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

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  • Author : Olli Etuaho
    Date : 2017-09-18 13:32:29
    Hash : a20af6d7
    Message : Use C++11 raw string literals instead of SHADER_SOURCE macro This is better in many ways: 1. It doesn't confuse clang format 2. \n doesn't need to be included after preprocessor directives like the version directive. 3. It's using built-in functionality instead of something custom. Raw string literals should be the preferred way to include shader source in C++ files going forward. BUG=angleproject:2157 TEST=angle_end2end_tests Change-Id: I8b236a6e2d5c25d920297e5bc5b5b143eddeba1f Reviewed-on: https://chromium-review.googlesource.com/671046 Reviewed-by: Corentin Wallez <cwallez@chromium.org> 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();
    
            const std::string vertexShaderSource =
                R"(precision highp float;
                attribute vec4 position;
    
                void main()
                {
                    gl_Position = position;
                })";
    
            const std::string fragmentShaderSource =
                R"(precision highp float;
    
                void main()
                {
                    gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
                })";
    
            mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
            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, "position", 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, "position", 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();
    
            const std::string vertexShaderSource =
                R"(precision highp float;
                attribute vec4 position;
    
                void main()
                {
                    gl_Position = position;
                })";
    
            const std::string fragmentShaderSource =
                R"(precision highp float;
    
                void main()
                {
                    gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
                })";
    
            mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
            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, "position", 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