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kc3-lang/angle/src/tests/test_utils/ANGLETest.cpp

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  • Author : Shahbaz Youssefi
    Date : 2018-10-31 16:55:12
    Hash : d856ca48
    Message : Vulkan: add clear test for emulated stencil or depth formats S8_UINT and D24_UNORM_X8_UINT are the only formats currently that are single-aspect and are possibly emulated with a packed depth-stencil format if it's not supported. A flag to FeaturesVk has been added as a way to force this behavior for the sake of testing. This test is added to ensure the correct clear algorithm is used for this case. Additionally, this case is detected and the other aspect is forcefully cleared to 0 whenever the original aspect is cleared. Bug: angleproject:2815 Change-Id: Ief3039d66bbf46468213b9e3224f7cc7541c3a2e Reviewed-on: https://chromium-review.googlesource.com/c/1312453 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/tests/test_utils/ANGLETest.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.
    //
    // ANGLETest:
    //   Implementation of common ANGLE testing fixture.
    //
    
    #include "ANGLETest.h"
    #include "EGLWindow.h"
    #include "OSWindow.h"
    
    namespace angle
    {
    
    const GLColorRGB GLColorRGB::black(0u, 0u, 0u);
    const GLColorRGB GLColorRGB::blue(0u, 0u, 255u);
    const GLColorRGB GLColorRGB::green(0u, 255u, 0u);
    const GLColorRGB GLColorRGB::red(255u, 0u, 0u);
    const GLColorRGB GLColorRGB::yellow(255u, 255u, 0);
    
    const GLColor GLColor::black            = GLColor(0u, 0u, 0u, 255u);
    const GLColor GLColor::blue             = GLColor(0u, 0u, 255u, 255u);
    const GLColor GLColor::cyan             = GLColor(0u, 255u, 255u, 255u);
    const GLColor GLColor::green            = GLColor(0u, 255u, 0u, 255u);
    const GLColor GLColor::red              = GLColor(255u, 0u, 0u, 255u);
    const GLColor GLColor::transparentBlack = GLColor(0u, 0u, 0u, 0u);
    const GLColor GLColor::white            = GLColor(255u, 255u, 255u, 255u);
    const GLColor GLColor::yellow           = GLColor(255u, 255u, 0, 255u);
    const GLColor GLColor::magenta          = GLColor(255u, 0u, 255u, 255u);
    
    namespace
    {
    float ColorNorm(GLubyte channelValue)
    {
        return static_cast<float>(channelValue) / 255.0f;
    }
    
    GLubyte ColorDenorm(float colorValue)
    {
        return static_cast<GLubyte>(colorValue * 255.0f);
    }
    
    void TestPlatform_logError(angle::PlatformMethods *platform, const char *errorMessage)
    {
        auto *testPlatformContext = static_cast<TestPlatformContext *>(platform->context);
        if (testPlatformContext->ignoreMessages)
            return;
    
        FAIL() << errorMessage;
    }
    
    void TestPlatform_logWarning(angle::PlatformMethods *platform, const char *warningMessage)
    {
        auto *testPlatformContext = static_cast<TestPlatformContext *>(platform->context);
        if (testPlatformContext->ignoreMessages)
            return;
    
        std::cerr << "Warning: " << warningMessage << std::endl;
    }
    
    void TestPlatform_logInfo(angle::PlatformMethods *platform, const char *infoMessage)
    {
        auto *testPlatformContext = static_cast<TestPlatformContext *>(platform->context);
        if (testPlatformContext->ignoreMessages)
            return;
    
        angle::WriteDebugMessage("%s\n", infoMessage);
    }
    
    void TestPlatform_overrideWorkaroundsD3D(angle::PlatformMethods *platform,
                                             WorkaroundsD3D *workaroundsD3D)
    {
        auto *testPlatformContext = static_cast<TestPlatformContext *>(platform->context);
        if (testPlatformContext->currentTest)
        {
            testPlatformContext->currentTest->overrideWorkaroundsD3D(workaroundsD3D);
        }
    }
    
    void TestPlatform_overrideFeaturesVk(angle::PlatformMethods *platform,
                                         FeaturesVk *workaroundsVulkan)
    {
        auto *testPlatformContext = static_cast<TestPlatformContext *>(platform->context);
        if (testPlatformContext->currentTest)
        {
            testPlatformContext->currentTest->overrideFeaturesVk(workaroundsVulkan);
        }
    }
    
    std::array<angle::Vector3, 4> GetIndexedQuadVertices()
    {
        std::array<angle::Vector3, 4> vertices;
        vertices[0] = angle::Vector3(-1.0f, 1.0f, 0.5f);
        vertices[1] = angle::Vector3(-1.0f, -1.0f, 0.5f);
        vertices[2] = angle::Vector3(1.0f, -1.0f, 0.5f);
        vertices[3] = angle::Vector3(1.0f, 1.0f, 0.5f);
        return vertices;
    }
    
    static constexpr std::array<GLushort, 6> IndexedQuadIndices = {{0, 1, 2, 0, 2, 3}};
    
    const char *GetColorName(GLColor color)
    {
        if (color == GLColor::red)
        {
            return "Red";
        }
    
        if (color == GLColor::green)
        {
            return "Green";
        }
    
        if (color == GLColor::blue)
        {
            return "Blue";
        }
    
        if (color == GLColor::white)
        {
            return "White";
        }
    
        if (color == GLColor::black)
        {
            return "Black";
        }
    
        if (color == GLColor::transparentBlack)
        {
            return "Transparent Black";
        }
    
        if (color == GLColor::yellow)
        {
            return "Yellow";
        }
    
        if (color == GLColor::magenta)
        {
            return "Magenta";
        }
    
        if (color == GLColor::cyan)
        {
            return "Cyan";
        }
    
        return nullptr;
    }
    }  // anonymous namespace
    
    GLColorRGB::GLColorRGB() : R(0), G(0), B(0)
    {
    }
    
    GLColorRGB::GLColorRGB(GLubyte r, GLubyte g, GLubyte b) : R(r), G(g), B(b)
    {
    }
    
    GLColorRGB::GLColorRGB(const angle::Vector3 &floatColor)
        : R(ColorDenorm(floatColor.x())), G(ColorDenorm(floatColor.y())), B(ColorDenorm(floatColor.z()))
    {
    }
    
    GLColor::GLColor() : R(0), G(0), B(0), A(0)
    {
    }
    
    GLColor::GLColor(GLubyte r, GLubyte g, GLubyte b, GLubyte a) : R(r), G(g), B(b), A(a)
    {
    }
    
    GLColor::GLColor(const angle::Vector4 &floatColor)
        : R(ColorDenorm(floatColor.x())),
          G(ColorDenorm(floatColor.y())),
          B(ColorDenorm(floatColor.z())),
          A(ColorDenorm(floatColor.w()))
    {
    }
    
    GLColor::GLColor(GLuint colorValue) : R(0), G(0), B(0), A(0)
    {
        memcpy(&R, &colorValue, sizeof(GLuint));
    }
    
    testing::AssertionResult GLColor::ExpectNear(const GLColor &expected, const GLColor &err) const
    {
        testing::AssertionResult result(
            abs(int(expected.R) - this->R) <= err.R && abs(int(expected.G) - this->G) <= err.G &&
            abs(int(expected.B) - this->B) <= err.B && abs(int(expected.A) - this->A) <= err.A);
        if (!bool(result))
        {
            result << "Expected " << expected << "+/-" << err << ", was " << *this;
        }
        return result;
    }
    
    void CreatePixelCenterWindowCoords(const std::vector<Vector2> &pixelPoints,
                                       int windowWidth,
                                       int windowHeight,
                                       std::vector<Vector3> *outVertices)
    {
        for (Vector2 pixelPoint : pixelPoints)
        {
            outVertices->emplace_back(Vector3((pixelPoint[0] + 0.5f) * 2.0f / windowWidth - 1.0f,
                                              (pixelPoint[1] + 0.5f) * 2.0f / windowHeight - 1.0f,
                                              0.0f));
        }
    }
    
    angle::Vector4 GLColor::toNormalizedVector() const
    {
        return angle::Vector4(ColorNorm(R), ColorNorm(G), ColorNorm(B), ColorNorm(A));
    }
    
    GLColor ReadColor(GLint x, GLint y)
    {
        GLColor actual;
        glReadPixels((x), (y), 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &actual.R);
        EXPECT_GL_NO_ERROR();
        return actual;
    }
    
    bool operator==(const GLColor &a, const GLColor &b)
    {
        return a.R == b.R && a.G == b.G && a.B == b.B && a.A == b.A;
    }
    
    bool operator!=(const GLColor &a, const GLColor &b)
    {
        return !(a == b);
    }
    
    std::ostream &operator<<(std::ostream &ostream, const GLColor &color)
    {
        const char *colorName = GetColorName(color);
        if (colorName)
        {
            return ostream << colorName;
        }
    
        ostream << "(" << static_cast<unsigned int>(color.R) << ", "
                << static_cast<unsigned int>(color.G) << ", " << static_cast<unsigned int>(color.B)
                << ", " << static_cast<unsigned int>(color.A) << ")";
        return ostream;
    }
    
    bool operator==(const GLColor32F &a, const GLColor32F &b)
    {
        return a.R == b.R && a.G == b.G && a.B == b.B && a.A == b.A;
    }
    
    std::ostream &operator<<(std::ostream &ostream, const GLColor32F &color)
    {
        ostream << "(" << color.R << ", " << color.G << ", " << color.B << ", " << color.A << ")";
        return ostream;
    }
    
    GLColor32F ReadColor32F(GLint x, GLint y)
    {
        GLColor32F actual;
        glReadPixels((x), (y), 1, 1, GL_RGBA, GL_FLOAT, &actual.R);
        EXPECT_GL_NO_ERROR();
        return actual;
    }
    
    }  // namespace angle
    
    // static
    std::array<angle::Vector3, 6> ANGLETestBase::GetQuadVertices()
    {
        std::array<angle::Vector3, 6> vertices;
        vertices[0] = angle::Vector3(-1.0f, 1.0f, 0.5f);
        vertices[1] = angle::Vector3(-1.0f, -1.0f, 0.5f);
        vertices[2] = angle::Vector3(1.0f, -1.0f, 0.5f);
        vertices[3] = angle::Vector3(-1.0f, 1.0f, 0.5f);
        vertices[4] = angle::Vector3(1.0f, -1.0f, 0.5f);
        vertices[5] = angle::Vector3(1.0f, 1.0f, 0.5f);
        return vertices;
    }
    
    // static
    std::array<GLushort, 6> ANGLETestBase::GetQuadIndices()
    {
        return angle::IndexedQuadIndices;
    }
    
    ANGLETestBase::ANGLETestBase(const angle::PlatformParameters &params)
        : mEGLWindow(nullptr),
          mWidth(16),
          mHeight(16),
          mIgnoreD3D11SDKLayersWarnings(false),
          mQuadVertexBuffer(0),
          mQuadIndexBuffer(0),
          m2DTexturedQuadProgram(0),
          m3DTexturedQuadProgram(0),
          mDeferContextInit(false)
    {
        mEGLWindow = new EGLWindow(params.majorVersion, params.minorVersion, params.eglParameters);
    
        // Default debug layers to enabled in tests.
        mEGLWindow->setDebugLayersEnabled(true);
    
        // Workaround for NVIDIA not being able to share OpenGL and Vulkan contexts.
        EGLint renderer      = params.getRenderer();
        bool needsWindowSwap = mLastRendererType.valid() &&
                               ((renderer != EGL_PLATFORM_ANGLE_TYPE_VULKAN_ANGLE) !=
                                (mLastRendererType.value() != EGL_PLATFORM_ANGLE_TYPE_VULKAN_ANGLE));
    
        if (needsWindowSwap)
        {
            DestroyTestWindow();
            if (!InitTestWindow())
            {
                std::cerr << "Failed to create ANGLE test window.";
            }
        }
        mLastRendererType = renderer;
    }
    
    ANGLETestBase::~ANGLETestBase()
    {
        if (mQuadVertexBuffer)
        {
            glDeleteBuffers(1, &mQuadVertexBuffer);
        }
        if (mQuadIndexBuffer)
        {
            glDeleteBuffers(1, &mQuadIndexBuffer);
        }
        if (m2DTexturedQuadProgram)
        {
            glDeleteProgram(m2DTexturedQuadProgram);
        }
        if (m3DTexturedQuadProgram)
        {
            glDeleteProgram(m3DTexturedQuadProgram);
        }
        SafeDelete(mEGLWindow);
    }
    
    void ANGLETestBase::ANGLETestSetUp()
    {
        mPlatformContext.ignoreMessages = false;
        mPlatformContext.currentTest    = this;
    
        // Resize the window before creating the context so that the first make current
        // sets the viewport and scissor box to the right size.
        bool needSwap = false;
        if (mOSWindow->getWidth() != mWidth || mOSWindow->getHeight() != mHeight)
        {
            if (!mOSWindow->resize(mWidth, mHeight))
            {
                FAIL() << "Failed to resize ANGLE test window.";
            }
            needSwap = true;
        }
    
        mPlatformMethods.overrideWorkaroundsD3D = angle::TestPlatform_overrideWorkaroundsD3D;
        mPlatformMethods.overrideFeaturesVk     = angle::TestPlatform_overrideFeaturesVk;
        mPlatformMethods.logError               = angle::TestPlatform_logError;
        mPlatformMethods.logWarning             = angle::TestPlatform_logWarning;
        mPlatformMethods.logInfo                = angle::TestPlatform_logInfo;
        mPlatformMethods.context                = &mPlatformContext;
        mEGLWindow->setPlatformMethods(&mPlatformMethods);
    
        if (!mEGLWindow->initializeDisplayAndSurface(mOSWindow))
        {
            FAIL() << "egl display or surface init failed.";
        }
    
        if (!mDeferContextInit && !mEGLWindow->initializeContext())
        {
            FAIL() << "GL Context init failed.";
        }
    
        if (needSwap)
        {
            // Swap the buffers so that the default framebuffer picks up the resize
            // which will allow follow-up test code to assume the framebuffer covers
            // the whole window.
            swapBuffers();
        }
    
        // This Viewport command is not strictly necessary but we add it so that programs
        // taking OpenGL traces can guess the size of the default framebuffer and show it
        // in their UIs
        glViewport(0, 0, mWidth, mHeight);
    
        const auto &info = testing::UnitTest::GetInstance()->current_test_info();
        angle::WriteDebugMessage("Entering %s.%s\n", info->test_case_name(), info->name());
    }
    
    void ANGLETestBase::ANGLETestTearDown()
    {
        mEGLWindow->setPlatformMethods(nullptr);
    
        mPlatformContext.currentTest = nullptr;
        checkD3D11SDKLayersMessages();
    
        const auto &info = testing::UnitTest::GetInstance()->current_test_info();
        angle::WriteDebugMessage("Exiting %s.%s\n", info->test_case_name(), info->name());
    
        swapBuffers();
    
        if (eglGetError() != EGL_SUCCESS)
        {
            FAIL() << "egl error during swap.";
        }
    
        mOSWindow->messageLoop();
    
        if (!destroyEGLContext())
        {
            FAIL() << "egl context destruction failed.";
        }
    
        // Check for quit message
        Event myEvent;
        while (mOSWindow->popEvent(&myEvent))
        {
            if (myEvent.Type == Event::EVENT_CLOSED)
            {
                exit(0);
            }
        }
    }
    
    void ANGLETestBase::swapBuffers()
    {
        if (mEGLWindow->isGLInitialized())
        {
            mEGLWindow->swap();
        }
    }
    
    void ANGLETestBase::setupQuadVertexBuffer(GLfloat positionAttribZ, GLfloat positionAttribXYScale)
    {
        if (mQuadVertexBuffer == 0)
        {
            glGenBuffers(1, &mQuadVertexBuffer);
        }
    
        auto quadVertices = GetQuadVertices();
        for (angle::Vector3 &vertex : quadVertices)
        {
            vertex.x() *= positionAttribXYScale;
            vertex.y() *= positionAttribXYScale;
            vertex.z() = positionAttribZ;
        }
    
        glBindBuffer(GL_ARRAY_BUFFER, mQuadVertexBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 3 * 6, quadVertices.data(), GL_STATIC_DRAW);
    }
    
    void ANGLETestBase::setupIndexedQuadVertexBuffer(GLfloat positionAttribZ,
                                                     GLfloat positionAttribXYScale)
    {
        if (mQuadVertexBuffer == 0)
        {
            glGenBuffers(1, &mQuadVertexBuffer);
        }
    
        auto quadVertices = angle::GetIndexedQuadVertices();
        for (angle::Vector3 &vertex : quadVertices)
        {
            vertex.x() *= positionAttribXYScale;
            vertex.y() *= positionAttribXYScale;
            vertex.z() = positionAttribZ;
        }
    
        glBindBuffer(GL_ARRAY_BUFFER, mQuadVertexBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 3 * 4, quadVertices.data(), GL_STATIC_DRAW);
    }
    
    void ANGLETestBase::setupIndexedQuadIndexBuffer()
    {
        if (mQuadIndexBuffer == 0)
        {
            glGenBuffers(1, &mQuadIndexBuffer);
        }
    
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mQuadIndexBuffer);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(angle::IndexedQuadIndices),
                     angle::IndexedQuadIndices.data(), GL_STATIC_DRAW);
    }
    
    // static
    void ANGLETestBase::drawQuad(GLuint program,
                                 const std::string &positionAttribName,
                                 GLfloat positionAttribZ)
    {
        drawQuad(program, positionAttribName, positionAttribZ, 1.0f);
    }
    
    // static
    void ANGLETestBase::drawQuad(GLuint program,
                                 const std::string &positionAttribName,
                                 GLfloat positionAttribZ,
                                 GLfloat positionAttribXYScale)
    {
        drawQuad(program, positionAttribName, positionAttribZ, positionAttribXYScale, false);
    }
    
    void ANGLETestBase::drawQuad(GLuint program,
                                 const std::string &positionAttribName,
                                 GLfloat positionAttribZ,
                                 GLfloat positionAttribXYScale,
                                 bool useVertexBuffer)
    {
        drawQuad(program, positionAttribName, positionAttribZ, positionAttribXYScale, useVertexBuffer,
                 false, 0u);
    }
    
    void ANGLETestBase::drawQuadInstanced(GLuint program,
                                          const std::string &positionAttribName,
                                          GLfloat positionAttribZ,
                                          GLfloat positionAttribXYScale,
                                          bool useVertexBuffer,
                                          GLuint numInstances)
    {
        drawQuad(program, positionAttribName, positionAttribZ, positionAttribXYScale, useVertexBuffer,
                 true, numInstances);
    }
    
    void ANGLETestBase::drawQuad(GLuint program,
                                 const std::string &positionAttribName,
                                 GLfloat positionAttribZ,
                                 GLfloat positionAttribXYScale,
                                 bool useVertexBuffer,
                                 bool useInstancedDrawCalls,
                                 GLuint numInstances)
    {
        GLint previousProgram = 0;
        glGetIntegerv(GL_CURRENT_PROGRAM, &previousProgram);
        if (previousProgram != static_cast<GLint>(program))
        {
            glUseProgram(program);
        }
    
        GLint previousBuffer = 0;
        glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &previousBuffer);
    
        GLint positionLocation = glGetAttribLocation(program, positionAttribName.c_str());
    
        std::array<angle::Vector3, 6> quadVertices;
    
        if (useVertexBuffer)
        {
            setupQuadVertexBuffer(positionAttribZ, positionAttribXYScale);
            glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
            glBindBuffer(GL_ARRAY_BUFFER, previousBuffer);
        }
        else
        {
            quadVertices = GetQuadVertices();
            for (angle::Vector3 &vertex : quadVertices)
            {
                vertex.x() *= positionAttribXYScale;
                vertex.y() *= positionAttribXYScale;
                vertex.z() = positionAttribZ;
            }
    
            if (previousBuffer != 0)
            {
                glBindBuffer(GL_ARRAY_BUFFER, 0);
            }
            glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, quadVertices.data());
            if (previousBuffer != 0)
            {
                glBindBuffer(GL_ARRAY_BUFFER, previousBuffer);
            }
        }
        glEnableVertexAttribArray(positionLocation);
    
        if (useInstancedDrawCalls)
        {
            glDrawArraysInstanced(GL_TRIANGLES, 0, 6, numInstances);
        }
        else
        {
            glDrawArrays(GL_TRIANGLES, 0, 6);
        }
    
        glDisableVertexAttribArray(positionLocation);
        glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
    
        if (previousProgram != static_cast<GLint>(program))
        {
            glUseProgram(previousProgram);
        }
    }
    
    void ANGLETestBase::drawIndexedQuad(GLuint program,
                                        const std::string &positionAttribName,
                                        GLfloat positionAttribZ)
    {
        drawIndexedQuad(program, positionAttribName, positionAttribZ, 1.0f);
    }
    
    void ANGLETestBase::drawIndexedQuad(GLuint program,
                                        const std::string &positionAttribName,
                                        GLfloat positionAttribZ,
                                        GLfloat positionAttribXYScale)
    {
        drawIndexedQuad(program, positionAttribName, positionAttribZ, positionAttribXYScale, false);
    }
    
    void ANGLETestBase::drawIndexedQuad(GLuint program,
                                        const std::string &positionAttribName,
                                        GLfloat positionAttribZ,
                                        GLfloat positionAttribXYScale,
                                        bool useIndexBuffer)
    {
        drawIndexedQuad(program, positionAttribName, positionAttribZ, positionAttribXYScale,
                        useIndexBuffer, false);
    }
    
    void ANGLETestBase::drawIndexedQuad(GLuint program,
                                        const std::string &positionAttribName,
                                        GLfloat positionAttribZ,
                                        GLfloat positionAttribXYScale,
                                        bool useIndexBuffer,
                                        bool restrictedRange)
    {
        GLint positionLocation = glGetAttribLocation(program, positionAttribName.c_str());
    
        GLint activeProgram = 0;
        glGetIntegerv(GL_CURRENT_PROGRAM, &activeProgram);
        if (static_cast<GLuint>(activeProgram) != program)
        {
            glUseProgram(program);
        }
    
        GLuint prevCoordBinding = 0;
        glGetIntegerv(GL_ARRAY_BUFFER_BINDING, reinterpret_cast<GLint *>(&prevCoordBinding));
    
        setupIndexedQuadVertexBuffer(positionAttribZ, positionAttribXYScale);
    
        glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLocation);
        glBindBuffer(GL_ARRAY_BUFFER, prevCoordBinding);
    
        GLuint prevIndexBinding = 0;
        const GLvoid *indices;
        if (useIndexBuffer)
        {
            glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING,
                          reinterpret_cast<GLint *>(&prevIndexBinding));
    
            setupIndexedQuadIndexBuffer();
            indices = 0;
        }
        else
        {
            indices = angle::IndexedQuadIndices.data();
        }
    
        if (!restrictedRange)
        {
            glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
        }
        else
        {
            glDrawRangeElements(GL_TRIANGLES, 0, 3, 6, GL_UNSIGNED_SHORT, indices);
        }
    
        if (useIndexBuffer)
        {
            glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, prevIndexBinding);
        }
    
        glDisableVertexAttribArray(positionLocation);
        glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
    
        if (static_cast<GLuint>(activeProgram) != program)
        {
            glUseProgram(static_cast<GLuint>(activeProgram));
        }
    }
    
    GLuint ANGLETestBase::get2DTexturedQuadProgram()
    {
        if (m2DTexturedQuadProgram)
        {
            return m2DTexturedQuadProgram;
        }
    
        const std::string &vs =
            "attribute vec2 position;\n"
            "varying mediump vec2 texCoord;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(position, 0, 1);\n"
            "    texCoord = position * 0.5 + vec2(0.5);\n"
            "}\n";
    
        const std::string &fs =
            "varying mediump vec2 texCoord;\n"
            "uniform sampler2D tex;\n"
            "void main()\n"
            "{\n"
            "    gl_FragColor = texture2D(tex, texCoord);\n"
            "}\n";
    
        m2DTexturedQuadProgram = CompileProgram(vs, fs);
        return m2DTexturedQuadProgram;
    }
    
    GLuint ANGLETestBase::get3DTexturedQuadProgram()
    {
        if (m3DTexturedQuadProgram)
        {
            return m3DTexturedQuadProgram;
        }
    
        const std::string &vs =
            R"(#version 300 es
            in vec2 position;
            out vec2 texCoord;
            void main()
            {
                gl_Position = vec4(position, 0, 1);
                texCoord = position * 0.5 + vec2(0.5);
            })";
    
        const std::string &fs =
            R"(#version 300 es
            precision highp float;
    
            in vec2 texCoord;
            out vec4 my_FragColor;
    
            uniform highp sampler3D tex;
            uniform float u_layer;
    
            void main()
            {
                my_FragColor = texture(tex, vec3(texCoord, u_layer));
            })";
    
        m3DTexturedQuadProgram = CompileProgram(vs, fs);
        return m3DTexturedQuadProgram;
    }
    
    void ANGLETestBase::draw2DTexturedQuad(GLfloat positionAttribZ,
                                           GLfloat positionAttribXYScale,
                                           bool useVertexBuffer)
    {
        ASSERT_NE(0u, get2DTexturedQuadProgram());
        drawQuad(get2DTexturedQuadProgram(), "position", positionAttribZ, positionAttribXYScale,
                 useVertexBuffer);
    }
    
    void ANGLETestBase::draw3DTexturedQuad(GLfloat positionAttribZ,
                                           GLfloat positionAttribXYScale,
                                           bool useVertexBuffer,
                                           float layer)
    {
        GLuint program = get3DTexturedQuadProgram();
        ASSERT_NE(0u, program);
        GLint activeProgram = 0;
        glGetIntegerv(GL_CURRENT_PROGRAM, &activeProgram);
        if (static_cast<GLuint>(activeProgram) != program)
        {
            glUseProgram(program);
        }
        glUniform1f(glGetUniformLocation(program, "u_layer"), layer);
    
        drawQuad(program, "position", positionAttribZ, positionAttribXYScale, useVertexBuffer);
    
        if (static_cast<GLuint>(activeProgram) != program)
        {
            glUseProgram(static_cast<GLuint>(activeProgram));
        }
    }
    
    GLuint ANGLETestBase::compileShader(GLenum type, const std::string &source)
    {
        GLuint shader = glCreateShader(type);
    
        const char *sourceArray[1] = { source.c_str() };
        glShaderSource(shader, 1, sourceArray, nullptr);
        glCompileShader(shader);
    
        GLint compileResult;
        glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
    
        if (compileResult == 0)
        {
            GLint infoLogLength;
            glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
    
            if (infoLogLength == 0)
            {
                std::cerr << "shader compilation failed with empty log." << std::endl;
            }
            else
            {
                std::vector<GLchar> infoLog(infoLogLength);
                glGetShaderInfoLog(shader, static_cast<GLsizei>(infoLog.size()), nullptr, &infoLog[0]);
    
                std::cerr << "shader compilation failed: " << &infoLog[0] << std::endl;
            }
    
            glDeleteShader(shader);
            shader = 0;
        }
    
        return shader;
    }
    
    void ANGLETestBase::checkD3D11SDKLayersMessages()
    {
    #if defined(ANGLE_PLATFORM_WINDOWS)
        // On Windows D3D11, check ID3D11InfoQueue to see if any D3D11 SDK Layers messages
        // were outputted by the test. We enable the Debug layers in Release tests as well.
        if (mIgnoreD3D11SDKLayersWarnings ||
            mEGLWindow->getPlatform().renderer != EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE ||
            mEGLWindow->getDisplay() == EGL_NO_DISPLAY)
        {
            return;
        }
    
        const char *extensionString =
            static_cast<const char *>(eglQueryString(mEGLWindow->getDisplay(), EGL_EXTENSIONS));
        if (!extensionString)
        {
            std::cout << "Error getting extension string from EGL Window." << std::endl;
            return;
        }
    
        if (!strstr(extensionString, "EGL_EXT_device_query"))
        {
            return;
        }
    
        EGLAttrib device      = 0;
        EGLAttrib angleDevice = 0;
    
        PFNEGLQUERYDISPLAYATTRIBEXTPROC queryDisplayAttribEXT;
        PFNEGLQUERYDEVICEATTRIBEXTPROC queryDeviceAttribEXT;
    
        queryDisplayAttribEXT = reinterpret_cast<PFNEGLQUERYDISPLAYATTRIBEXTPROC>(
            eglGetProcAddress("eglQueryDisplayAttribEXT"));
        queryDeviceAttribEXT = reinterpret_cast<PFNEGLQUERYDEVICEATTRIBEXTPROC>(
            eglGetProcAddress("eglQueryDeviceAttribEXT"));
        ASSERT_NE(nullptr, queryDisplayAttribEXT);
        ASSERT_NE(nullptr, queryDeviceAttribEXT);
    
        ASSERT_EGL_TRUE(queryDisplayAttribEXT(mEGLWindow->getDisplay(), EGL_DEVICE_EXT, &angleDevice));
        ASSERT_EGL_TRUE(queryDeviceAttribEXT(reinterpret_cast<EGLDeviceEXT>(angleDevice),
                                             EGL_D3D11_DEVICE_ANGLE, &device));
        ID3D11Device *d3d11Device = reinterpret_cast<ID3D11Device *>(device);
    
        ID3D11InfoQueue *infoQueue = nullptr;
        HRESULT hr =
            d3d11Device->QueryInterface(__uuidof(infoQueue), reinterpret_cast<void **>(&infoQueue));
        if (SUCCEEDED(hr))
        {
            UINT64 numStoredD3DDebugMessages =
                infoQueue->GetNumStoredMessagesAllowedByRetrievalFilter();
    
            if (numStoredD3DDebugMessages > 0)
            {
                for (UINT64 i = 0; i < numStoredD3DDebugMessages; i++)
                {
                    SIZE_T messageLength = 0;
                    hr                   = infoQueue->GetMessage(i, nullptr, &messageLength);
    
                    if (SUCCEEDED(hr))
                    {
                        D3D11_MESSAGE *pMessage =
                            reinterpret_cast<D3D11_MESSAGE *>(malloc(messageLength));
                        infoQueue->GetMessage(i, pMessage, &messageLength);
    
                        std::cout << "Message " << i << ":"
                                  << " " << pMessage->pDescription << "\n";
                        free(pMessage);
                    }
                }
    
                FAIL() << numStoredD3DDebugMessages
                       << " D3D11 SDK Layers message(s) detected! Test Failed.\n";
            }
        }
    
        SafeRelease(infoQueue);
    #endif  // defined(ANGLE_PLATFORM_WINDOWS)
    }
    
    bool ANGLETestBase::extensionEnabled(const std::string &extName)
    {
        return CheckExtensionExists(reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS)),
                                    extName);
    }
    
    bool ANGLETestBase::extensionRequestable(const std::string &extName)
    {
        return CheckExtensionExists(
            reinterpret_cast<const char *>(glGetString(GL_REQUESTABLE_EXTENSIONS_ANGLE)), extName);
    }
    
    bool ANGLETestBase::ensureExtensionEnabled(const std::string &extName)
    {
        if (extensionEnabled("GL_ANGLE_request_extension") && extensionRequestable(extName))
        {
            glRequestExtensionANGLE(extName.c_str());
        }
    
        return extensionEnabled(extName);
    }
    
    bool ANGLETestBase::eglDisplayExtensionEnabled(EGLDisplay display, const std::string &extName)
    {
        return CheckExtensionExists(eglQueryString(display, EGL_EXTENSIONS), extName);
    }
    
    bool ANGLETestBase::eglClientExtensionEnabled(const std::string &extName)
    {
        return EGLWindow::ClientExtensionEnabled(extName);
    }
    
    bool ANGLETestBase::eglDeviceExtensionEnabled(EGLDeviceEXT device, const std::string &extName)
    {
        PFNEGLQUERYDEVICESTRINGEXTPROC eglQueryDeviceStringEXT =
            reinterpret_cast<PFNEGLQUERYDEVICESTRINGEXTPROC>(
                eglGetProcAddress("eglQueryDeviceStringEXT"));
        return CheckExtensionExists(eglQueryDeviceStringEXT(device, EGL_EXTENSIONS), extName);
    }
    
    void ANGLETestBase::setWindowWidth(int width)
    {
        mWidth = width;
    }
    
    void ANGLETestBase::setWindowHeight(int height)
    {
        mHeight = height;
    }
    
    void ANGLETestBase::setConfigRedBits(int bits)
    {
        mEGLWindow->setConfigRedBits(bits);
    }
    
    void ANGLETestBase::setConfigGreenBits(int bits)
    {
        mEGLWindow->setConfigGreenBits(bits);
    }
    
    void ANGLETestBase::setConfigBlueBits(int bits)
    {
        mEGLWindow->setConfigBlueBits(bits);
    }
    
    void ANGLETestBase::setConfigAlphaBits(int bits)
    {
        mEGLWindow->setConfigAlphaBits(bits);
    }
    
    void ANGLETestBase::setConfigDepthBits(int bits)
    {
        mEGLWindow->setConfigDepthBits(bits);
    }
    
    void ANGLETestBase::setConfigStencilBits(int bits)
    {
        mEGLWindow->setConfigStencilBits(bits);
    }
    
    void ANGLETestBase::setConfigComponentType(EGLenum componentType)
    {
        mEGLWindow->setConfigComponentType(componentType);
    }
    
    void ANGLETestBase::setMultisampleEnabled(bool enabled)
    {
        mEGLWindow->setMultisample(enabled);
    }
    
    void ANGLETestBase::setSamples(EGLint samples)
    {
        mEGLWindow->setSamples(samples);
    }
    
    void ANGLETestBase::setDebugEnabled(bool enabled)
    {
        mEGLWindow->setDebugEnabled(enabled);
    }
    
    void ANGLETestBase::setNoErrorEnabled(bool enabled)
    {
        mEGLWindow->setNoErrorEnabled(enabled);
    }
    
    void ANGLETestBase::setWebGLCompatibilityEnabled(bool webglCompatibility)
    {
        mEGLWindow->setWebGLCompatibilityEnabled(webglCompatibility);
    }
    
    void ANGLETestBase::setExtensionsEnabled(bool extensionsEnabled)
    {
        mEGLWindow->setExtensionsEnabled(extensionsEnabled);
    }
    
    void ANGLETestBase::setRobustAccess(bool enabled)
    {
        mEGLWindow->setRobustAccess(enabled);
    }
    
    void ANGLETestBase::setBindGeneratesResource(bool bindGeneratesResource)
    {
        mEGLWindow->setBindGeneratesResource(bindGeneratesResource);
    }
    
    void ANGLETestBase::setDebugLayersEnabled(bool enabled)
    {
        mEGLWindow->setDebugLayersEnabled(enabled);
    }
    
    void ANGLETestBase::setClientArraysEnabled(bool enabled)
    {
        mEGLWindow->setClientArraysEnabled(enabled);
    }
    
    void ANGLETestBase::setRobustResourceInit(bool enabled)
    {
        mEGLWindow->setRobustResourceInit(enabled);
    }
    
    void ANGLETestBase::setContextProgramCacheEnabled(bool enabled)
    {
        mEGLWindow->setContextProgramCacheEnabled(enabled);
    }
    
    void ANGLETestBase::setContextVirtualization(bool enabled)
    {
        mEGLWindow->setContextVirtualization(enabled);
    }
    
    void ANGLETestBase::setDeferContextInit(bool enabled)
    {
        mDeferContextInit = enabled;
    }
    
    int ANGLETestBase::getClientMajorVersion() const
    {
        return mEGLWindow->getClientMajorVersion();
    }
    
    int ANGLETestBase::getClientMinorVersion() const
    {
        return mEGLWindow->getClientMinorVersion();
    }
    
    EGLWindow *ANGLETestBase::getEGLWindow() const
    {
        return mEGLWindow;
    }
    
    int ANGLETestBase::getWindowWidth() const
    {
        return mWidth;
    }
    
    int ANGLETestBase::getWindowHeight() const
    {
        return mHeight;
    }
    
    bool ANGLETestBase::isMultisampleEnabled() const
    {
        return mEGLWindow->isMultisample();
    }
    
    bool ANGLETestBase::destroyEGLContext()
    {
        mEGLWindow->destroyGL();
        return true;
    }
    
    // static
    bool ANGLETestBase::InitTestWindow()
    {
        mOSWindow = CreateOSWindow();
        if (!mOSWindow->initialize("ANGLE_TEST", 128, 128))
        {
            return false;
        }
    
        mOSWindow->setVisible(true);
    
        return true;
    }
    
    // static
    bool ANGLETestBase::DestroyTestWindow()
    {
        if (mOSWindow)
        {
            mOSWindow->destroy();
            delete mOSWindow;
            mOSWindow = nullptr;
        }
    
        return true;
    }
    
    void ANGLETestBase::SetWindowVisible(bool isVisible)
    {
        mOSWindow->setVisible(isVisible);
    }
    
    ANGLETest::ANGLETest() : ANGLETestBase(GetParam())
    {
    }
    
    void ANGLETest::SetUp()
    {
        ANGLETestBase::ANGLETestSetUp();
    }
    
    void ANGLETest::TearDown()
    {
        ANGLETestBase::ANGLETestTearDown();
    }
    
    bool IsIntel()
    {
        std::string rendererString(reinterpret_cast<const char *>(glGetString(GL_RENDERER)));
        return (rendererString.find("Intel") != std::string::npos);
    }
    
    bool IsAdreno()
    {
        std::string rendererString(reinterpret_cast<const char *>(glGetString(GL_RENDERER)));
        return (rendererString.find("Adreno") != std::string::npos);
    }
    
    bool IsAMD()
    {
        std::string rendererString(reinterpret_cast<const char *>(glGetString(GL_RENDERER)));
        return (rendererString.find("AMD") != std::string::npos) ||
               (rendererString.find("ATI") != std::string::npos) ||
               (rendererString.find("Radeon") != std::string::npos);
    }
    
    bool IsNVIDIA()
    {
        std::string rendererString(reinterpret_cast<const char *>(glGetString(GL_RENDERER)));
        return (rendererString.find("NVIDIA") != std::string::npos);
    }
    
    bool IsD3D11()
    {
        std::string rendererString(reinterpret_cast<const char *>(glGetString(GL_RENDERER)));
        return (rendererString.find("Direct3D11 vs_5_0") != std::string::npos);
    }
    
    bool IsD3D11_FL93()
    {
        std::string rendererString(reinterpret_cast<const char *>(glGetString(GL_RENDERER)));
        return (rendererString.find("Direct3D11 vs_4_0_") != std::string::npos);
    }
    
    bool IsD3D9()
    {
        std::string rendererString(reinterpret_cast<const char *>(glGetString(GL_RENDERER)));
        return (rendererString.find("Direct3D9") != std::string::npos);
    }
    
    bool IsD3DSM3()
    {
        return IsD3D9() || IsD3D11_FL93();
    }
    
    bool IsDesktopOpenGL()
    {
        return IsOpenGL() && !IsOpenGLES();
    }
    
    bool IsOpenGLES()
    {
        std::string rendererString(reinterpret_cast<const char *>(glGetString(GL_RENDERER)));
        return (rendererString.find("OpenGL ES") != std::string::npos);
    }
    
    bool IsOpenGL()
    {
        std::string rendererString(reinterpret_cast<const char *>(glGetString(GL_RENDERER)));
        return (rendererString.find("OpenGL") != std::string::npos);
    }
    
    bool IsNULL()
    {
        std::string rendererString(reinterpret_cast<const char *>(glGetString(GL_RENDERER)));
        return (rendererString.find("NULL") != std::string::npos);
    }
    
    bool IsAndroid()
    {
    #if defined(ANGLE_PLATFORM_ANDROID)
        return true;
    #else
        return false;
    #endif
    }
    
    bool IsVulkan()
    {
        std::string rendererString(reinterpret_cast<const char *>(glGetString(GL_RENDERER)));
        return (rendererString.find("Vulkan") != std::string::npos);
    }
    
    bool IsOzone()
    {
    #if defined(USE_OZONE)
        return true;
    #else
        return false;
    #endif
    }
    
    bool IsLinux()
    {
    #if defined(ANGLE_PLATFORM_LINUX)
        return true;
    #else
        return false;
    #endif
    }
    
    bool IsOSX()
    {
    #if defined(ANGLE_PLATFORM_APPLE)
        return true;
    #else
        return false;
    #endif
    }
    
    bool IsWindows()
    {
    #if defined(ANGLE_PLATFORM_WINDOWS)
        return true;
    #else
        return false;
    #endif
    }
    
    bool IsDebug()
    {
    #if !defined(NDEBUG)
        return true;
    #else
        return false;
    #endif
    }
    
    bool IsRelease()
    {
        return !IsDebug();
    }
    
    EGLint ANGLETestBase::getPlatformRenderer() const
    {
        assert(mEGLWindow);
        return mEGLWindow->getPlatform().renderer;
    }
    
    void ANGLETestBase::ignoreD3D11SDKLayersWarnings()
    {
        // Some tests may need to disable the D3D11 SDK Layers Warnings checks
        mIgnoreD3D11SDKLayersWarnings = true;
    }
    
    ANGLETestBase::ScopedIgnorePlatformMessages::ScopedIgnorePlatformMessages(ANGLETestBase *test)
        : mTest(test)
    {
        mTest->mPlatformContext.ignoreMessages = true;
    }
    
    ANGLETestBase::ScopedIgnorePlatformMessages::~ScopedIgnorePlatformMessages()
    {
        mTest->mPlatformContext.ignoreMessages = false;
    }
    
    OSWindow *ANGLETestBase::mOSWindow = nullptr;
    Optional<EGLint> ANGLETestBase::mLastRendererType;
    
    void ANGLETestEnvironment::SetUp()
    {
        if (!ANGLETestBase::InitTestWindow())
        {
            FAIL() << "Failed to create ANGLE test window.";
        }
    }
    
    void ANGLETestEnvironment::TearDown()
    {
        ANGLETestBase::DestroyTestWindow();
    }