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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 "common/vector_utils.h"
#include "platform/Platform.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), static_cast<EGLBoolean>(a))
#define ASSERT_EGL_FALSE(a) \
ASSERT_EQ(static_cast<EGLBoolean>(EGL_FALSE), static_cast<EGLBoolean>(a))
#define EXPECT_EGL_TRUE(a) EXPECT_EQ(static_cast<EGLBoolean>(EGL_TRUE), static_cast<EGLBoolean>(a))
#define EXPECT_EGL_FALSE(a) \
EXPECT_EQ(static_cast<EGLBoolean>(EGL_FALSE), static_cast<EGLBoolean>(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))
#define ASSERT_EGLENUM_EQ(expected, actual) \
ASSERT_EQ(static_cast<EGLenum>(expected), static_cast<EGLenum>(actual))
#define EXPECT_EGLENUM_EQ(expected, actual) \
EXPECT_EQ(static_cast<EGLenum>(expected), static_cast<EGLenum>(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 &operator[](size_t index) { return (&R)[index]; }
const GLubyte &operator[](size_t index) const { return (&R)[index]; }
testing::AssertionResult ExpectNear(const GLColor &expected, const GLColor &err) 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;
static const GLColor magenta;
};
struct GLColor32F
{
constexpr GLColor32F() : GLColor32F(0.0f, 0.0f, 0.0f, 0.0f) {}
constexpr GLColor32F(GLfloat r, GLfloat g, GLfloat b, GLfloat a) : R(r), G(g), B(b), A(a) {}
GLfloat R, G, B, A;
};
static constexpr GLColor32F kFloatRed = {1.0f, 0.0f, 0.0f, 1.0f};
static constexpr GLColor32F kFloatGreen = {0.0f, 1.0f, 0.0f, 1.0f};
static constexpr GLColor32F kFloatBlue = {0.0f, 0.0f, 1.0f, 1.0f};
// The input here for pixelPoints are the expected integer window coordinates, we add .5 to every
// one of them and re-scale the numbers to be between [-1,1]. Using this technique, we can make
// sure the rasterization stage will end up drawing pixels at the expected locations.
void CreatePixelCenterWindowCoords(const std::vector<Vector2> &pixelPoints,
int windowWidth,
int windowHeight,
std::vector<Vector3> *outVertices);
// 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);
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_NE(x, y, r, g, b, a) \
EXPECT_NE(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_RECT_EQ(x, y, width, height, color) \
\
{ \
std::vector<GLColor> actualColors(width *height); \
glReadPixels((x), (y), (width), (height), GL_RGBA, GL_UNSIGNED_BYTE, actualColors.data()); \
std::vector<GLColor> expectedColors(width *height, color); \
EXPECT_EQ(expectedColors, actualColors); \
}
#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); \
}
#define EXPECT_PIXEL32F_NEAR(x, y, r, g, b, a, abs_error) \
\
{ \
GLfloat pixel[4]; \
glReadPixels((x), (y), 1, 1, GL_RGBA, GL_FLOAT, 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_PIXEL_COLOR32F_NEAR(x, y, angleColor, abs_error) \
EXPECT_PIXEL32F_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); \
}
#define EXPECT_PIXEL32F_NEAR(x, y, r, g, b, a, abs_error) \
\
{ \
GLfloat pixel[4]; \
glReadPixels((x), (y), 1, 1, GL_RGBA, GL_FLOAT, 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); \
}
#define EXPECT_PIXEL_COLOR32F_NEAR(x, y, angleColor, abs_error) \
EXPECT_PIXEL32F_NEAR(x, y, angleColor.R, angleColor.G, angleColor.B, angleColor.A, abs_error)
class EGLWindow;
class OSWindow;
class ANGLETestBase;
struct TestPlatformContext final : private angle::NonCopyable
{
bool ignoreMessages = false;
ANGLETestBase *currentTest = nullptr;
};
class ANGLETestBase
{
protected:
ANGLETestBase(const angle::PlatformParameters &params);
virtual ~ANGLETestBase();
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) {}
virtual void overrideFeaturesVk(angle::FeaturesVk *workaroundsVulkan) {}
protected:
void ANGLETestSetUp();
void ANGLETestTearDown();
virtual void swapBuffers();
void setupQuadVertexBuffer(GLfloat positionAttribZ, GLfloat positionAttribXYScale);
void setupIndexedQuadVertexBuffer(GLfloat positionAttribZ, GLfloat positionAttribXYScale);
void setupIndexedQuadIndexBuffer();
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);
void drawQuadInstanced(GLuint program,
const std::string &positionAttribName,
GLfloat positionAttribZ,
GLfloat positionAttribXYScale,
bool useVertexBuffer,
GLuint numInstances);
static std::array<angle::Vector3, 6> GetQuadVertices();
static std::array<GLushort, 6> GetQuadIndices();
static std::array<angle::Vector3, 4> GetIndexedQuadVertices();
void drawIndexedQuad(GLuint program,
const std::string &positionAttribName,
GLfloat positionAttribZ);
void drawIndexedQuad(GLuint program,
const std::string &positionAttribName,
GLfloat positionAttribZ,
GLfloat positionAttribXYScale);
void drawIndexedQuad(GLuint program,
const std::string &positionAttribName,
GLfloat positionAttribZ,
GLfloat positionAttribXYScale,
bool useBufferObject);
void drawIndexedQuad(GLuint program,
const std::string &positionAttribName,
GLfloat positionAttribZ,
GLfloat positionAttribXYScale,
bool useBufferObject,
bool restrictedRange);
void draw2DTexturedQuad(GLfloat positionAttribZ,
GLfloat positionAttribXYScale,
bool useVertexBuffer);
// The layer parameter chooses the 3D texture layer to sample from.
void draw3DTexturedQuad(GLfloat positionAttribZ,
GLfloat positionAttribXYScale,
bool useVertexBuffer,
float layer);
static bool extensionEnabled(const std::string &extName);
static bool extensionRequestable(const std::string &extName);
static bool ensureExtensionEnabled(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 setSamples(EGLint samples);
void setDebugEnabled(bool enabled);
void setNoErrorEnabled(bool enabled);
void setWebGLCompatibilityEnabled(bool webglCompatibility);
void setExtensionsEnabled(bool extensionsEnabled);
void setRobustAccess(bool enabled);
void setBindGeneratesResource(bool bindGeneratesResource);
void setDebugLayersEnabled(bool enabled);
void setClientArraysEnabled(bool enabled);
void setRobustResourceInit(bool enabled);
void setContextProgramCacheEnabled(bool enabled);
void setContextVirtualization(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; }
GLuint get2DTexturedQuadProgram();
// Has a float uniform "u_layer" to choose the 3D texture layer.
GLuint get3DTexturedQuadProgram();
angle::PlatformMethods mPlatformMethods;
class ScopedIgnorePlatformMessages : angle::NonCopyable
{
public:
ScopedIgnorePlatformMessages(ANGLETestBase *test);
~ScopedIgnorePlatformMessages();
private:
ANGLETestBase *mTest;
};
private:
bool destroyEGLContext();
void checkD3D11SDKLayersMessages();
void drawQuad(GLuint program,
const std::string &positionAttribName,
GLfloat positionAttribZ,
GLfloat positionAttribXYScale,
bool useVertexBuffer,
bool useInstancedDrawCalls,
GLuint numInstances);
EGLWindow *mEGLWindow;
int mWidth;
int mHeight;
bool mIgnoreD3D11SDKLayersWarnings;
// Used for indexed quad rendering
GLuint mQuadVertexBuffer;
GLuint mQuadIndexBuffer;
// Used for texture rendering.
GLuint m2DTexturedQuadProgram;
GLuint m3DTexturedQuadProgram;
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;
};
class ANGLETest : public ANGLETestBase, public ::testing::TestWithParam<angle::PlatformParameters>
{
protected:
ANGLETest();
public:
void SetUp() override;
void TearDown() override;
};
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 IsOzone();
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) \
do \
{ \
if (COND) \
{ \
std::cout << "Test skipped: " #COND "." << std::endl; \
return; \
} \
} while (0)
#endif // ANGLE_TESTS_ANGLE_TEST_H_