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

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  • Author : Jamie Madill
    Date : 2017-03-15 18:09:26
    Hash : 8aeeed6e
    Message : D3D11: Work around compiler nested sampling bug. We can potentially work around a bug in the HLSL compiler by omitting the const qualifier from some sampling operations. BUG=angleproject:1923 Change-Id: I8a5d119707721e9c19f06be4ad808f87bfcdbee5 Reviewed-on: https://chromium-review.googlesource.com/454938 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • src/tests/test_utils/ANGLETest.h
  • //
    // 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 "common/vector_utils.h"
    #include "shader_utils.h"
    #include "system_utils.h"
    
    #define ASSERT_GL_TRUE(a) ASSERT_EQ(static_cast<GLboolean>(GL_TRUE), (a))
    #define ASSERT_GL_FALSE(a) ASSERT_EQ(static_cast<GLboolean>(GL_FALSE), (a))
    #define EXPECT_GL_TRUE(a) EXPECT_EQ(static_cast<GLboolean>(GL_TRUE), (a))
    #define EXPECT_GL_FALSE(a) EXPECT_EQ(static_cast<GLboolean>(GL_FALSE), (a))
    
    #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))
    #define ASSERT_GLENUM_NE(expected, actual) \
        ASSERT_NE(static_cast<GLenum>(expected), static_cast<GLenum>(actual))
    #define EXPECT_GLENUM_NE(expected, actual) \
        EXPECT_NE(static_cast<GLenum>(expected), static_cast<GLenum>(actual))
    
    namespace angle
    {
    struct GLColorRGB
    {
        GLColorRGB();
        GLColorRGB(GLubyte r, GLubyte g, GLubyte b);
        GLColorRGB(const angle::Vector3 &floatColor);
    
        GLubyte R, G, B;
    
        static const GLColorRGB black;
        static const GLColorRGB blue;
        static const GLColorRGB green;
        static const GLColorRGB red;
        static const GLColorRGB yellow;
    };
    
    struct GLColor
    {
        GLColor();
        GLColor(GLubyte r, GLubyte g, GLubyte b, GLubyte a);
        GLColor(const angle::Vector4 &floatColor);
        GLColor(GLuint colorValue);
    
        angle::Vector4 toNormalizedVector() const;
    
        GLubyte R, G, B, A;
    
        static const GLColor black;
        static const GLColor blue;
        static const GLColor cyan;
        static const GLColor green;
        static const GLColor red;
        static const GLColor transparentBlack;
        static const GLColor white;
        static const GLColor yellow;
    };
    
    struct GLColor32F
    {
        GLColor32F();
        GLColor32F(GLfloat r, GLfloat g, GLfloat b, GLfloat a);
    
        GLfloat R, G, B, A;
    };
    
    struct WorkaroundsD3D;
    
    // 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);
    
    // Useful to cast any type to GLfloat.
    template <typename TR, typename TG, typename TB, typename TA>
    GLColor32F MakeGLColor32F(TR r, TG g, TB b, TA a)
    {
        return GLColor32F(static_cast<GLfloat>(r), static_cast<GLfloat>(g), static_cast<GLfloat>(b),
                          static_cast<GLfloat>(a));
    }
    
    bool operator==(const GLColor32F &a, const GLColor32F &b);
    std::ostream &operator<<(std::ostream &ostream, const GLColor32F &color);
    GLColor32F ReadColor32F(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_32F_EQ(x, y, r, g, b, a) \
        EXPECT_EQ(angle::MakeGLColor32F(r, g, b, a), angle::ReadColor32F(x, y))
    
    #define EXPECT_PIXEL_ALPHA_EQ(x, y, a) EXPECT_EQ(a, angle::ReadColor(x, y).A)
    
    #define EXPECT_PIXEL_ALPHA32F_EQ(x, y, a) EXPECT_EQ(a, angle::ReadColor32F(x, y).A)
    
    #define EXPECT_PIXEL_COLOR_EQ(x, y, angleColor) EXPECT_EQ(angleColor, angle::ReadColor(x, y))
    #define EXPECT_PIXEL_COLOR_EQ_VEC2(vec2, angleColor) \
        EXPECT_EQ(angleColor,                            \
                  angle::ReadColor(static_cast<GLint>(vec2.x()), static_cast<GLint>(vec2.y())))
    
    #define EXPECT_PIXEL_COLOR32F_EQ(x, y, angleColor) EXPECT_EQ(angleColor, angle::ReadColor32F(x, y))
    
    #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); \
    }
    
    // TODO(jmadill): Figure out how we can use GLColor's nice printing with EXPECT_NEAR.
    #define EXPECT_PIXEL_COLOR_NEAR(x, y, angleColor, abs_error) \
        EXPECT_PIXEL_NEAR(x, y, angleColor.R, angleColor.G, angleColor.B, angleColor.A, abs_error)
    
    #define EXPECT_COLOR_NEAR(expected, actual, abs_error) \
        \
    {                                               \
            EXPECT_NEAR(expected.R, actual.R, abs_error);  \
            EXPECT_NEAR(expected.G, actual.G, abs_error);  \
            EXPECT_NEAR(expected.B, actual.B, abs_error);  \
            EXPECT_NEAR(expected.A, actual.A, abs_error);  \
        \
    }
    
    class EGLWindow;
    class OSWindow;
    class ANGLETest;
    
    struct TestPlatformContext final : angle::NonCopyable
    {
        bool ignoreMessages    = false;
        ANGLETest *currentTest = nullptr;
    };
    
    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);
    
        virtual void overrideWorkaroundsD3D(angle::WorkaroundsD3D *workaroundsD3D) {}
    
      protected:
        virtual void SetUp();
        virtual void TearDown();
    
        virtual void swapBuffers();
    
        void setupQuadVertexBuffer(GLfloat positionAttribZ, GLfloat positionAttribXYScale);
        void setupIndexedQuadVertexBuffer(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<angle::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 extensionRequestable(const std::string &extName);
        static bool eglClientExtensionEnabled(const std::string &extName);
        static bool eglDeviceExtensionEnabled(EGLDeviceEXT device, 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 setConfigComponentType(EGLenum componentType);
        void setMultisampleEnabled(bool enabled);
        void setDebugEnabled(bool enabled);
        void setNoErrorEnabled(bool enabled);
        void setWebGLCompatibilityEnabled(bool webglCompatibility);
        void setBindGeneratesResource(bool bindGeneratesResource);
        void setVulkanLayersEnabled(bool enabled);
        void setClientArraysEnabled(bool enabled);
        void setRobustResourceInit(bool enabled);
    
        // Some EGL extension tests would like to defer the Context init until the test body.
        void setDeferContextInit(bool enabled);
    
        int getClientMajorVersion() const;
        int getClientMinorVersion() const;
    
        EGLWindow *getEGLWindow() const;
        int getWindowWidth() const;
        int getWindowHeight() const;
        bool isMultisampleEnabled() const;
    
        EGLint getPlatformRenderer() const;
    
        void ignoreD3D11SDKLayersWarnings();
    
        static OSWindow *GetOSWindow() { return mOSWindow; }
    
      private:
        bool destroyEGLContext();
    
        void checkD3D11SDKLayersMessages();
    
        EGLWindow *mEGLWindow;
        int mWidth;
        int mHeight;
    
        bool mIgnoreD3D11SDKLayersWarnings;
    
        // Used for indexed quad rendering
        GLuint mQuadVertexBuffer;
    
        TestPlatformContext mPlatformContext;
    
        bool mDeferContextInit;
    
        static OSWindow *mOSWindow;
    
        // Workaround for NVIDIA not being able to share a window with OpenGL and Vulkan.
        static Optional<EGLint> mLastRendererType;
    
        // For loading and freeing platform
        static std::unique_ptr<angle::Library> mGLESLibrary;
    };
    
    class ANGLETestEnvironment : public testing::Environment
    {
      public:
        void SetUp() override;
        void TearDown() override;
    };
    
    // Driver vendors
    bool IsIntel();
    bool IsAdreno();
    bool IsAMD();
    bool IsNVIDIA();
    
    // Renderer back-ends
    // 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 IsDesktopOpenGL();
    bool IsOpenGLES();
    bool IsOpenGL();
    bool IsNULL();
    
    // Operating systems
    bool IsAndroid();
    bool IsLinux();
    bool IsOSX();
    bool IsWindows();
    bool IsVulkan();
    
    // Debug/Release
    bool IsDebug();
    bool IsRelease();
    
    // Note: git cl format messes up this formatting.
    #define ANGLE_SKIP_TEST_IF(COND)                              \
        \
    if(COND)                                                      \
        \
    {                                                      \
            std::cout << "Test skipped: " #COND "." << std::endl; \
            return;                                               \
        \
    }
    
    #endif  // ANGLE_TESTS_ANGLE_TEST_H_