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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 "RenderDoc.h"
18 #include "angle_test_configs.h"
19 #include "angle_test_platform.h"
20 #include "common/angleutils.h"
21 #include "common/system_utils.h"
22 #include "common/vector_utils.h"
23 #include "platform/PlatformMethods.h"
24 #include "util/EGLWindow.h"
25 #include "util/shader_utils.h"
26 #include "util/util_gl.h"
27 
28 namespace angle
29 {
30 struct SystemInfo;
31 class RNG;
32 }  // namespace angle
33 
34 #define ASSERT_GL_TRUE(a) ASSERT_EQ(static_cast<GLboolean>(GL_TRUE), (a))
35 #define ASSERT_GL_FALSE(a) ASSERT_EQ(static_cast<GLboolean>(GL_FALSE), (a))
36 #define EXPECT_GL_TRUE(a) EXPECT_EQ(static_cast<GLboolean>(GL_TRUE), (a))
37 #define EXPECT_GL_FALSE(a) EXPECT_EQ(static_cast<GLboolean>(GL_FALSE), (a))
38 
39 #define EXPECT_GL_ERROR(err) EXPECT_EQ(static_cast<GLenum>(err), glGetError())
40 #define EXPECT_GL_NO_ERROR() EXPECT_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError())
41 
42 #define ASSERT_GL_ERROR(err) ASSERT_EQ(static_cast<GLenum>(err), glGetError())
43 #define ASSERT_GL_NO_ERROR() ASSERT_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError())
44 
45 #define EXPECT_EGL_ERROR(err) EXPECT_EQ((err), eglGetError())
46 #define EXPECT_EGL_SUCCESS() EXPECT_EGL_ERROR(EGL_SUCCESS)
47 
48 // EGLBoolean is |unsigned int| but EGL_TRUE is 0, not 0u.
49 #define ASSERT_EGL_TRUE(a) ASSERT_EQ(static_cast<EGLBoolean>(EGL_TRUE), static_cast<EGLBoolean>(a))
50 #define ASSERT_EGL_FALSE(a) \
51     ASSERT_EQ(static_cast<EGLBoolean>(EGL_FALSE), static_cast<EGLBoolean>(a))
52 #define EXPECT_EGL_TRUE(a) EXPECT_EQ(static_cast<EGLBoolean>(EGL_TRUE), static_cast<EGLBoolean>(a))
53 #define EXPECT_EGL_FALSE(a) \
54     EXPECT_EQ(static_cast<EGLBoolean>(EGL_FALSE), static_cast<EGLBoolean>(a))
55 
56 #define ASSERT_EGL_ERROR(err) ASSERT_EQ((err), eglGetError())
57 #define ASSERT_EGL_SUCCESS() ASSERT_EGL_ERROR(EGL_SUCCESS)
58 
59 #define ASSERT_GLENUM_EQ(expected, actual) \
60     ASSERT_EQ(static_cast<GLenum>(expected), static_cast<GLenum>(actual))
61 #define EXPECT_GLENUM_EQ(expected, actual) \
62     EXPECT_EQ(static_cast<GLenum>(expected), static_cast<GLenum>(actual))
63 #define ASSERT_GLENUM_NE(expected, actual) \
64     ASSERT_NE(static_cast<GLenum>(expected), static_cast<GLenum>(actual))
65 #define EXPECT_GLENUM_NE(expected, actual) \
66     EXPECT_NE(static_cast<GLenum>(expected), static_cast<GLenum>(actual))
67 
68 testing::AssertionResult AssertEGLEnumsEqual(const char *lhsExpr,
69                                              const char *rhsExpr,
70                                              EGLenum lhs,
71                                              EGLenum rhs);
72 
73 #define ASSERT_EGLENUM_EQ(expected, actual)                                  \
74     ASSERT_PRED_FORMAT2(AssertEGLEnumsEqual, static_cast<EGLenum>(expected), \
75                         static_cast<EGLenum>(actual))
76 #define EXPECT_EGLENUM_EQ(expected, actual)                                  \
77     EXPECT_PRED_FORMAT2(AssertEGLEnumsEqual, static_cast<EGLenum>(expected), \
78                         static_cast<EGLenum>(actual))
79 
80 #define ASSERT_GL_FRAMEBUFFER_COMPLETE(framebuffer) \
81     ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(framebuffer))
82 #define EXPECT_GL_FRAMEBUFFER_COMPLETE(framebuffer) \
83     EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(framebuffer))
84 
85 namespace angle
86 {
87 struct GLColorRGB
88 {
GLColorRGBGLColorRGB89     constexpr GLColorRGB() : R(0), G(0), B(0) {}
GLColorRGBGLColorRGB90     constexpr GLColorRGB(GLubyte r, GLubyte g, GLubyte b) : R(r), G(g), B(b) {}
91     GLColorRGB(const angle::Vector3 &floatColor);
92 
dataGLColorRGB93     const GLubyte *data() const { return &R; }
dataGLColorRGB94     GLubyte *data() { return &R; }
95 
96     GLubyte R, G, B;
97 
98     static const GLColorRGB black;
99     static const GLColorRGB blue;
100     static const GLColorRGB green;
101     static const GLColorRGB red;
102     static const GLColorRGB yellow;
103 };
104 
105 struct GLColorRG
106 {
GLColorRGGLColorRG107     constexpr GLColorRG() : R(0), G(0) {}
GLColorRGGLColorRG108     constexpr GLColorRG(GLubyte r, GLubyte g) : R(r), G(g) {}
109     GLColorRG(const angle::Vector2 &floatColor);
110 
dataGLColorRG111     const GLubyte *data() const { return &R; }
dataGLColorRG112     GLubyte *data() { return &R; }
113 
114     GLubyte R, G;
115 };
116 
117 struct GLColorR
118 {
GLColorRGLColorR119     constexpr GLColorR() : R(0) {}
GLColorRGLColorR120     constexpr GLColorR(GLubyte r) : R(r) {}
121     GLColorR(const float floatColor);
122 
dataGLColorR123     const GLubyte *data() const { return &R; }
dataGLColorR124     GLubyte *data() { return &R; }
125 
126     GLubyte R;
127 };
128 
129 struct GLColor
130 {
GLColorGLColor131     constexpr GLColor() : R(0), G(0), B(0), A(0) {}
GLColorGLColor132     constexpr GLColor(GLubyte r, GLubyte g, GLubyte b, GLubyte a) : R(r), G(g), B(b), A(a) {}
133     GLColor(const angle::Vector3 &floatColor);
134     GLColor(const angle::Vector4 &floatColor);
135     GLColor(GLuint colorValue);
136 
137     angle::Vector4 toNormalizedVector() const;
138 
139     GLubyte &operator[](size_t index) { return (&R)[index]; }
140 
141     const GLubyte &operator[](size_t index) const { return (&R)[index]; }
142 
dataGLColor143     const GLubyte *data() const { return &R; }
dataGLColor144     GLubyte *data() { return &R; }
145 
146     GLuint asUint() const;
147 
148     testing::AssertionResult ExpectNear(const GLColor &expected, const GLColor &err) const;
149 
150     GLubyte R, G, B, A;
151 
152     static const GLColor black;
153     static const GLColor blue;
154     static const GLColor cyan;
155     static const GLColor green;
156     static const GLColor red;
157     static const GLColor transparentBlack;
158     static const GLColor white;
159     static const GLColor yellow;
160     static const GLColor magenta;
161 };
162 
163 struct GLColor16UI
164 {
GLColor16UIGLColor16UI165     constexpr GLColor16UI() : GLColor16UI(0, 0, 0, 0) {}
GLColor16UIGLColor16UI166     constexpr GLColor16UI(GLushort r, GLushort g, GLushort b, GLushort a) : R(r), G(g), B(b), A(a)
167     {}
168 
169     GLushort R, G, B, A;
170 };
171 
172 struct GLColor32F
173 {
GLColor32FGLColor32F174     constexpr GLColor32F() : GLColor32F(0.0f, 0.0f, 0.0f, 0.0f) {}
GLColor32FGLColor32F175     constexpr GLColor32F(GLfloat r, GLfloat g, GLfloat b, GLfloat a) : R(r), G(g), B(b), A(a) {}
176 
177     GLfloat R, G, B, A;
178 };
179 
180 static constexpr GLColor32F kFloatBlack = {0.0f, 0.0f, 0.0f, 1.0f};
181 static constexpr GLColor32F kFloatRed   = {1.0f, 0.0f, 0.0f, 1.0f};
182 static constexpr GLColor32F kFloatGreen = {0.0f, 1.0f, 0.0f, 1.0f};
183 static constexpr GLColor32F kFloatBlue  = {0.0f, 0.0f, 1.0f, 1.0f};
184 
185 // The input here for pixelPoints are the expected integer window coordinates, we add .5 to every
186 // one of them and re-scale the numbers to be between [-1,1]. Using this technique, we can make
187 // sure the rasterization stage will end up drawing pixels at the expected locations.
188 void CreatePixelCenterWindowCoords(const std::vector<Vector2> &pixelPoints,
189                                    int windowWidth,
190                                    int windowHeight,
191                                    std::vector<Vector3> *outVertices);
192 
193 // Useful to cast any type to GLubyte.
194 template <typename TR, typename TG, typename TB, typename TA>
MakeGLColor(TR r,TG g,TB b,TA a)195 GLColor MakeGLColor(TR r, TG g, TB b, TA a)
196 {
197     return GLColor(static_cast<GLubyte>(r), static_cast<GLubyte>(g), static_cast<GLubyte>(b),
198                    static_cast<GLubyte>(a));
199 }
200 
201 GLColor RandomColor(angle::RNG *rng);
202 
203 bool operator==(const GLColor &a, const GLColor &b);
204 bool operator!=(const GLColor &a, const GLColor &b);
205 std::ostream &operator<<(std::ostream &ostream, const GLColor &color);
206 GLColor ReadColor(GLint x, GLint y);
207 
208 bool operator==(const GLColorRGB &a, const GLColorRGB &b);
209 bool operator!=(const GLColorRGB &a, const GLColorRGB &b);
210 std::ostream &operator<<(std::ostream &ostream, const GLColorRGB &color);
211 
212 // Useful to cast any type to GLfloat.
213 template <typename TR, typename TG, typename TB, typename TA>
MakeGLColor32F(TR r,TG g,TB b,TA a)214 GLColor32F MakeGLColor32F(TR r, TG g, TB b, TA a)
215 {
216     return GLColor32F(static_cast<GLfloat>(r), static_cast<GLfloat>(g), static_cast<GLfloat>(b),
217                       static_cast<GLfloat>(a));
218 }
219 
220 bool operator==(const GLColor32F &a, const GLColor32F &b);
221 std::ostream &operator<<(std::ostream &ostream, const GLColor32F &color);
222 GLColor32F ReadColor32F(GLint x, GLint y);
223 
224 constexpr std::array<GLenum, 6> kCubeFaces = {
225     {GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
226      GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
227      GL_TEXTURE_CUBE_MAP_NEGATIVE_Z}};
228 
229 void LoadEntryPointsWithUtilLoader(angle::GLESDriverType driver);
230 
231 }  // namespace angle
232 
233 #define EXPECT_PIXEL_EQ(x, y, r, g, b, a) \
234     EXPECT_EQ(angle::MakeGLColor(r, g, b, a), angle::ReadColor(x, y))
235 
236 #define EXPECT_PIXEL_NE(x, y, r, g, b, a) \
237     EXPECT_NE(angle::MakeGLColor(r, g, b, a), angle::ReadColor(x, y))
238 
239 #define EXPECT_PIXEL_32F_EQ(x, y, r, g, b, a) \
240     EXPECT_EQ(angle::MakeGLColor32F(r, g, b, a), angle::ReadColor32F(x, y))
241 
242 #define EXPECT_PIXEL_ALPHA_EQ(x, y, a) EXPECT_EQ(a, angle::ReadColor(x, y).A)
243 
244 #define EXPECT_PIXEL_ALPHA32F_EQ(x, y, a) EXPECT_EQ(a, angle::ReadColor32F(x, y).A)
245 
246 #define EXPECT_PIXEL_COLOR_EQ(x, y, angleColor) EXPECT_EQ(angleColor, angle::ReadColor(x, y))
247 #define EXPECT_PIXEL_COLOR_EQ_VEC2(vec2, angleColor) \
248     EXPECT_EQ(angleColor,                            \
249               angle::ReadColor(static_cast<GLint>(vec2.x()), static_cast<GLint>(vec2.y())))
250 
251 #define EXPECT_PIXEL_COLOR32F_EQ(x, y, angleColor) EXPECT_EQ(angleColor, angle::ReadColor32F(x, y))
252 
253 #define EXPECT_PIXEL_RECT_EQ(x, y, width, height, color)                                           \
254     do                                                                                             \
255     {                                                                                              \
256         std::vector<GLColor> actualColors((width) * (height));                                     \
257         glReadPixels((x), (y), (width), (height), GL_RGBA, GL_UNSIGNED_BYTE, actualColors.data()); \
258         std::vector<GLColor> expectedColors((width) * (height), color);                            \
259         EXPECT_EQ(expectedColors, actualColors);                                                   \
260     } while (0)
261 
262 #define EXPECT_PIXEL_NEAR_HELPER(x, y, r, g, b, a, abs_error, ctype, format, type) \
263     do                                                                             \
264     {                                                                              \
265         ctype pixel[4];                                                            \
266         glReadPixels((x), (y), 1, 1, format, type, pixel);                         \
267         EXPECT_GL_NO_ERROR();                                                      \
268         EXPECT_NEAR((r), pixel[0], abs_error);                                     \
269         EXPECT_NEAR((g), pixel[1], abs_error);                                     \
270         EXPECT_NEAR((b), pixel[2], abs_error);                                     \
271         EXPECT_NEAR((a), pixel[3], abs_error);                                     \
272     } while (0)
273 
274 #define EXPECT_PIXEL_EQ_HELPER(x, y, r, g, b, a, ctype, format, type) \
275     do                                                                \
276     {                                                                 \
277         ctype pixel[4];                                               \
278         glReadPixels((x), (y), 1, 1, format, type, pixel);            \
279         EXPECT_GL_NO_ERROR();                                         \
280         EXPECT_EQ((r), pixel[0]);                                     \
281         EXPECT_EQ((g), pixel[1]);                                     \
282         EXPECT_EQ((b), pixel[2]);                                     \
283         EXPECT_EQ((a), pixel[3]);                                     \
284     } while (0)
285 
286 #define EXPECT_PIXEL_NEAR(x, y, r, g, b, a, abs_error) \
287     EXPECT_PIXEL_NEAR_HELPER(x, y, r, g, b, a, abs_error, GLubyte, GL_RGBA, GL_UNSIGNED_BYTE)
288 
289 #define EXPECT_PIXEL_32F_NEAR(x, y, r, g, b, a, abs_error) \
290     EXPECT_PIXEL_NEAR_HELPER(x, y, r, g, b, a, abs_error, GLfloat, GL_RGBA, GL_FLOAT)
291 
292 #define EXPECT_PIXEL_8I(x, y, r, g, b, a) \
293     EXPECT_PIXEL_EQ_HELPER(x, y, r, g, b, a, GLbyte, GL_RGBA_INTEGER, GL_BYTE)
294 
295 #define EXPECT_PIXEL_8UI(x, y, r, g, b, a) \
296     EXPECT_PIXEL_EQ_HELPER(x, y, r, g, b, a, GLubyte, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE)
297 
298 #define EXPECT_PIXEL_16UI(x, y, r, g, b, a) \
299     EXPECT_PIXEL_EQ_HELPER(x, y, r, g, b, a, GLushort, GL_RGBA, GL_UNSIGNED_SHORT)
300 
301 #define EXPECT_PIXEL_16UI_COLOR(x, y, color) \
302     EXPECT_PIXEL_16UI(x, y, color.R, color.G, color.B, color.A)
303 
304 // TODO(jmadill): Figure out how we can use GLColor's nice printing with EXPECT_NEAR.
305 #define EXPECT_PIXEL_COLOR_NEAR(x, y, angleColor, abs_error) \
306     EXPECT_PIXEL_NEAR(x, y, angleColor.R, angleColor.G, angleColor.B, angleColor.A, abs_error)
307 
308 #define EXPECT_PIXEL_COLOR32F_NEAR(x, y, angleColor, abs_error) \
309     EXPECT_PIXEL32F_NEAR(x, y, angleColor.R, angleColor.G, angleColor.B, angleColor.A, abs_error)
310 
311 #define EXPECT_COLOR_NEAR(expected, actual, abs_error) \
312     do                                                 \
313     {                                                  \
314         EXPECT_NEAR(expected.R, actual.R, abs_error);  \
315         EXPECT_NEAR(expected.G, actual.G, abs_error);  \
316         EXPECT_NEAR(expected.B, actual.B, abs_error);  \
317         EXPECT_NEAR(expected.A, actual.A, abs_error);  \
318     } while (0)
319 #define EXPECT_PIXEL32F_NEAR(x, y, r, g, b, a, abs_error)       \
320     do                                                          \
321     {                                                           \
322         GLfloat pixel[4];                                       \
323         glReadPixels((x), (y), 1, 1, GL_RGBA, GL_FLOAT, pixel); \
324         EXPECT_GL_NO_ERROR();                                   \
325         EXPECT_NEAR((r), pixel[0], abs_error);                  \
326         EXPECT_NEAR((g), pixel[1], abs_error);                  \
327         EXPECT_NEAR((b), pixel[2], abs_error);                  \
328         EXPECT_NEAR((a), pixel[3], abs_error);                  \
329     } while (0)
330 
331 #define EXPECT_PIXEL_COLOR32F_NEAR(x, y, angleColor, abs_error) \
332     EXPECT_PIXEL32F_NEAR(x, y, angleColor.R, angleColor.G, angleColor.B, angleColor.A, abs_error)
333 
334 #define EXPECT_PIXEL_STENCIL_EQ(x, y, expected)                                    \
335     do                                                                             \
336     {                                                                              \
337         GLubyte actual;                                                            \
338         glReadPixels((x), (y), 1, 1, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, &actual); \
339         EXPECT_GL_NO_ERROR();                                                      \
340         EXPECT_EQ((expected), actual);                                             \
341     } while (0)
342 
343 class ANGLETestBase;
344 class EGLWindow;
345 class GLWindowBase;
346 class OSWindow;
347 class WGLWindow;
348 
349 struct TestPlatformContext final : private angle::NonCopyable
350 {
351     bool ignoreMessages        = false;
352     bool warningsAsErrors      = false;
353     ANGLETestBase *currentTest = nullptr;
354 };
355 
356 class ANGLETestBase
357 {
358   protected:
359     ANGLETestBase(const angle::PlatformParameters &params);
360     virtual ~ANGLETestBase();
361 
362   public:
363     void setWindowVisible(OSWindow *osWindow, bool isVisible);
364 
365     static void ReleaseFixtures();
366 
isSwiftshader()367     bool isSwiftshader() const
368     {
369         // Renderer might be swiftshader even if local swiftshader not used.
370         return mCurrentParams->isSwiftshader() || angle::IsSwiftshaderDevice();
371     }
372 
enableDebugLayers()373     bool enableDebugLayers() const
374     {
375         return mCurrentParams->eglParameters.debugLayersEnabled != EGL_FALSE;
376     }
377 
378   protected:
379     void ANGLETestSetUp();
380     void ANGLETestPreTearDown();
381     void ANGLETestTearDown();
382 
383     virtual void swapBuffers();
384 
385     void setupQuadVertexBuffer(GLfloat positionAttribZ, GLfloat positionAttribXYScale);
386     void setupIndexedQuadVertexBuffer(GLfloat positionAttribZ, GLfloat positionAttribXYScale);
387     void setupIndexedQuadIndexBuffer();
388 
389     void drawQuad(GLuint program, const std::string &positionAttribName, GLfloat positionAttribZ);
390     void drawQuad(GLuint program,
391                   const std::string &positionAttribName,
392                   GLfloat positionAttribZ,
393                   GLfloat positionAttribXYScale);
394     void drawQuad(GLuint program,
395                   const std::string &positionAttribName,
396                   GLfloat positionAttribZ,
397                   GLfloat positionAttribXYScale,
398                   bool useVertexBuffer);
399     void drawQuadInstanced(GLuint program,
400                            const std::string &positionAttribName,
401                            GLfloat positionAttribZ,
402                            GLfloat positionAttribXYScale,
403                            bool useVertexBuffer,
404                            GLuint numInstances);
405     void drawPatches(GLuint program,
406                      const std::string &positionAttribName,
407                      GLfloat positionAttribZ,
408                      GLfloat positionAttribXYScale,
409                      bool useVertexBuffer);
410 
411     void drawQuadPPO(GLuint vertProgram,
412                      const std::string &positionAttribName,
413                      const GLfloat positionAttribZ,
414                      const GLfloat positionAttribXYScale);
415 
416     static std::array<angle::Vector3, 6> GetQuadVertices();
417     static std::array<GLushort, 6> GetQuadIndices();
418     static std::array<angle::Vector3, 4> GetIndexedQuadVertices();
419 
420     void drawIndexedQuad(GLuint program,
421                          const std::string &positionAttribName,
422                          GLfloat positionAttribZ);
423     void drawIndexedQuad(GLuint program,
424                          const std::string &positionAttribName,
425                          GLfloat positionAttribZ,
426                          GLfloat positionAttribXYScale);
427     void drawIndexedQuad(GLuint program,
428                          const std::string &positionAttribName,
429                          GLfloat positionAttribZ,
430                          GLfloat positionAttribXYScale,
431                          bool useBufferObject);
432 
433     void drawIndexedQuad(GLuint program,
434                          const std::string &positionAttribName,
435                          GLfloat positionAttribZ,
436                          GLfloat positionAttribXYScale,
437                          bool useBufferObject,
438                          bool restrictedRange);
439 
440     void draw2DTexturedQuad(GLfloat positionAttribZ,
441                             GLfloat positionAttribXYScale,
442                             bool useVertexBuffer);
443 
444     // The layer parameter chooses the 3D texture layer to sample from.
445     void draw3DTexturedQuad(GLfloat positionAttribZ,
446                             GLfloat positionAttribXYScale,
447                             bool useVertexBuffer,
448                             float layer);
449 
450     void setWindowWidth(int width);
451     void setWindowHeight(int height);
452     void setConfigRedBits(int bits);
453     void setConfigGreenBits(int bits);
454     void setConfigBlueBits(int bits);
455     void setConfigAlphaBits(int bits);
456     void setConfigDepthBits(int bits);
457     void setConfigStencilBits(int bits);
458     void setConfigComponentType(EGLenum componentType);
459     void setMultisampleEnabled(bool enabled);
460     void setSamples(EGLint samples);
461     void setDebugEnabled(bool enabled);
462     void setNoErrorEnabled(bool enabled);
463     void setWebGLCompatibilityEnabled(bool webglCompatibility);
464     void setExtensionsEnabled(bool extensionsEnabled);
465     void setRobustAccess(bool enabled);
466     void setBindGeneratesResource(bool bindGeneratesResource);
467     void setClientArraysEnabled(bool enabled);
468     void setRobustResourceInit(bool enabled);
469     void setContextProgramCacheEnabled(bool enabled);
470     void setContextResetStrategy(EGLenum resetStrategy);
471     void forceNewDisplay();
472 
473     // Some EGL extension tests would like to defer the Context init until the test body.
474     void setDeferContextInit(bool enabled);
475 
476     int getClientMajorVersion() const;
477     int getClientMinorVersion() const;
478 
479     GLWindowBase *getGLWindow() const;
480     EGLWindow *getEGLWindow() const;
481     int getWindowWidth() const;
482     int getWindowHeight() const;
483 
484     EGLint getPlatformRenderer() const;
485 
486     void ignoreD3D11SDKLayersWarnings();
487 
488     // Allows a test to be more restrictive about platform warnings.
489     void treatPlatformWarningsAsErrors();
490 
getOSWindow()491     OSWindow *getOSWindow() { return mFixture->osWindow; }
492 
493     GLuint get2DTexturedQuadProgram();
494 
495     // Has a float uniform "u_layer" to choose the 3D texture layer.
496     GLuint get3DTexturedQuadProgram();
497 
498     class ANGLE_NO_DISCARD ScopedIgnorePlatformMessages : angle::NonCopyable
499     {
500       public:
501         ScopedIgnorePlatformMessages();
502         ~ScopedIgnorePlatformMessages();
503     };
504 
505     // Can be used before we get a GL context.
isGLRenderer()506     bool isGLRenderer() const
507     {
508         return mCurrentParams->getRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE;
509     }
510 
isGLESRenderer()511     bool isGLESRenderer() const
512     {
513         return mCurrentParams->getRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE;
514     }
515 
isD3D11Renderer()516     bool isD3D11Renderer() const
517     {
518         return mCurrentParams->getRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE;
519     }
520 
isVulkanRenderer()521     bool isVulkanRenderer() const
522     {
523         return mCurrentParams->getRenderer() == EGL_PLATFORM_ANGLE_TYPE_VULKAN_ANGLE;
524     }
525 
isVulkanSwiftshaderRenderer()526     bool isVulkanSwiftshaderRenderer() const
527     {
528         return mCurrentParams->getRenderer() == EGL_PLATFORM_ANGLE_TYPE_VULKAN_ANGLE &&
529                mCurrentParams->isSwiftshader();
530     }
531 
532     bool platformSupportsMultithreading() const;
533 
534     bool mIsSetUp = false;
535 
536   private:
537     void checkD3D11SDKLayersMessages();
538 
539     void drawQuad(GLuint program,
540                   const std::string &positionAttribName,
541                   GLfloat positionAttribZ,
542                   GLfloat positionAttribXYScale,
543                   bool useVertexBuffer,
544                   bool useInstancedDrawCalls,
545                   bool useTessellationPatches,
546                   GLuint numInstances);
547 
548     void initOSWindow();
549 
550     struct TestFixture
551     {
552         TestFixture();
553         ~TestFixture();
554 
555         EGLWindow *eglWindow = nullptr;
556         WGLWindow *wglWindow = nullptr;
557         OSWindow *osWindow   = nullptr;
558         ConfigParameters configParams;
559         uint32_t reuseCounter = 0;
560     };
561 
562     int mWidth;
563     int mHeight;
564 
565     bool mIgnoreD3D11SDKLayersWarnings;
566 
567     // Used for indexed quad rendering
568     GLuint mQuadVertexBuffer;
569     GLuint mQuadIndexBuffer;
570 
571     // Used for texture rendering.
572     GLuint m2DTexturedQuadProgram;
573     GLuint m3DTexturedQuadProgram;
574 
575     bool mDeferContextInit;
576     bool mAlwaysForceNewDisplay;
577     bool mForceNewDisplay;
578 
579     bool mSetUpCalled;
580     bool mTearDownCalled;
581 
582     // Usually, we use an OS Window per "fixture" (a frontend and backend combination).
583     // This allows:
584     // 1. Reusing EGL Display on Windows.
585     //    Other platforms have issues with display reuse even if a window per fixture is used.
586     // 2. Hiding only SwiftShader OS Window on Linux.
587     //    OS Windows for other backends must be visible, to allow driver to communicate with X11.
588     // However, we must use a single OS Window for all backends on Android,
589     // since test Application can have only one window.
590     static OSWindow *mOSWindowSingleton;
591 
592     static std::map<angle::PlatformParameters, TestFixture> gFixtures;
593     const angle::PlatformParameters *mCurrentParams;
594     TestFixture *mFixture;
595 
596     RenderDoc mRenderDoc;
597 
598     // Workaround for NVIDIA not being able to share a window with OpenGL and Vulkan.
599     static Optional<EGLint> mLastRendererType;
600     static Optional<angle::GLESDriverType> mLastLoadedDriver;
601 };
602 
603 template <typename Params = angle::PlatformParameters>
604 class ANGLETestWithParam : public ANGLETestBase, public ::testing::TestWithParam<Params>
605 {
606   protected:
607     ANGLETestWithParam();
608 
testSetUp()609     virtual void testSetUp() {}
testTearDown()610     virtual void testTearDown() {}
611 
recreateTestFixture()612     void recreateTestFixture()
613     {
614         TearDown();
615         SetUp();
616     }
617 
618   private:
SetUp()619     void SetUp() final
620     {
621         ANGLETestBase::ANGLETestSetUp();
622         if (mIsSetUp)
623         {
624             testSetUp();
625         }
626     }
627 
TearDown()628     void TearDown() final
629     {
630         ANGLETestBase::ANGLETestPreTearDown();
631         if (mIsSetUp)
632         {
633             testTearDown();
634         }
635         ANGLETestBase::ANGLETestTearDown();
636     }
637 };
638 
639 template <typename Params>
ANGLETestWithParam()640 ANGLETestWithParam<Params>::ANGLETestWithParam()
641     : ANGLETestBase(std::get<angle::PlatformParameters>(this->GetParam()))
642 {}
643 
644 template <>
ANGLETestWithParam()645 inline ANGLETestWithParam<angle::PlatformParameters>::ANGLETestWithParam()
646     : ANGLETestBase(this->GetParam())
647 {}
648 
649 // Note: this hack is not necessary in C++17.  Once we switch to C++17, we can just rename
650 // ANGLETestWithParam to ANGLETest.
651 using ANGLETest = ANGLETestWithParam<>;
652 
653 class ANGLETestEnvironment : public testing::Environment
654 {
655   public:
656     void SetUp() override;
657     void TearDown() override;
658 
659     static angle::Library *GetDriverLibrary(angle::GLESDriverType driver);
660 
661   private:
662     static angle::Library *GetAngleEGLLibrary();
663     static angle::Library *GetSystemEGLLibrary();
664     static angle::Library *GetSystemWGLLibrary();
665 
666     // For loading entry points.
667     static std::unique_ptr<angle::Library> gAngleEGLLibrary;
668     static std::unique_ptr<angle::Library> gSystemEGLLibrary;
669     static std::unique_ptr<angle::Library> gSystemWGLLibrary;
670 };
671 
672 extern angle::PlatformMethods gDefaultPlatformMethods;
673 
674 #endif  // ANGLE_TESTS_ANGLE_TEST_H_
675