Hash :
776a75b4
Author :
Date :
2016-05-17T13:43:17
Make Platform errors trigger test failures. This can be useful in the Vulkan back-end to make validation layer errors cause test cases to fail. BUG=angleproject:1319 Change-Id: I523f3c874e892a2646600e4c5c554319ed8d770c Reviewed-on: https://chromium-review.googlesource.com/342050 Reviewed-by: Geoff Lang <geofflang@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 <array>
#include "angle_gl.h"
#include "angle_test_configs.h"
#include "common/angleutils.h"
#include "shader_utils.h"
#include "system_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;
static const GLColor red;
static const GLColor green;
static const GLColor blue;
static const GLColor cyan;
static const GLColor black;
static const GLColor white;
};
// 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();
void setupQuadVertexBuffer(GLfloat positionAttribZ, GLfloat positionAttribXYScale);
void drawQuad(GLuint program, const std::string &positionAttribName, GLfloat positionAttribZ);
void drawQuad(GLuint program,
const std::string &positionAttribName,
GLfloat positionAttribZ,
GLfloat positionAttribXYScale);
void drawQuad(GLuint program,
const std::string &positionAttribName,
GLfloat positionAttribZ,
GLfloat positionAttribXYScale,
bool useVertexBuffer);
static std::array<Vector3, 6> GetQuadVertices();
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;
bool isGLES() 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:
void SetUp() override;
void TearDown() override;
private:
// For loading and freeing platform
std::unique_ptr<angle::Library> mGLESLibrary;
};
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 IsLinux();
bool IsOSX();
// Negative tests may trigger expected errors/warnings in the ANGLE Platform.
void IgnoreANGLEPlatformMessages();
#endif // ANGLE_TESTS_ANGLE_TEST_H_