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1 //
2 // Copyright 2012 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6 // ANGLETest:
7 //   Implementation of common ANGLE testing fixture.
8 //
9 
10 #ifndef ANGLE_TESTS_ANGLE_TEST_H_
11 #define ANGLE_TESTS_ANGLE_TEST_H_
12 
13 #include <gtest/gtest.h>
14 #include <algorithm>
15 #include <array>
16 
17 #include "angle_test_configs.h"
18 #include "angle_test_platform.h"
19 #include "common/angleutils.h"
20 #include "common/system_utils.h"
21 #include "common/vector_utils.h"
22 #include "platform/PlatformMethods.h"
23 #include "util/EGLWindow.h"
24 #include "util/shader_utils.h"
25 #include "util/util_gl.h"
26 
27 namespace angle
28 {
29 struct SystemInfo;
30 class RNG;
31 }  // namespace angle
32 
33 #define ASSERT_GL_TRUE(a) ASSERT_EQ(static_cast<GLboolean>(GL_TRUE), (a))
34 #define ASSERT_GL_FALSE(a) ASSERT_EQ(static_cast<GLboolean>(GL_FALSE), (a))
35 #define EXPECT_GL_TRUE(a) EXPECT_EQ(static_cast<GLboolean>(GL_TRUE), (a))
36 #define EXPECT_GL_FALSE(a) EXPECT_EQ(static_cast<GLboolean>(GL_FALSE), (a))
37 
38 #define EXPECT_GL_ERROR(err) EXPECT_EQ(static_cast<GLenum>(err), glGetError())
39 #define EXPECT_GL_NO_ERROR() EXPECT_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError())
40 
41 #define ASSERT_GL_ERROR(err) ASSERT_EQ(static_cast<GLenum>(err), glGetError())
42 #define ASSERT_GL_NO_ERROR() ASSERT_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError())
43 
44 #define EXPECT_EGL_ERROR(err) EXPECT_EQ((err), eglGetError())
45 #define EXPECT_EGL_SUCCESS() EXPECT_EGL_ERROR(EGL_SUCCESS)
46 
47 // EGLBoolean is |unsigned int| but EGL_TRUE is 0, not 0u.
48 #define ASSERT_EGL_TRUE(a) ASSERT_EQ(static_cast<EGLBoolean>(EGL_TRUE), static_cast<EGLBoolean>(a))
49 #define ASSERT_EGL_FALSE(a) \
50     ASSERT_EQ(static_cast<EGLBoolean>(EGL_FALSE), static_cast<EGLBoolean>(a))
51 #define EXPECT_EGL_TRUE(a) EXPECT_EQ(static_cast<EGLBoolean>(EGL_TRUE), static_cast<EGLBoolean>(a))
52 #define EXPECT_EGL_FALSE(a) \
53     EXPECT_EQ(static_cast<EGLBoolean>(EGL_FALSE), static_cast<EGLBoolean>(a))
54 
55 #define ASSERT_EGL_ERROR(err) ASSERT_EQ((err), eglGetError())
56 #define ASSERT_EGL_SUCCESS() ASSERT_EGL_ERROR(EGL_SUCCESS)
57 
58 #define ASSERT_GLENUM_EQ(expected, actual) \
59     ASSERT_EQ(static_cast<GLenum>(expected), static_cast<GLenum>(actual))
60 #define EXPECT_GLENUM_EQ(expected, actual) \
61     EXPECT_EQ(static_cast<GLenum>(expected), static_cast<GLenum>(actual))
62 #define ASSERT_GLENUM_NE(expected, actual) \
63     ASSERT_NE(static_cast<GLenum>(expected), static_cast<GLenum>(actual))
64 #define EXPECT_GLENUM_NE(expected, actual) \
65     EXPECT_NE(static_cast<GLenum>(expected), static_cast<GLenum>(actual))
66 
67 #define ASSERT_EGLENUM_EQ(expected, actual) \
68     ASSERT_EQ(static_cast<EGLenum>(expected), static_cast<EGLenum>(actual))
69 #define EXPECT_EGLENUM_EQ(expected, actual) \
70     EXPECT_EQ(static_cast<EGLenum>(expected), static_cast<EGLenum>(actual))
71 
72 #define ASSERT_GL_FRAMEBUFFER_COMPLETE(framebuffer) \
73     ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(framebuffer))
74 #define EXPECT_GL_FRAMEBUFFER_COMPLETE(framebuffer) \
75     EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(framebuffer))
76 
77 namespace angle
78 {
79 struct GLColorRGB
80 {
GLColorRGBGLColorRGB81     constexpr GLColorRGB() : R(0), G(0), B(0) {}
GLColorRGBGLColorRGB82     constexpr GLColorRGB(GLubyte r, GLubyte g, GLubyte b) : R(r), G(g), B(b) {}
83     GLColorRGB(const angle::Vector3 &floatColor);
84 
dataGLColorRGB85     const GLubyte *data() const { return &R; }
dataGLColorRGB86     GLubyte *data() { return &R; }
87 
88     GLubyte R, G, B;
89 
90     static const GLColorRGB black;
91     static const GLColorRGB blue;
92     static const GLColorRGB green;
93     static const GLColorRGB red;
94     static const GLColorRGB yellow;
95 };
96 
97 struct GLColor
98 {
GLColorGLColor99     constexpr GLColor() : R(0), G(0), B(0), A(0) {}
GLColorGLColor100     constexpr GLColor(GLubyte r, GLubyte g, GLubyte b, GLubyte a) : R(r), G(g), B(b), A(a) {}
101     GLColor(const angle::Vector4 &floatColor);
102     GLColor(GLuint colorValue);
103 
104     angle::Vector4 toNormalizedVector() const;
105 
106     GLubyte &operator[](size_t index) { return (&R)[index]; }
107 
108     const GLubyte &operator[](size_t index) const { return (&R)[index]; }
109 
dataGLColor110     const GLubyte *data() const { return &R; }
dataGLColor111     GLubyte *data() { return &R; }
112 
113     testing::AssertionResult ExpectNear(const GLColor &expected, const GLColor &err) const;
114 
115     GLubyte R, G, B, A;
116 
117     static const GLColor black;
118     static const GLColor blue;
119     static const GLColor cyan;
120     static const GLColor green;
121     static const GLColor red;
122     static const GLColor transparentBlack;
123     static const GLColor white;
124     static const GLColor yellow;
125     static const GLColor magenta;
126 };
127 
128 struct GLColor16UI
129 {
GLColor16UIGLColor16UI130     constexpr GLColor16UI() : GLColor16UI(0, 0, 0, 0) {}
GLColor16UIGLColor16UI131     constexpr GLColor16UI(GLushort r, GLushort g, GLushort b, GLushort a) : R(r), G(g), B(b), A(a)
132     {}
133 
134     GLushort R, G, B, A;
135 };
136 
137 struct GLColor32F
138 {
GLColor32FGLColor32F139     constexpr GLColor32F() : GLColor32F(0.0f, 0.0f, 0.0f, 0.0f) {}
GLColor32FGLColor32F140     constexpr GLColor32F(GLfloat r, GLfloat g, GLfloat b, GLfloat a) : R(r), G(g), B(b), A(a) {}
141 
142     GLfloat R, G, B, A;
143 };
144 
145 static constexpr GLColor32F kFloatBlack = {0.0f, 0.0f, 0.0f, 1.0f};
146 static constexpr GLColor32F kFloatRed   = {1.0f, 0.0f, 0.0f, 1.0f};
147 static constexpr GLColor32F kFloatGreen = {0.0f, 1.0f, 0.0f, 1.0f};
148 static constexpr GLColor32F kFloatBlue  = {0.0f, 0.0f, 1.0f, 1.0f};
149 
150 // The input here for pixelPoints are the expected integer window coordinates, we add .5 to every
151 // one of them and re-scale the numbers to be between [-1,1]. Using this technique, we can make
152 // sure the rasterization stage will end up drawing pixels at the expected locations.
153 void CreatePixelCenterWindowCoords(const std::vector<Vector2> &pixelPoints,
154                                    int windowWidth,
155                                    int windowHeight,
156                                    std::vector<Vector3> *outVertices);
157 
158 // Useful to cast any type to GLubyte.
159 template <typename TR, typename TG, typename TB, typename TA>
MakeGLColor(TR r,TG g,TB b,TA a)160 GLColor MakeGLColor(TR r, TG g, TB b, TA a)
161 {
162     return GLColor(static_cast<GLubyte>(r), static_cast<GLubyte>(g), static_cast<GLubyte>(b),
163                    static_cast<GLubyte>(a));
164 }
165 
166 GLColor RandomColor(angle::RNG *rng);
167 
168 bool operator==(const GLColor &a, const GLColor &b);
169 bool operator!=(const GLColor &a, const GLColor &b);
170 std::ostream &operator<<(std::ostream &ostream, const GLColor &color);
171 GLColor ReadColor(GLint x, GLint y);
172 
173 // Useful to cast any type to GLfloat.
174 template <typename TR, typename TG, typename TB, typename TA>
MakeGLColor32F(TR r,TG g,TB b,TA a)175 GLColor32F MakeGLColor32F(TR r, TG g, TB b, TA a)
176 {
177     return GLColor32F(static_cast<GLfloat>(r), static_cast<GLfloat>(g), static_cast<GLfloat>(b),
178                       static_cast<GLfloat>(a));
179 }
180 
181 bool operator==(const GLColor32F &a, const GLColor32F &b);
182 std::ostream &operator<<(std::ostream &ostream, const GLColor32F &color);
183 GLColor32F ReadColor32F(GLint x, GLint y);
184 
185 constexpr std::array<GLenum, 6> kCubeFaces = {
186     {GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
187      GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
188      GL_TEXTURE_CUBE_MAP_NEGATIVE_Z}};
189 
190 void LoadEntryPointsWithUtilLoader(angle::GLESDriverType driver);
191 
192 }  // namespace angle
193 
194 #define EXPECT_PIXEL_EQ(x, y, r, g, b, a) \
195     EXPECT_EQ(angle::MakeGLColor(r, g, b, a), angle::ReadColor(x, y))
196 
197 #define EXPECT_PIXEL_NE(x, y, r, g, b, a) \
198     EXPECT_NE(angle::MakeGLColor(r, g, b, a), angle::ReadColor(x, y))
199 
200 #define EXPECT_PIXEL_32F_EQ(x, y, r, g, b, a) \
201     EXPECT_EQ(angle::MakeGLColor32F(r, g, b, a), angle::ReadColor32F(x, y))
202 
203 #define EXPECT_PIXEL_ALPHA_EQ(x, y, a) EXPECT_EQ(a, angle::ReadColor(x, y).A)
204 
205 #define EXPECT_PIXEL_ALPHA32F_EQ(x, y, a) EXPECT_EQ(a, angle::ReadColor32F(x, y).A)
206 
207 #define EXPECT_PIXEL_COLOR_EQ(x, y, angleColor) EXPECT_EQ(angleColor, angle::ReadColor(x, y))
208 #define EXPECT_PIXEL_COLOR_EQ_VEC2(vec2, angleColor) \
209     EXPECT_EQ(angleColor,                            \
210               angle::ReadColor(static_cast<GLint>(vec2.x()), static_cast<GLint>(vec2.y())))
211 
212 #define EXPECT_PIXEL_COLOR32F_EQ(x, y, angleColor) EXPECT_EQ(angleColor, angle::ReadColor32F(x, y))
213 
214 #define EXPECT_PIXEL_RECT_EQ(x, y, width, height, color)                                           \
215     do                                                                                             \
216     {                                                                                              \
217         std::vector<GLColor> actualColors(width *height);                                          \
218         glReadPixels((x), (y), (width), (height), GL_RGBA, GL_UNSIGNED_BYTE, actualColors.data()); \
219         std::vector<GLColor> expectedColors(width *height, color);                                 \
220         EXPECT_EQ(expectedColors, actualColors);                                                   \
221     } while (0)
222 
223 #define EXPECT_PIXEL_NEAR_HELPER(x, y, r, g, b, a, abs_error, ctype, format, type) \
224     do                                                                             \
225     {                                                                              \
226         ctype pixel[4];                                                            \
227         glReadPixels((x), (y), 1, 1, format, type, pixel);                         \
228         EXPECT_GL_NO_ERROR();                                                      \
229         EXPECT_NEAR((r), pixel[0], abs_error);                                     \
230         EXPECT_NEAR((g), pixel[1], abs_error);                                     \
231         EXPECT_NEAR((b), pixel[2], abs_error);                                     \
232         EXPECT_NEAR((a), pixel[3], abs_error);                                     \
233     } while (0)
234 
235 #define EXPECT_PIXEL_EQ_HELPER(x, y, r, g, b, a, ctype, format, type) \
236     do                                                                \
237     {                                                                 \
238         ctype pixel[4];                                               \
239         glReadPixels((x), (y), 1, 1, format, type, pixel);            \
240         EXPECT_GL_NO_ERROR();                                         \
241         EXPECT_EQ((r), pixel[0]);                                     \
242         EXPECT_EQ((g), pixel[1]);                                     \
243         EXPECT_EQ((b), pixel[2]);                                     \
244         EXPECT_EQ((a), pixel[3]);                                     \
245     } while (0)
246 
247 #define EXPECT_PIXEL_RGB_EQ_HELPER(x, y, r, g, b, ctype, format, type) \
248     do                                                                 \
249     {                                                                  \
250         ctype pixel[4];                                                \
251         glReadPixels((x), (y), 1, 1, format, type, pixel);             \
252         EXPECT_GL_NO_ERROR();                                          \
253         EXPECT_EQ((r), pixel[0]);                                      \
254         EXPECT_EQ((g), pixel[1]);                                      \
255         EXPECT_EQ((b), pixel[2]);                                      \
256     } while (0)
257 
258 #define EXPECT_PIXEL_NEAR(x, y, r, g, b, a, abs_error) \
259     EXPECT_PIXEL_NEAR_HELPER(x, y, r, g, b, a, abs_error, GLubyte, GL_RGBA, GL_UNSIGNED_BYTE)
260 
261 #define EXPECT_PIXEL_32F_NEAR(x, y, r, g, b, a, abs_error) \
262     EXPECT_PIXEL_NEAR_HELPER(x, y, r, g, b, a, abs_error, GLfloat, GL_RGBA, GL_FLOAT)
263 
264 #define EXPECT_PIXEL_8I(x, y, r, g, b, a) \
265     EXPECT_PIXEL_EQ_HELPER(x, y, r, g, b, a, GLbyte, GL_RGBA_INTEGER, GL_BYTE)
266 
267 #define EXPECT_PIXEL_8UI(x, y, r, g, b, a) \
268     EXPECT_PIXEL_EQ_HELPER(x, y, r, g, b, a, GLubyte, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE)
269 
270 #define EXPECT_PIXEL_16UI(x, y, r, g, b, a) \
271     EXPECT_PIXEL_EQ_HELPER(x, y, r, g, b, a, GLushort, GL_RGBA, GL_UNSIGNED_SHORT)
272 
273 #define EXPECT_PIXEL_16UI_COLOR(x, y, color) \
274     EXPECT_PIXEL_16UI(x, y, color.R, color.G, color.B, color.A)
275 
276 #define EXPECT_PIXEL_RGB_EQUAL(x, y, r, g, b) \
277     EXPECT_PIXEL_RGB_EQ_HELPER(x, y, r, g, b, GLubyte, GL_RGBA, GL_UNSIGNED_BYTE)
278 
279 // TODO(jmadill): Figure out how we can use GLColor's nice printing with EXPECT_NEAR.
280 #define EXPECT_PIXEL_COLOR_NEAR(x, y, angleColor, abs_error) \
281     EXPECT_PIXEL_NEAR(x, y, angleColor.R, angleColor.G, angleColor.B, angleColor.A, abs_error)
282 
283 #define EXPECT_PIXEL_COLOR32F_NEAR(x, y, angleColor, abs_error) \
284     EXPECT_PIXEL32F_NEAR(x, y, angleColor.R, angleColor.G, angleColor.B, angleColor.A, abs_error)
285 
286 #define EXPECT_COLOR_NEAR(expected, actual, abs_error) \
287     do                                                 \
288     {                                                  \
289         EXPECT_NEAR(expected.R, actual.R, abs_error);  \
290         EXPECT_NEAR(expected.G, actual.G, abs_error);  \
291         EXPECT_NEAR(expected.B, actual.B, abs_error);  \
292         EXPECT_NEAR(expected.A, actual.A, abs_error);  \
293     } while (0)
294 #define EXPECT_PIXEL32F_NEAR(x, y, r, g, b, a, abs_error)       \
295     do                                                          \
296     {                                                           \
297         GLfloat pixel[4];                                       \
298         glReadPixels((x), (y), 1, 1, GL_RGBA, GL_FLOAT, pixel); \
299         EXPECT_GL_NO_ERROR();                                   \
300         EXPECT_NEAR((r), pixel[0], abs_error);                  \
301         EXPECT_NEAR((g), pixel[1], abs_error);                  \
302         EXPECT_NEAR((b), pixel[2], abs_error);                  \
303         EXPECT_NEAR((a), pixel[3], abs_error);                  \
304     } while (0)
305 
306 #define EXPECT_PIXEL_COLOR32F_NEAR(x, y, angleColor, abs_error) \
307     EXPECT_PIXEL32F_NEAR(x, y, angleColor.R, angleColor.G, angleColor.B, angleColor.A, abs_error)
308 
309 class ANGLETestBase;
310 class EGLWindow;
311 class GLWindowBase;
312 class OSWindow;
313 class WGLWindow;
314 
315 struct TestPlatformContext final : private angle::NonCopyable
316 {
317     bool ignoreMessages        = false;
318     bool warningsAsErrors      = false;
319     ANGLETestBase *currentTest = nullptr;
320 };
321 
322 class ANGLETestBase
323 {
324   protected:
325     ANGLETestBase(const angle::PlatformParameters &params);
326     virtual ~ANGLETestBase();
327 
328   public:
329     void setWindowVisible(OSWindow *osWindow, bool isVisible);
330 
overrideWorkaroundsD3D(angle::FeaturesD3D * featuresD3D)331     virtual void overrideWorkaroundsD3D(angle::FeaturesD3D *featuresD3D) {}
overrideFeaturesVk(angle::FeaturesVk * featuresVulkan)332     virtual void overrideFeaturesVk(angle::FeaturesVk *featuresVulkan) {}
333 
334     static void ReleaseFixtures();
335 
isSwiftshader()336     bool isSwiftshader() const
337     {
338         // Renderer might be swiftshader even if local swiftshader not used.
339         return mCurrentParams->isSwiftshader() || angle::IsSwiftshaderDevice();
340     }
341 
enableDebugLayers()342     bool enableDebugLayers() const
343     {
344         return mCurrentParams->eglParameters.debugLayersEnabled != EGL_FALSE;
345     }
346 
347   protected:
348     void ANGLETestSetUp();
349     void ANGLETestTearDown();
350 
351     virtual void swapBuffers();
352 
353     void setupQuadVertexBuffer(GLfloat positionAttribZ, GLfloat positionAttribXYScale);
354     void setupIndexedQuadVertexBuffer(GLfloat positionAttribZ, GLfloat positionAttribXYScale);
355     void setupIndexedQuadIndexBuffer();
356 
357     void drawQuad(GLuint program, const std::string &positionAttribName, GLfloat positionAttribZ);
358     void drawQuad(GLuint program,
359                   const std::string &positionAttribName,
360                   GLfloat positionAttribZ,
361                   GLfloat positionAttribXYScale);
362     void drawQuad(GLuint program,
363                   const std::string &positionAttribName,
364                   GLfloat positionAttribZ,
365                   GLfloat positionAttribXYScale,
366                   bool useVertexBuffer);
367     void drawQuadInstanced(GLuint program,
368                            const std::string &positionAttribName,
369                            GLfloat positionAttribZ,
370                            GLfloat positionAttribXYScale,
371                            bool useVertexBuffer,
372                            GLuint numInstances);
373 
374     static std::array<angle::Vector3, 6> GetQuadVertices();
375     static std::array<GLushort, 6> GetQuadIndices();
376     static std::array<angle::Vector3, 4> GetIndexedQuadVertices();
377 
378     void drawIndexedQuad(GLuint program,
379                          const std::string &positionAttribName,
380                          GLfloat positionAttribZ);
381     void drawIndexedQuad(GLuint program,
382                          const std::string &positionAttribName,
383                          GLfloat positionAttribZ,
384                          GLfloat positionAttribXYScale);
385     void drawIndexedQuad(GLuint program,
386                          const std::string &positionAttribName,
387                          GLfloat positionAttribZ,
388                          GLfloat positionAttribXYScale,
389                          bool useBufferObject);
390 
391     void drawIndexedQuad(GLuint program,
392                          const std::string &positionAttribName,
393                          GLfloat positionAttribZ,
394                          GLfloat positionAttribXYScale,
395                          bool useBufferObject,
396                          bool restrictedRange);
397 
398     void draw2DTexturedQuad(GLfloat positionAttribZ,
399                             GLfloat positionAttribXYScale,
400                             bool useVertexBuffer);
401 
402     // The layer parameter chooses the 3D texture layer to sample from.
403     void draw3DTexturedQuad(GLfloat positionAttribZ,
404                             GLfloat positionAttribXYScale,
405                             bool useVertexBuffer,
406                             float layer);
407 
408     void setWindowWidth(int width);
409     void setWindowHeight(int height);
410     void setConfigRedBits(int bits);
411     void setConfigGreenBits(int bits);
412     void setConfigBlueBits(int bits);
413     void setConfigAlphaBits(int bits);
414     void setConfigDepthBits(int bits);
415     void setConfigStencilBits(int bits);
416     void setConfigComponentType(EGLenum componentType);
417     void setMultisampleEnabled(bool enabled);
418     void setSamples(EGLint samples);
419     void setDebugEnabled(bool enabled);
420     void setNoErrorEnabled(bool enabled);
421     void setWebGLCompatibilityEnabled(bool webglCompatibility);
422     void setExtensionsEnabled(bool extensionsEnabled);
423     void setRobustAccess(bool enabled);
424     void setBindGeneratesResource(bool bindGeneratesResource);
425     void setClientArraysEnabled(bool enabled);
426     void setRobustResourceInit(bool enabled);
427     void setContextProgramCacheEnabled(bool enabled);
428     void setContextResetStrategy(EGLenum resetStrategy);
429     void forceNewDisplay();
430 
431     // Some EGL extension tests would like to defer the Context init until the test body.
432     void setDeferContextInit(bool enabled);
433 
434     int getClientMajorVersion() const;
435     int getClientMinorVersion() const;
436 
437     GLWindowBase *getGLWindow() const;
438     EGLWindow *getEGLWindow() const;
439     int getWindowWidth() const;
440     int getWindowHeight() const;
441     bool isMultisampleEnabled() const;
442 
443     EGLint getPlatformRenderer() const;
444 
445     void ignoreD3D11SDKLayersWarnings();
446 
447     // Allows a test to be more restrictive about platform warnings.
448     void treatPlatformWarningsAsErrors();
449 
getOSWindow()450     OSWindow *getOSWindow() { return mFixture->osWindow; }
451 
452     GLuint get2DTexturedQuadProgram();
453 
454     // Has a float uniform "u_layer" to choose the 3D texture layer.
455     GLuint get3DTexturedQuadProgram();
456 
457     class ScopedIgnorePlatformMessages : angle::NonCopyable
458     {
459       public:
460         ScopedIgnorePlatformMessages();
461         ~ScopedIgnorePlatformMessages();
462     };
463 
464     // Can be used before we get a GL context.
isGLRenderer()465     bool isGLRenderer() const
466     {
467         return mCurrentParams->getRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE;
468     }
469 
isGLESRenderer()470     bool isGLESRenderer() const
471     {
472         return mCurrentParams->getRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE;
473     }
474 
isD3D11Renderer()475     bool isD3D11Renderer() const
476     {
477         return mCurrentParams->getRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE;
478     }
479 
isVulkanRenderer()480     bool isVulkanRenderer() const
481     {
482         return mCurrentParams->getRenderer() == EGL_PLATFORM_ANGLE_TYPE_VULKAN_ANGLE;
483     }
484 
isVulkanSwiftshaderRenderer()485     bool isVulkanSwiftshaderRenderer() const
486     {
487         return mCurrentParams->getRenderer() == EGL_PLATFORM_ANGLE_TYPE_VULKAN_ANGLE &&
488                mCurrentParams->isSwiftshader();
489     }
490 
491     bool platformSupportsMultithreading() const;
492 
493   private:
494     void checkD3D11SDKLayersMessages();
495 
496     void drawQuad(GLuint program,
497                   const std::string &positionAttribName,
498                   GLfloat positionAttribZ,
499                   GLfloat positionAttribXYScale,
500                   bool useVertexBuffer,
501                   bool useInstancedDrawCalls,
502                   GLuint numInstances);
503 
504     void initOSWindow();
505 
506     struct TestFixture
507     {
508         TestFixture();
509         ~TestFixture();
510 
511         EGLWindow *eglWindow = nullptr;
512         WGLWindow *wglWindow = nullptr;
513         OSWindow *osWindow   = nullptr;
514         ConfigParameters configParams;
515         uint32_t reuseCounter = 0;
516     };
517 
518     int mWidth;
519     int mHeight;
520 
521     bool mIgnoreD3D11SDKLayersWarnings;
522 
523     // Used for indexed quad rendering
524     GLuint mQuadVertexBuffer;
525     GLuint mQuadIndexBuffer;
526 
527     // Used for texture rendering.
528     GLuint m2DTexturedQuadProgram;
529     GLuint m3DTexturedQuadProgram;
530 
531     bool mDeferContextInit;
532     bool mAlwaysForceNewDisplay;
533     bool mForceNewDisplay;
534 
535     bool mSetUpCalled;
536     bool mTearDownCalled;
537 
538     // Usually, we use an OS Window per "fixture" (a frontend and backend combination).
539     // This allows:
540     // 1. Reusing EGL Display on Windows.
541     //    Other platforms have issues with display reuse even if a window per fixture is used.
542     // 2. Hiding only SwiftShader OS Window on Linux.
543     //    OS Windows for other backends must be visible, to allow driver to communicate with X11.
544     // However, we must use a single OS Window for all backends on Android,
545     // since test Application can have only one window.
546     static OSWindow *mOSWindowSingleton;
547 
548     static std::map<angle::PlatformParameters, TestFixture> gFixtures;
549     const angle::PlatformParameters *mCurrentParams;
550     TestFixture *mFixture;
551 
552     // Workaround for NVIDIA not being able to share a window with OpenGL and Vulkan.
553     static Optional<EGLint> mLastRendererType;
554     static Optional<angle::GLESDriverType> mLastLoadedDriver;
555 };
556 
557 template <typename Params = angle::PlatformParameters>
558 class ANGLETestWithParam : public ANGLETestBase, public ::testing::TestWithParam<Params>
559 {
560   protected:
561     ANGLETestWithParam();
562 
testSetUp()563     virtual void testSetUp() {}
testTearDown()564     virtual void testTearDown() {}
565 
recreateTestFixture()566     void recreateTestFixture()
567     {
568         TearDown();
569         SetUp();
570     }
571 
572   private:
SetUp()573     void SetUp() final
574     {
575         ANGLETestBase::ANGLETestSetUp();
576         testSetUp();
577     }
578 
TearDown()579     void TearDown() final
580     {
581         testTearDown();
582         ANGLETestBase::ANGLETestTearDown();
583     }
584 };
585 
586 template <typename Params>
ANGLETestWithParam()587 ANGLETestWithParam<Params>::ANGLETestWithParam()
588     : ANGLETestBase(std::get<angle::PlatformParameters>(this->GetParam()))
589 {}
590 
591 template <>
ANGLETestWithParam()592 inline ANGLETestWithParam<angle::PlatformParameters>::ANGLETestWithParam()
593     : ANGLETestBase(this->GetParam())
594 {}
595 
596 // Note: this hack is not necessary in C++17.  Once we switch to C++17, we can just rename
597 // ANGLETestWithParam to ANGLETest.
598 using ANGLETest = ANGLETestWithParam<>;
599 
600 class ANGLETestEnvironment : public testing::Environment
601 {
602   public:
603     void SetUp() override;
604     void TearDown() override;
605 
606     static angle::Library *GetDriverLibrary(angle::GLESDriverType driver);
607 
608   private:
609     static angle::Library *GetAngleEGLLibrary();
610     static angle::Library *GetSystemEGLLibrary();
611     static angle::Library *GetSystemWGLLibrary();
612 
613     // For loading entry points.
614     static std::unique_ptr<angle::Library> gAngleEGLLibrary;
615     static std::unique_ptr<angle::Library> gSystemEGLLibrary;
616     static std::unique_ptr<angle::Library> gSystemWGLLibrary;
617 };
618 
619 extern angle::PlatformMethods gDefaultPlatformMethods;
620 
621 #endif  // ANGLE_TESTS_ANGLE_TEST_H_
622