColor(TR r, TG g, TB b, TA a)
{
return GLColor(static_cast<GLubyte>(r), static_cast<GLubyte>(g), static_cast<GLubyte>(b),
static_cast<GLubyte>(a));
}
bool operator==(const GLColor &a, const GLColor &b);
std::ostream &operator<<(std::ostream &ostream, const GLColor &color);
GLColor ReadColor(GLint x, GLint y);
} // namespace angle
#define EXPECT_PIXEL_EQ(x, y, r, g, b, a) \
EXPECT_EQ(angle::MakeGLColor(r, g, b, a), angle::ReadColor(x, y))
#define EXPECT_PIXEL_ALPHA_EQ(x, y, a) EXPECT_EQ(a, angle::ReadColor(x, y).A)
#define EXPECT_PIXEL_COLOR_EQ(x, y, angleColor) EXPECT_EQ(angleColor, angle::ReadColor(x, y))
// TODO(jmadill): Figure out how we can use GLColor's nice printing with EXPECT_NEAR.
#define EXPECT_PIXEL_NEAR(x, y, r, g, b, a, abs_error) \
{ \
GLubyte pixel[4]; \
glReadPixels((x), (y), 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel); \
EXPECT_GL_NO_ERROR(); \
EXPECT_NEAR((r), pixel[0], abs_error); \
EXPECT_NEAR((g), pixel[1], abs_error); \
EXPECT_NEAR((b), pixel[2], abs_error); \
EXPECT_NEAR((a), pixel[3], abs_error); \
}
class EGLWindow;
class OSWindow;
class ANGLETest : public ::testing::TestWithParam<angle::PlatformParameters>
{
protected:
ANGLETest();
~ANGLETest();
public:
static bool InitTestWindow();
static bool DestroyTestWindow();
static void SetWindowVisible(bool isVisible);
static bool eglDisplayExtensionEnabled(EGLDisplay display, const std::string &extName);
protected:
virtual void SetUp();
virtual void TearDown();
virtual void swapBuffers();
static void drawQuad(GLuint program,
const std::string &positionAttribName,
GLfloat positionAttribZ);
static void drawQuad(GLuint program,
const std::string &positionAttribName,
GLfloat positionAttribZ,
GLfloat positionAttribXYScale);
void drawIndexedQuad(GLuint program,
const std::string &positionAttribName,
GLfloat positionAttribZ);
void drawIndexedQuad(GLuint program,
const std::string &positionAttribName,
GLfloat positionAttribZ,
GLfloat positionAttribXYScale);
static GLuint compileShader(GLenum type, const std::string &source);
static bool extensionEnabled(const std::string &extName);
static bool eglClientExtensionEnabled(const std::string &extName);
void setWindowWidth(int width);
void setWindowHeight(int height);
void setConfigRedBits(int bits);
void setConfigGreenBits(int bits);
void setConfigBlueBits(int bits);
void setConfigAlphaBits(int bits);
void setConfigDepthBits(int bits);
void setConfigStencilBits(int bits);
void setMultisampleEnabled(bool enabled);
void setDebugEnabled(bool enabled);
void setNoErrorEnabled(bool enabled);
int getClientVersion() const;
EGLWindow *getEGLWindow() const;
int getWindowWidth() const;
int getWindowHeight() const;
bool isMultisampleEnabled() const;
bool isOpenGL() const;
EGLint getPlatformRenderer() const;
void ignoreD3D11SDKLayersWarnings();
private:
bool createEGLContext();
bool destroyEGLContext();
void checkD3D11SDKLayersMessages();
EGLWindow *mEGLWindow;
int mWidth;
int mHeight;
bool mIgnoreD3D11SDKLayersWarnings;
// Used for indexed quad rendering
GLuint mQuadVertexBuffer;
static OSWindow *mOSWindow;
};
class ANGLETestEnvironment : public testing::Environment
{
public:
virtual void SetUp();
virtual void TearDown();
};
bool IsIntel();
bool IsAMD();
bool IsNVIDIA();
// Note: FL9_3 is explicitly *not* considered D3D11.
bool IsD3D11();
bool IsD3D11_FL93();
// Is a D3D9-class renderer.
bool IsD3D9();
// Is D3D9 or SM9_3 renderer.
bool IsD3DSM3();
bool IsOSX();
#endif // ANGLE_TESTS_ANGLE_TEST_H_