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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 "test_expectations/GPUTestConfig.h"
25 #include "util/EGLWindow.h"
26 #include "util/shader_utils.h"
27 #include "util/util_gl.h"
28 
29 namespace angle
30 {
31 struct SystemInfo;
32 class RNG;
33 }  // namespace angle
34 
35 #define ASSERT_GL_TRUE(a) ASSERT_EQ(static_cast<GLboolean>(GL_TRUE), (a))
36 #define ASSERT_GL_FALSE(a) ASSERT_EQ(static_cast<GLboolean>(GL_FALSE), (a))
37 #define EXPECT_GL_TRUE(a) EXPECT_EQ(static_cast<GLboolean>(GL_TRUE), (a))
38 #define EXPECT_GL_FALSE(a) EXPECT_EQ(static_cast<GLboolean>(GL_FALSE), (a))
39 
40 #define EXPECT_GL_ERROR(err) EXPECT_EQ(static_cast<GLenum>(err), glGetError())
41 #define EXPECT_GL_NO_ERROR() EXPECT_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError())
42 
43 #define ASSERT_GL_ERROR(err) ASSERT_EQ(static_cast<GLenum>(err), glGetError())
44 #define ASSERT_GL_NO_ERROR() ASSERT_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError())
45 
46 #define EXPECT_EGL_ERROR(err) EXPECT_EQ((err), eglGetError())
47 #define EXPECT_EGL_SUCCESS() EXPECT_EGL_ERROR(EGL_SUCCESS)
48 
49 // EGLBoolean is |unsigned int| but EGL_TRUE is 0, not 0u.
50 #define ASSERT_EGL_TRUE(a) ASSERT_EQ(static_cast<EGLBoolean>(EGL_TRUE), static_cast<EGLBoolean>(a))
51 #define ASSERT_EGL_FALSE(a) \
52     ASSERT_EQ(static_cast<EGLBoolean>(EGL_FALSE), static_cast<EGLBoolean>(a))
53 #define EXPECT_EGL_TRUE(a) EXPECT_EQ(static_cast<EGLBoolean>(EGL_TRUE), static_cast<EGLBoolean>(a))
54 #define EXPECT_EGL_FALSE(a) \
55     EXPECT_EQ(static_cast<EGLBoolean>(EGL_FALSE), static_cast<EGLBoolean>(a))
56 
57 #define ASSERT_EGL_ERROR(err) ASSERT_EQ((err), eglGetError())
58 #define ASSERT_EGL_SUCCESS() ASSERT_EGL_ERROR(EGL_SUCCESS)
59 
60 #define ASSERT_GLENUM_EQ(expected, actual) \
61     ASSERT_EQ(static_cast<GLenum>(expected), static_cast<GLenum>(actual))
62 #define EXPECT_GLENUM_EQ(expected, actual) \
63     EXPECT_EQ(static_cast<GLenum>(expected), static_cast<GLenum>(actual))
64 #define ASSERT_GLENUM_NE(expected, actual) \
65     ASSERT_NE(static_cast<GLenum>(expected), static_cast<GLenum>(actual))
66 #define EXPECT_GLENUM_NE(expected, actual) \
67     EXPECT_NE(static_cast<GLenum>(expected), static_cast<GLenum>(actual))
68 
69 testing::AssertionResult AssertEGLEnumsEqual(const char *lhsExpr,
70                                              const char *rhsExpr,
71                                              EGLenum lhs,
72                                              EGLenum rhs);
73 
74 #define ASSERT_EGLENUM_EQ(expected, actual)                                  \
75     ASSERT_PRED_FORMAT2(AssertEGLEnumsEqual, static_cast<EGLenum>(expected), \
76                         static_cast<EGLenum>(actual))
77 #define EXPECT_EGLENUM_EQ(expected, actual)                                  \
78     EXPECT_PRED_FORMAT2(AssertEGLEnumsEqual, static_cast<EGLenum>(expected), \
79                         static_cast<EGLenum>(actual))
80 
81 #define ASSERT_GL_FRAMEBUFFER_COMPLETE(framebuffer) \
82     ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(framebuffer))
83 #define EXPECT_GL_FRAMEBUFFER_COMPLETE(framebuffer) \
84     EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(framebuffer))
85 
86 namespace angle
87 {
88 struct GLColorRGB
89 {
GLColorRGBGLColorRGB90     constexpr GLColorRGB() : R(0), G(0), B(0) {}
GLColorRGBGLColorRGB91     constexpr GLColorRGB(GLubyte r, GLubyte g, GLubyte b) : R(r), G(g), B(b) {}
92     GLColorRGB(const angle::Vector3 &floatColor);
93 
dataGLColorRGB94     const GLubyte *data() const { return &R; }
dataGLColorRGB95     GLubyte *data() { return &R; }
96 
97     GLubyte R, G, B;
98 
99     static const GLColorRGB black;
100     static const GLColorRGB blue;
101     static const GLColorRGB green;
102     static const GLColorRGB red;
103     static const GLColorRGB yellow;
104 };
105 
106 struct GLColorRG
107 {
GLColorRGGLColorRG108     constexpr GLColorRG() : R(0), G(0) {}
GLColorRGGLColorRG109     constexpr GLColorRG(GLubyte r, GLubyte g) : R(r), G(g) {}
110     GLColorRG(const angle::Vector2 &floatColor);
111 
dataGLColorRG112     const GLubyte *data() const { return &R; }
dataGLColorRG113     GLubyte *data() { return &R; }
114 
115     GLubyte R, G;
116 };
117 
118 struct GLColorR
119 {
GLColorRGLColorR120     constexpr GLColorR() : R(0) {}
GLColorRGLColorR121     constexpr GLColorR(GLubyte r) : R(r) {}
122     GLColorR(const float floatColor);
123 
dataGLColorR124     const GLubyte *data() const { return &R; }
dataGLColorR125     GLubyte *data() { return &R; }
126 
127     GLubyte R;
128 };
129 
130 struct GLColor
131 {
GLColorGLColor132     constexpr GLColor() : R(0), G(0), B(0), A(0) {}
GLColorGLColor133     constexpr GLColor(GLubyte r, GLubyte g, GLubyte b, GLubyte a) : R(r), G(g), B(b), A(a) {}
134     GLColor(const angle::Vector3 &floatColor);
135     GLColor(const angle::Vector4 &floatColor);
136     GLColor(GLuint colorValue);
137 
138     angle::Vector4 toNormalizedVector() const;
139 
140     GLubyte &operator[](size_t index) { return (&R)[index]; }
141 
142     const GLubyte &operator[](size_t index) const { return (&R)[index]; }
143 
dataGLColor144     const GLubyte *data() const { return &R; }
dataGLColor145     GLubyte *data() { return &R; }
146 
147     GLuint asUint() const;
148 
149     testing::AssertionResult ExpectNear(const GLColor &expected, const GLColor &err) const;
150 
151     GLubyte R, G, B, A;
152 
153     static const GLColor black;
154     static const GLColor blue;
155     static const GLColor cyan;
156     static const GLColor green;
157     static const GLColor red;
158     static const GLColor transparentBlack;
159     static const GLColor white;
160     static const GLColor yellow;
161     static const GLColor magenta;
162 };
163 
164 template <typename T>
165 struct GLColorT
166 {
GLColorTGLColorT167     constexpr GLColorT() : GLColorT(0, 0, 0, 0) {}
GLColorTGLColorT168     constexpr GLColorT(T r, T g, T b, T a) : R(r), G(g), B(b), A(a) {}
169 
170     T R, G, B, A;
171 };
172 
173 using GLColor16   = GLColorT<uint16_t>;
174 using GLColor32F  = GLColorT<float>;
175 using GLColor32I  = GLColorT<int32_t>;
176 using GLColor32UI = GLColorT<uint32_t>;
177 
178 static constexpr GLColor32F kFloatBlack = {0.0f, 0.0f, 0.0f, 1.0f};
179 static constexpr GLColor32F kFloatRed   = {1.0f, 0.0f, 0.0f, 1.0f};
180 static constexpr GLColor32F kFloatGreen = {0.0f, 1.0f, 0.0f, 1.0f};
181 static constexpr GLColor32F kFloatBlue  = {0.0f, 0.0f, 1.0f, 1.0f};
182 
183 // The input here for pixelPoints are the expected integer window coordinates, we add .5 to every
184 // one of them and re-scale the numbers to be between [-1,1]. Using this technique, we can make
185 // sure the rasterization stage will end up drawing pixels at the expected locations.
186 void CreatePixelCenterWindowCoords(const std::vector<Vector2> &pixelPoints,
187                                    int windowWidth,
188                                    int windowHeight,
189                                    std::vector<Vector3> *outVertices);
190 
191 // Useful to cast any type to GLubyte.
192 template <typename TR, typename TG, typename TB, typename TA>
MakeGLColor(TR r,TG g,TB b,TA a)193 GLColor MakeGLColor(TR r, TG g, TB b, TA a)
194 {
195     return GLColor(static_cast<GLubyte>(r), static_cast<GLubyte>(g), static_cast<GLubyte>(b),
196                    static_cast<GLubyte>(a));
197 }
198 
199 GLColor RandomColor(angle::RNG *rng);
200 
201 bool operator==(const GLColor &a, const GLColor &b);
202 bool operator!=(const GLColor &a, const GLColor &b);
203 std::ostream &operator<<(std::ostream &ostream, const GLColor &color);
204 GLColor ReadColor(GLint x, GLint y);
205 
206 bool operator==(const GLColorRGB &a, const GLColorRGB &b);
207 bool operator!=(const GLColorRGB &a, const GLColorRGB &b);
208 std::ostream &operator<<(std::ostream &ostream, const GLColorRGB &color);
209 
210 // Useful to cast any type to GLfloat.
211 template <typename TR, typename TG, typename TB, typename TA>
MakeGLColor32F(TR r,TG g,TB b,TA a)212 GLColor32F MakeGLColor32F(TR r, TG g, TB b, TA a)
213 {
214     return GLColor32F(static_cast<GLfloat>(r), static_cast<GLfloat>(g), static_cast<GLfloat>(b),
215                       static_cast<GLfloat>(a));
216 }
217 
218 template <typename T>
219 bool operator==(const GLColorT<T> &a, const GLColorT<T> &b)
220 {
221     return a.R == b.R && a.G == b.G && a.B == b.B && a.A == b.A;
222 }
223 
224 std::ostream &operator<<(std::ostream &ostream, const GLColor32F &color);
225 GLColor32F ReadColor32F(GLint x, GLint y);
226 
227 constexpr std::array<GLenum, 6> kCubeFaces = {
228     {GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
229      GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
230      GL_TEXTURE_CUBE_MAP_NEGATIVE_Z}};
231 
232 void LoadEntryPointsWithUtilLoader(angle::GLESDriverType driver);
233 
234 bool IsFormatEmulated(GLenum target);
235 
236 GPUTestConfig::API GetTestConfigAPIFromRenderer(angle::GLESDriverType driverType,
237                                                 EGLenum renderer,
238                                                 EGLenum deviceType);
239 }  // namespace angle
240 
241 #define EXPECT_PIXEL_EQ(x, y, r, g, b, a) \
242     EXPECT_EQ(angle::MakeGLColor(r, g, b, a), angle::ReadColor(x, y))
243 
244 #define EXPECT_PIXEL_NE(x, y, r, g, b, a) \
245     EXPECT_NE(angle::MakeGLColor(r, g, b, a), angle::ReadColor(x, y))
246 
247 #define EXPECT_PIXEL_32F_EQ(x, y, r, g, b, a) \
248     EXPECT_EQ(angle::MakeGLColor32F(r, g, b, a), angle::ReadColor32F(x, y))
249 
250 #define EXPECT_PIXEL_ALPHA_EQ(x, y, a) EXPECT_EQ(a, angle::ReadColor(x, y).A)
251 
252 #define EXPECT_PIXEL_ALPHA_NEAR(x, y, a, abs_error) \
253     EXPECT_NEAR(a, angle::ReadColor(x, y).A, abs_error);
254 
255 #define EXPECT_PIXEL_ALPHA32F_EQ(x, y, a) EXPECT_EQ(a, angle::ReadColor32F(x, y).A)
256 
257 #define EXPECT_PIXEL_COLOR_EQ(x, y, angleColor) EXPECT_EQ(angleColor, angle::ReadColor(x, y))
258 #define EXPECT_PIXEL_COLOR_EQ_VEC2(vec2, angleColor) \
259     EXPECT_EQ(angleColor,                            \
260               angle::ReadColor(static_cast<GLint>(vec2.x()), static_cast<GLint>(vec2.y())))
261 
262 #define EXPECT_PIXEL_COLOR32F_EQ(x, y, angleColor) EXPECT_EQ(angleColor, angle::ReadColor32F(x, y))
263 
264 #define EXPECT_PIXEL_RECT_T_EQ(T, x, y, width, height, format, type, color)           \
265     do                                                                                \
266     {                                                                                 \
267         std::vector<T> actualColors((width) * (height));                              \
268         glReadPixels((x), (y), (width), (height), format, type, actualColors.data()); \
269         std::vector<T> expectedColors((width) * (height), color);                     \
270         EXPECT_EQ(expectedColors, actualColors);                                      \
271     } while (0)
272 
273 #define EXPECT_PIXEL_RECT_EQ(x, y, width, height, color) \
274     EXPECT_PIXEL_RECT_T_EQ(GLColor, x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, color)
275 
276 #define EXPECT_PIXEL_RECT32F_EQ(x, y, width, height, color) \
277     EXPECT_PIXEL_RECT_T_EQ(GLColor32F, x, y, width, height, GL_RGBA, GL_FLOAT, color)
278 
279 #define EXPECT_PIXEL_RECT32I_EQ(x, y, width, height, color) \
280     EXPECT_PIXEL_RECT_T_EQ(GLColor32I, x, y, width, height, GL_RGBA_INTEGER, GL_INT, color)
281 
282 #define EXPECT_PIXEL_RECT32UI_EQ(x, y, width, height, color)                                   \
283     EXPECT_PIXEL_RECT_T_EQ(GLColor32UI, x, y, width, height, GL_RGBA_INTEGER, GL_UNSIGNED_INT, \
284                            color)
285 
286 #define EXPECT_PIXEL_NEAR_HELPER(x, y, r, g, b, a, abs_error, ctype, format, type) \
287     do                                                                             \
288     {                                                                              \
289         ctype pixel[4];                                                            \
290         glReadPixels((x), (y), 1, 1, format, type, pixel);                         \
291         EXPECT_GL_NO_ERROR();                                                      \
292         EXPECT_NEAR((r), pixel[0], abs_error);                                     \
293         EXPECT_NEAR((g), pixel[1], abs_error);                                     \
294         EXPECT_NEAR((b), pixel[2], abs_error);                                     \
295         EXPECT_NEAR((a), pixel[3], abs_error);                                     \
296     } while (0)
297 
298 #define EXPECT_PIXEL_EQ_HELPER(x, y, r, g, b, a, ctype, format, type) \
299     do                                                                \
300     {                                                                 \
301         ctype pixel[4];                                               \
302         glReadPixels((x), (y), 1, 1, format, type, pixel);            \
303         EXPECT_GL_NO_ERROR();                                         \
304         EXPECT_EQ((r), pixel[0]);                                     \
305         EXPECT_EQ((g), pixel[1]);                                     \
306         EXPECT_EQ((b), pixel[2]);                                     \
307         EXPECT_EQ((a), pixel[3]);                                     \
308     } while (0)
309 
310 #define EXPECT_PIXEL_NEAR(x, y, r, g, b, a, abs_error) \
311     EXPECT_PIXEL_NEAR_HELPER(x, y, r, g, b, a, abs_error, GLubyte, GL_RGBA, GL_UNSIGNED_BYTE)
312 
313 #define EXPECT_PIXEL_16_NEAR(x, y, r, g, b, a, abs_error) \
314     EXPECT_PIXEL_NEAR_HELPER(x, y, r, g, b, a, abs_error, GLushort, GL_RGBA, GL_UNSIGNED_SHORT)
315 
316 #define EXPECT_PIXEL_8S_NEAR(x, y, r, g, b, a, abs_error) \
317     EXPECT_PIXEL_NEAR_HELPER(x, y, r, g, b, a, abs_error, GLbyte, GL_RGBA, GL_BYTE)
318 
319 #define EXPECT_PIXEL_16S_NEAR(x, y, r, g, b, a, abs_error) \
320     EXPECT_PIXEL_NEAR_HELPER(x, y, r, g, b, a, abs_error, GLshort, GL_RGBA, GL_SHORT)
321 
322 #define EXPECT_PIXEL_32F_NEAR(x, y, r, g, b, a, abs_error) \
323     EXPECT_PIXEL_NEAR_HELPER(x, y, r, g, b, a, abs_error, GLfloat, GL_RGBA, GL_FLOAT)
324 
325 #define EXPECT_PIXEL_8I(x, y, r, g, b, a) \
326     EXPECT_PIXEL_EQ_HELPER(x, y, r, g, b, a, GLbyte, GL_RGBA_INTEGER, GL_BYTE)
327 
328 #define EXPECT_PIXEL_8UI(x, y, r, g, b, a) \
329     EXPECT_PIXEL_EQ_HELPER(x, y, r, g, b, a, GLubyte, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE)
330 
331 #define EXPECT_PIXEL_32UI(x, y, r, g, b, a) \
332     EXPECT_PIXEL_EQ_HELPER(x, y, r, g, b, a, GLuint, GL_RGBA_INTEGER, GL_UNSIGNED_INT)
333 
334 #define EXPECT_PIXEL_32I(x, y, r, g, b, a) \
335     EXPECT_PIXEL_EQ_HELPER(x, y, r, g, b, a, GLint, GL_RGBA_INTEGER, GL_INT)
336 
337 #define EXPECT_PIXEL_32UI_COLOR(x, y, color) \
338     EXPECT_PIXEL_32UI(x, y, color.R, color.G, color.B, color.A)
339 
340 #define EXPECT_PIXEL_32I_COLOR(x, y, color) \
341     EXPECT_PIXEL_32I(x, y, color.R, color.G, color.B, color.A)
342 
343 // TODO(jmadill): Figure out how we can use GLColor's nice printing with EXPECT_NEAR.
344 #define EXPECT_PIXEL_COLOR_NEAR(x, y, angleColor, abs_error) \
345     EXPECT_PIXEL_NEAR(x, y, angleColor.R, angleColor.G, angleColor.B, angleColor.A, abs_error)
346 
347 #define EXPECT_PIXEL_COLOR16_NEAR(x, y, angleColor, abs_error) \
348     EXPECT_PIXEL_16_NEAR(x, y, angleColor.R, angleColor.G, angleColor.B, angleColor.A, abs_error)
349 
350 #define EXPECT_PIXEL_COLOR32F_NEAR(x, y, angleColor, abs_error) \
351     EXPECT_PIXEL32F_NEAR(x, y, angleColor.R, angleColor.G, angleColor.B, angleColor.A, abs_error)
352 
353 #define EXPECT_COLOR_NEAR(expected, actual, abs_error) \
354     do                                                 \
355     {                                                  \
356         EXPECT_NEAR(expected.R, actual.R, abs_error);  \
357         EXPECT_NEAR(expected.G, actual.G, abs_error);  \
358         EXPECT_NEAR(expected.B, actual.B, abs_error);  \
359         EXPECT_NEAR(expected.A, actual.A, abs_error);  \
360     } while (0)
361 #define EXPECT_PIXEL32F_NEAR(x, y, r, g, b, a, abs_error)       \
362     do                                                          \
363     {                                                           \
364         GLfloat pixel[4];                                       \
365         glReadPixels((x), (y), 1, 1, GL_RGBA, GL_FLOAT, pixel); \
366         EXPECT_GL_NO_ERROR();                                   \
367         EXPECT_NEAR((r), pixel[0], abs_error);                  \
368         EXPECT_NEAR((g), pixel[1], abs_error);                  \
369         EXPECT_NEAR((b), pixel[2], abs_error);                  \
370         EXPECT_NEAR((a), pixel[3], abs_error);                  \
371     } while (0)
372 
373 #define EXPECT_PIXEL_COLOR32F_NEAR(x, y, angleColor, abs_error) \
374     EXPECT_PIXEL32F_NEAR(x, y, angleColor.R, angleColor.G, angleColor.B, angleColor.A, abs_error)
375 
376 #define EXPECT_PIXEL_STENCIL_EQ(x, y, expected)                                    \
377     do                                                                             \
378     {                                                                              \
379         GLubyte actual;                                                            \
380         glReadPixels((x), (y), 1, 1, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, &actual); \
381         EXPECT_GL_NO_ERROR();                                                      \
382         EXPECT_EQ((expected), actual);                                             \
383     } while (0)
384 
385 class ANGLETestBase;
386 class EGLWindow;
387 class GLWindowBase;
388 class OSWindow;
389 class WGLWindow;
390 
391 struct TestPlatformContext final : private angle::NonCopyable
392 {
393     bool ignoreMessages        = false;
394     bool warningsAsErrors      = false;
395     ANGLETestBase *currentTest = nullptr;
396 };
397 
398 class ANGLETestBase
399 {
400   protected:
401     ANGLETestBase(const angle::PlatformParameters &params);
402     virtual ~ANGLETestBase();
403 
404   public:
405     void setWindowVisible(OSWindow *osWindow, bool isVisible);
406 
407     static void ReleaseFixtures();
408 
isSwiftshader()409     bool isSwiftshader() const
410     {
411         // Renderer might be swiftshader even if local swiftshader not used.
412         return mCurrentParams->isSwiftshader() || angle::IsSwiftshaderDevice();
413     }
414 
enableDebugLayers()415     bool enableDebugLayers() const
416     {
417         return mCurrentParams->eglParameters.debugLayersEnabled != EGL_FALSE;
418     }
419 
420     void *operator new(size_t size);
421     void operator delete(void *ptr);
422 
423   protected:
424     void ANGLETestSetUp();
425     void ANGLETestSetUpCL();
426     void ANGLETestPreTearDown();
427     void ANGLETestTearDown();
428     void ANGLETestTearDownCL();
429 
430     virtual void swapBuffers();
431 
432     void setupQuadVertexBuffer(GLfloat positionAttribZ, GLfloat positionAttribXYScale);
433     void setupIndexedQuadVertexBuffer(GLfloat positionAttribZ, GLfloat positionAttribXYScale);
434     void setupIndexedQuadIndexBuffer();
435 
436     void drawQuad(GLuint program, const std::string &positionAttribName, GLfloat positionAttribZ);
437     void drawQuad(GLuint program,
438                   const std::string &positionAttribName,
439                   GLfloat positionAttribZ,
440                   GLfloat positionAttribXYScale);
441     void drawQuad(GLuint program,
442                   const std::string &positionAttribName,
443                   GLfloat positionAttribZ,
444                   GLfloat positionAttribXYScale,
445                   bool useVertexBuffer);
446     void drawQuadInstanced(GLuint program,
447                            const std::string &positionAttribName,
448                            GLfloat positionAttribZ,
449                            GLfloat positionAttribXYScale,
450                            bool useVertexBuffer,
451                            GLuint numInstances);
452     void drawPatches(GLuint program,
453                      const std::string &positionAttribName,
454                      GLfloat positionAttribZ,
455                      GLfloat positionAttribXYScale,
456                      bool useVertexBuffer);
457 
458     void drawQuadPPO(GLuint vertProgram,
459                      const std::string &positionAttribName,
460                      const GLfloat positionAttribZ,
461                      const GLfloat positionAttribXYScale);
462 
463     static std::array<angle::Vector3, 6> GetQuadVertices();
464     static std::array<GLushort, 6> GetQuadIndices();
465     static std::array<angle::Vector3, 4> GetIndexedQuadVertices();
466 
467     void drawIndexedQuad(GLuint program,
468                          const std::string &positionAttribName,
469                          GLfloat positionAttribZ);
470     void drawIndexedQuad(GLuint program,
471                          const std::string &positionAttribName,
472                          GLfloat positionAttribZ,
473                          GLfloat positionAttribXYScale);
474     void drawIndexedQuad(GLuint program,
475                          const std::string &positionAttribName,
476                          GLfloat positionAttribZ,
477                          GLfloat positionAttribXYScale,
478                          bool useBufferObject);
479 
480     void drawIndexedQuad(GLuint program,
481                          const std::string &positionAttribName,
482                          GLfloat positionAttribZ,
483                          GLfloat positionAttribXYScale,
484                          bool useBufferObject,
485                          bool restrictedRange);
486 
487     void draw2DTexturedQuad(GLfloat positionAttribZ,
488                             GLfloat positionAttribXYScale,
489                             bool useVertexBuffer);
490 
491     // The layer parameter chooses the 3D texture layer to sample from.
492     void draw3DTexturedQuad(GLfloat positionAttribZ,
493                             GLfloat positionAttribXYScale,
494                             bool useVertexBuffer,
495                             float layer);
496 
497     // The layer parameter chooses the 2DArray texture layer to sample from.
498     void draw2DArrayTexturedQuad(GLfloat positionAttribZ,
499                                  GLfloat positionAttribXYScale,
500                                  bool useVertexBuffer,
501                                  float layer);
502 
503     void setWindowWidth(int width);
504     void setWindowHeight(int height);
505     void setConfigRedBits(int bits);
506     void setConfigGreenBits(int bits);
507     void setConfigBlueBits(int bits);
508     void setConfigAlphaBits(int bits);
509     void setConfigDepthBits(int bits);
510     void setConfigStencilBits(int bits);
511     void setConfigComponentType(EGLenum componentType);
512     void setMultisampleEnabled(bool enabled);
513     void setSamples(EGLint samples);
514     void setDebugEnabled(bool enabled);
515     void setNoErrorEnabled(bool enabled);
516     void setWebGLCompatibilityEnabled(bool webglCompatibility);
517     void setExtensionsEnabled(bool extensionsEnabled);
518     void setRobustAccess(bool enabled);
519     void setBindGeneratesResource(bool bindGeneratesResource);
520     void setClientArraysEnabled(bool enabled);
521     void setRobustResourceInit(bool enabled);
522     void setMutableRenderBuffer(bool enabled);
523     void setContextProgramCacheEnabled(bool enabled);
524     void setContextResetStrategy(EGLenum resetStrategy);
525     void forceNewDisplay();
526 
527     // Some EGL extension tests would like to defer the Context init until the test body.
528     void setDeferContextInit(bool enabled);
529 
530     int getClientMajorVersion() const;
531     int getClientMinorVersion() const;
532 
533     GLWindowBase *getGLWindow() const;
534     EGLWindow *getEGLWindow() const;
535     int getWindowWidth() const;
536     int getWindowHeight() const;
537 
538     EGLint getPlatformRenderer() const;
539 
540     void ignoreD3D11SDKLayersWarnings();
541 
getOSWindow()542     OSWindow *getOSWindow() { return mFixture->osWindow; }
543 
544     GLuint get2DTexturedQuadProgram();
545 
546     // Has a float uniform "u_layer" to choose the 3D texture layer.
547     GLuint get3DTexturedQuadProgram();
548 
549     // Has a float uniform "u_layer" to choose the 2DArray texture layer.
550     GLuint get2DArrayTexturedQuadProgram();
551 
552     class [[nodiscard]] ScopedIgnorePlatformMessages : angle::NonCopyable
553     {
554       public:
555         ScopedIgnorePlatformMessages();
556         ~ScopedIgnorePlatformMessages();
557     };
558 
559     // Can be used before we get a GL context.
isGLRenderer()560     bool isGLRenderer() const
561     {
562         return mCurrentParams->getRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE;
563     }
564 
isGLESRenderer()565     bool isGLESRenderer() const
566     {
567         return mCurrentParams->getRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE;
568     }
569 
isD3D11Renderer()570     bool isD3D11Renderer() const
571     {
572         return mCurrentParams->getRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE;
573     }
574 
isVulkanRenderer()575     bool isVulkanRenderer() const
576     {
577         return mCurrentParams->getRenderer() == EGL_PLATFORM_ANGLE_TYPE_VULKAN_ANGLE;
578     }
579 
isVulkanSwiftshaderRenderer()580     bool isVulkanSwiftshaderRenderer() const
581     {
582         return mCurrentParams->getRenderer() == EGL_PLATFORM_ANGLE_TYPE_VULKAN_ANGLE &&
583                mCurrentParams->isSwiftshader();
584     }
585 
586     bool platformSupportsMultithreading() const;
587 
588     bool mIsSetUp = false;
589 
590   private:
591     void checkD3D11SDKLayersMessages();
592 
593     void drawQuad(GLuint program,
594                   const std::string &positionAttribName,
595                   GLfloat positionAttribZ,
596                   GLfloat positionAttribXYScale,
597                   bool useVertexBuffer,
598                   bool useInstancedDrawCalls,
599                   bool useTessellationPatches,
600                   GLuint numInstances);
601 
602     void initOSWindow();
603 
604     struct TestFixture
605     {
606         TestFixture();
607         ~TestFixture();
608 
609         EGLWindow *eglWindow = nullptr;
610         WGLWindow *wglWindow = nullptr;
611         OSWindow *osWindow   = nullptr;
612         ConfigParameters configParams;
613         uint32_t reuseCounter = 0;
614     };
615 
616     int mWidth;
617     int mHeight;
618 
619     bool mIgnoreD3D11SDKLayersWarnings;
620 
621     // Used for indexed quad rendering
622     GLuint mQuadVertexBuffer;
623     GLuint mQuadIndexBuffer;
624 
625     // Used for texture rendering.
626     GLuint m2DTexturedQuadProgram;
627     GLuint m3DTexturedQuadProgram;
628     GLuint m2DArrayTexturedQuadProgram;
629 
630     bool mDeferContextInit;
631     bool mAlwaysForceNewDisplay;
632     bool mForceNewDisplay;
633 
634     bool mSetUpCalled;
635     bool mTearDownCalled;
636 
637     // Usually, we use an OS Window per "fixture" (a frontend and backend combination).
638     // This allows:
639     // 1. Reusing EGL Display on Windows.
640     //    Other platforms have issues with display reuse even if a window per fixture is used.
641     // 2. Hiding only SwiftShader OS Window on Linux.
642     //    OS Windows for other backends must be visible, to allow driver to communicate with X11.
643     // However, we must use a single OS Window for all backends on Android,
644     // since test Application can have only one window.
645     static OSWindow *mOSWindowSingleton;
646 
647     static std::map<angle::PlatformParameters, TestFixture> gFixtures;
648     const angle::PlatformParameters *mCurrentParams;
649     TestFixture *mFixture;
650 
651     RenderDoc mRenderDoc;
652 
653     // Workaround for NVIDIA not being able to share a window with OpenGL and Vulkan.
654     static Optional<EGLint> mLastRendererType;
655     static Optional<angle::GLESDriverType> mLastLoadedDriver;
656 };
657 
658 template <typename Params = angle::PlatformParameters>
659 class ANGLETest : public ANGLETestBase, public ::testing::TestWithParam<Params>
660 {
661   protected:
662     ANGLETest();
663 
testSetUp()664     virtual void testSetUp() {}
testTearDown()665     virtual void testTearDown() {}
666 
recreateTestFixture()667     void recreateTestFixture()
668     {
669         TearDown();
670         SetUp();
671     }
672 
673   private:
SetUp()674     void SetUp() final
675     {
676         ANGLETestBase::ANGLETestSetUp();
677 
678         if (mIsSetUp)
679         {
680             testSetUp();
681         }
682     }
683 
TearDown()684     void TearDown() final
685     {
686         ANGLETestBase::ANGLETestPreTearDown();
687         if (mIsSetUp)
688         {
689             testTearDown();
690         }
691         ANGLETestBase::ANGLETestTearDown();
692     }
693 };
694 
695 enum class APIExtensionVersion
696 {
697     Core,
698     OES,
699     EXT,
700     KHR,
701 };
702 
703 template <typename Params>
ANGLETest()704 ANGLETest<Params>::ANGLETest()
705     : ANGLETestBase(std::get<angle::PlatformParameters>(this->GetParam()))
706 {}
707 
708 template <>
ANGLETest()709 inline ANGLETest<angle::PlatformParameters>::ANGLETest() : ANGLETestBase(this->GetParam())
710 {}
711 
712 class ANGLETestEnvironment : public testing::Environment
713 {
714   public:
715     void SetUp() override;
716     void TearDown() override;
717 
718     static angle::Library *GetDriverLibrary(angle::GLESDriverType driver);
719 
720   private:
721     static angle::Library *GetAngleEGLLibrary();
722     static angle::Library *GetAngleVulkanSecondariesEGLLibrary();
723     static angle::Library *GetMesaEGLLibrary();
724     static angle::Library *GetSystemEGLLibrary();
725     static angle::Library *GetSystemWGLLibrary();
726 
727     // For loading entry points.
728     static std::unique_ptr<angle::Library> gAngleEGLLibrary;
729     static std::unique_ptr<angle::Library> gAngleVulkanSecondariesEGLLibrary;
730     static std::unique_ptr<angle::Library> gMesaEGLLibrary;
731     static std::unique_ptr<angle::Library> gSystemEGLLibrary;
732     static std::unique_ptr<angle::Library> gSystemWGLLibrary;
733 };
734 
735 extern angle::PlatformMethods gDefaultPlatformMethods;
736 
737 int GetTestStartDelaySeconds();
738 
739 #endif  // ANGLE_TESTS_ANGLE_TEST_H_
740