xref: /aosp_15_r20/external/angle/src/tests/test_utils/ANGLETest.h (revision 8975f5c5ed3d1c378011245431ada316dfb6f244)
1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2012 The ANGLE Project Authors. All rights reserved.
3*8975f5c5SAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be
4*8975f5c5SAndroid Build Coastguard Worker // found in the LICENSE file.
5*8975f5c5SAndroid Build Coastguard Worker //
6*8975f5c5SAndroid Build Coastguard Worker // ANGLETest:
7*8975f5c5SAndroid Build Coastguard Worker //   Implementation of common ANGLE testing fixture.
8*8975f5c5SAndroid Build Coastguard Worker //
9*8975f5c5SAndroid Build Coastguard Worker 
10*8975f5c5SAndroid Build Coastguard Worker #ifndef ANGLE_TESTS_ANGLE_TEST_H_
11*8975f5c5SAndroid Build Coastguard Worker #define ANGLE_TESTS_ANGLE_TEST_H_
12*8975f5c5SAndroid Build Coastguard Worker 
13*8975f5c5SAndroid Build Coastguard Worker #include <gtest/gtest.h>
14*8975f5c5SAndroid Build Coastguard Worker #include <algorithm>
15*8975f5c5SAndroid Build Coastguard Worker #include <array>
16*8975f5c5SAndroid Build Coastguard Worker 
17*8975f5c5SAndroid Build Coastguard Worker #include "RenderDoc.h"
18*8975f5c5SAndroid Build Coastguard Worker #include "angle_test_configs.h"
19*8975f5c5SAndroid Build Coastguard Worker #include "angle_test_platform.h"
20*8975f5c5SAndroid Build Coastguard Worker #include "common/angleutils.h"
21*8975f5c5SAndroid Build Coastguard Worker #include "common/system_utils.h"
22*8975f5c5SAndroid Build Coastguard Worker #include "common/vector_utils.h"
23*8975f5c5SAndroid Build Coastguard Worker #include "platform/PlatformMethods.h"
24*8975f5c5SAndroid Build Coastguard Worker #include "util/EGLWindow.h"
25*8975f5c5SAndroid Build Coastguard Worker #include "util/shader_utils.h"
26*8975f5c5SAndroid Build Coastguard Worker #include "util/util_gl.h"
27*8975f5c5SAndroid Build Coastguard Worker 
28*8975f5c5SAndroid Build Coastguard Worker namespace angle
29*8975f5c5SAndroid Build Coastguard Worker {
30*8975f5c5SAndroid Build Coastguard Worker struct SystemInfo;
31*8975f5c5SAndroid Build Coastguard Worker class RNG;
32*8975f5c5SAndroid Build Coastguard Worker }  // namespace angle
33*8975f5c5SAndroid Build Coastguard Worker 
34*8975f5c5SAndroid Build Coastguard Worker #define ASSERT_GL_TRUE(a) ASSERT_EQ(static_cast<GLboolean>(GL_TRUE), (a))
35*8975f5c5SAndroid Build Coastguard Worker #define ASSERT_GL_FALSE(a) ASSERT_EQ(static_cast<GLboolean>(GL_FALSE), (a))
36*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_GL_TRUE(a) EXPECT_EQ(static_cast<GLboolean>(GL_TRUE), (a))
37*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_GL_FALSE(a) EXPECT_EQ(static_cast<GLboolean>(GL_FALSE), (a))
38*8975f5c5SAndroid Build Coastguard Worker 
39*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_GL_ERROR(err) EXPECT_EQ(static_cast<GLenum>(err), glGetError())
40*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_GL_NO_ERROR() EXPECT_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError())
41*8975f5c5SAndroid Build Coastguard Worker 
42*8975f5c5SAndroid Build Coastguard Worker #define ASSERT_GL_ERROR(err) ASSERT_EQ(static_cast<GLenum>(err), glGetError())
43*8975f5c5SAndroid Build Coastguard Worker #define ASSERT_GL_NO_ERROR() ASSERT_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError())
44*8975f5c5SAndroid Build Coastguard Worker 
45*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_EGL_ERROR(err) EXPECT_EQ((err), eglGetError())
46*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_EGL_SUCCESS() EXPECT_EGL_ERROR(EGL_SUCCESS)
47*8975f5c5SAndroid Build Coastguard Worker 
48*8975f5c5SAndroid Build Coastguard Worker // EGLBoolean is |unsigned int| but EGL_TRUE is 0, not 0u.
49*8975f5c5SAndroid Build Coastguard Worker #define ASSERT_EGL_TRUE(a) ASSERT_EQ(static_cast<EGLBoolean>(EGL_TRUE), static_cast<EGLBoolean>(a))
50*8975f5c5SAndroid Build Coastguard Worker #define ASSERT_EGL_FALSE(a) \
51*8975f5c5SAndroid Build Coastguard Worker     ASSERT_EQ(static_cast<EGLBoolean>(EGL_FALSE), static_cast<EGLBoolean>(a))
52*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_EGL_TRUE(a) EXPECT_EQ(static_cast<EGLBoolean>(EGL_TRUE), static_cast<EGLBoolean>(a))
53*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_EGL_FALSE(a) \
54*8975f5c5SAndroid Build Coastguard Worker     EXPECT_EQ(static_cast<EGLBoolean>(EGL_FALSE), static_cast<EGLBoolean>(a))
55*8975f5c5SAndroid Build Coastguard Worker 
56*8975f5c5SAndroid Build Coastguard Worker #define ASSERT_EGL_ERROR(err) ASSERT_EQ((err), eglGetError())
57*8975f5c5SAndroid Build Coastguard Worker #define ASSERT_EGL_SUCCESS() ASSERT_EGL_ERROR(EGL_SUCCESS)
58*8975f5c5SAndroid Build Coastguard Worker 
59*8975f5c5SAndroid Build Coastguard Worker #define ASSERT_GLENUM_EQ(expected, actual) \
60*8975f5c5SAndroid Build Coastguard Worker     ASSERT_EQ(static_cast<GLenum>(expected), static_cast<GLenum>(actual))
61*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_GLENUM_EQ(expected, actual) \
62*8975f5c5SAndroid Build Coastguard Worker     EXPECT_EQ(static_cast<GLenum>(expected), static_cast<GLenum>(actual))
63*8975f5c5SAndroid Build Coastguard Worker #define ASSERT_GLENUM_NE(expected, actual) \
64*8975f5c5SAndroid Build Coastguard Worker     ASSERT_NE(static_cast<GLenum>(expected), static_cast<GLenum>(actual))
65*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_GLENUM_NE(expected, actual) \
66*8975f5c5SAndroid Build Coastguard Worker     EXPECT_NE(static_cast<GLenum>(expected), static_cast<GLenum>(actual))
67*8975f5c5SAndroid Build Coastguard Worker 
68*8975f5c5SAndroid Build Coastguard Worker testing::AssertionResult AssertEGLEnumsEqual(const char *lhsExpr,
69*8975f5c5SAndroid Build Coastguard Worker                                              const char *rhsExpr,
70*8975f5c5SAndroid Build Coastguard Worker                                              EGLenum lhs,
71*8975f5c5SAndroid Build Coastguard Worker                                              EGLenum rhs);
72*8975f5c5SAndroid Build Coastguard Worker 
73*8975f5c5SAndroid Build Coastguard Worker #define ASSERT_EGLENUM_EQ(expected, actual)                                  \
74*8975f5c5SAndroid Build Coastguard Worker     ASSERT_PRED_FORMAT2(AssertEGLEnumsEqual, static_cast<EGLenum>(expected), \
75*8975f5c5SAndroid Build Coastguard Worker                         static_cast<EGLenum>(actual))
76*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_EGLENUM_EQ(expected, actual)                                  \
77*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PRED_FORMAT2(AssertEGLEnumsEqual, static_cast<EGLenum>(expected), \
78*8975f5c5SAndroid Build Coastguard Worker                         static_cast<EGLenum>(actual))
79*8975f5c5SAndroid Build Coastguard Worker 
80*8975f5c5SAndroid Build Coastguard Worker #define ASSERT_GL_FRAMEBUFFER_COMPLETE(framebuffer) \
81*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(framebuffer))
82*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_GL_FRAMEBUFFER_COMPLETE(framebuffer) \
83*8975f5c5SAndroid Build Coastguard Worker     EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(framebuffer))
84*8975f5c5SAndroid Build Coastguard Worker 
85*8975f5c5SAndroid Build Coastguard Worker namespace angle
86*8975f5c5SAndroid Build Coastguard Worker {
87*8975f5c5SAndroid Build Coastguard Worker struct GLColorRGB
88*8975f5c5SAndroid Build Coastguard Worker {
GLColorRGBGLColorRGB89*8975f5c5SAndroid Build Coastguard Worker     constexpr GLColorRGB() : R(0), G(0), B(0) {}
GLColorRGBGLColorRGB90*8975f5c5SAndroid Build Coastguard Worker     constexpr GLColorRGB(GLubyte r, GLubyte g, GLubyte b) : R(r), G(g), B(b) {}
91*8975f5c5SAndroid Build Coastguard Worker     GLColorRGB(const angle::Vector3 &floatColor);
92*8975f5c5SAndroid Build Coastguard Worker 
dataGLColorRGB93*8975f5c5SAndroid Build Coastguard Worker     const GLubyte *data() const { return &R; }
dataGLColorRGB94*8975f5c5SAndroid Build Coastguard Worker     GLubyte *data() { return &R; }
95*8975f5c5SAndroid Build Coastguard Worker 
96*8975f5c5SAndroid Build Coastguard Worker     GLubyte R, G, B;
97*8975f5c5SAndroid Build Coastguard Worker 
98*8975f5c5SAndroid Build Coastguard Worker     static const GLColorRGB black;
99*8975f5c5SAndroid Build Coastguard Worker     static const GLColorRGB blue;
100*8975f5c5SAndroid Build Coastguard Worker     static const GLColorRGB green;
101*8975f5c5SAndroid Build Coastguard Worker     static const GLColorRGB red;
102*8975f5c5SAndroid Build Coastguard Worker     static const GLColorRGB yellow;
103*8975f5c5SAndroid Build Coastguard Worker };
104*8975f5c5SAndroid Build Coastguard Worker 
105*8975f5c5SAndroid Build Coastguard Worker struct GLColorRG
106*8975f5c5SAndroid Build Coastguard Worker {
GLColorRGGLColorRG107*8975f5c5SAndroid Build Coastguard Worker     constexpr GLColorRG() : R(0), G(0) {}
GLColorRGGLColorRG108*8975f5c5SAndroid Build Coastguard Worker     constexpr GLColorRG(GLubyte r, GLubyte g) : R(r), G(g) {}
109*8975f5c5SAndroid Build Coastguard Worker     GLColorRG(const angle::Vector2 &floatColor);
110*8975f5c5SAndroid Build Coastguard Worker 
dataGLColorRG111*8975f5c5SAndroid Build Coastguard Worker     const GLubyte *data() const { return &R; }
dataGLColorRG112*8975f5c5SAndroid Build Coastguard Worker     GLubyte *data() { return &R; }
113*8975f5c5SAndroid Build Coastguard Worker 
114*8975f5c5SAndroid Build Coastguard Worker     GLubyte R, G;
115*8975f5c5SAndroid Build Coastguard Worker };
116*8975f5c5SAndroid Build Coastguard Worker 
117*8975f5c5SAndroid Build Coastguard Worker struct GLColorR
118*8975f5c5SAndroid Build Coastguard Worker {
GLColorRGLColorR119*8975f5c5SAndroid Build Coastguard Worker     constexpr GLColorR() : R(0) {}
GLColorRGLColorR120*8975f5c5SAndroid Build Coastguard Worker     constexpr GLColorR(GLubyte r) : R(r) {}
121*8975f5c5SAndroid Build Coastguard Worker     GLColorR(const float floatColor);
122*8975f5c5SAndroid Build Coastguard Worker 
dataGLColorR123*8975f5c5SAndroid Build Coastguard Worker     const GLubyte *data() const { return &R; }
dataGLColorR124*8975f5c5SAndroid Build Coastguard Worker     GLubyte *data() { return &R; }
125*8975f5c5SAndroid Build Coastguard Worker 
126*8975f5c5SAndroid Build Coastguard Worker     GLubyte R;
127*8975f5c5SAndroid Build Coastguard Worker };
128*8975f5c5SAndroid Build Coastguard Worker 
129*8975f5c5SAndroid Build Coastguard Worker struct GLColor
130*8975f5c5SAndroid Build Coastguard Worker {
GLColorGLColor131*8975f5c5SAndroid Build Coastguard Worker     constexpr GLColor() : R(0), G(0), B(0), A(0) {}
GLColorGLColor132*8975f5c5SAndroid Build Coastguard Worker     constexpr GLColor(GLubyte r, GLubyte g, GLubyte b, GLubyte a) : R(r), G(g), B(b), A(a) {}
133*8975f5c5SAndroid Build Coastguard Worker     GLColor(const angle::Vector3 &floatColor);
134*8975f5c5SAndroid Build Coastguard Worker     GLColor(const angle::Vector4 &floatColor);
135*8975f5c5SAndroid Build Coastguard Worker     GLColor(GLuint colorValue);
136*8975f5c5SAndroid Build Coastguard Worker 
137*8975f5c5SAndroid Build Coastguard Worker     angle::Vector4 toNormalizedVector() const;
138*8975f5c5SAndroid Build Coastguard Worker 
139*8975f5c5SAndroid Build Coastguard Worker     GLubyte &operator[](size_t index) { return (&R)[index]; }
140*8975f5c5SAndroid Build Coastguard Worker 
141*8975f5c5SAndroid Build Coastguard Worker     const GLubyte &operator[](size_t index) const { return (&R)[index]; }
142*8975f5c5SAndroid Build Coastguard Worker 
dataGLColor143*8975f5c5SAndroid Build Coastguard Worker     const GLubyte *data() const { return &R; }
dataGLColor144*8975f5c5SAndroid Build Coastguard Worker     GLubyte *data() { return &R; }
145*8975f5c5SAndroid Build Coastguard Worker 
146*8975f5c5SAndroid Build Coastguard Worker     GLuint asUint() const;
147*8975f5c5SAndroid Build Coastguard Worker 
148*8975f5c5SAndroid Build Coastguard Worker     testing::AssertionResult ExpectNear(const GLColor &expected, const GLColor &err) const;
149*8975f5c5SAndroid Build Coastguard Worker 
150*8975f5c5SAndroid Build Coastguard Worker     GLubyte R, G, B, A;
151*8975f5c5SAndroid Build Coastguard Worker 
152*8975f5c5SAndroid Build Coastguard Worker     static const GLColor black;
153*8975f5c5SAndroid Build Coastguard Worker     static const GLColor blue;
154*8975f5c5SAndroid Build Coastguard Worker     static const GLColor cyan;
155*8975f5c5SAndroid Build Coastguard Worker     static const GLColor green;
156*8975f5c5SAndroid Build Coastguard Worker     static const GLColor red;
157*8975f5c5SAndroid Build Coastguard Worker     static const GLColor transparentBlack;
158*8975f5c5SAndroid Build Coastguard Worker     static const GLColor white;
159*8975f5c5SAndroid Build Coastguard Worker     static const GLColor yellow;
160*8975f5c5SAndroid Build Coastguard Worker     static const GLColor magenta;
161*8975f5c5SAndroid Build Coastguard Worker };
162*8975f5c5SAndroid Build Coastguard Worker 
163*8975f5c5SAndroid Build Coastguard Worker template <typename T>
164*8975f5c5SAndroid Build Coastguard Worker struct GLColorT
165*8975f5c5SAndroid Build Coastguard Worker {
GLColorTGLColorT166*8975f5c5SAndroid Build Coastguard Worker     constexpr GLColorT() : GLColorT(0, 0, 0, 0) {}
GLColorTGLColorT167*8975f5c5SAndroid Build Coastguard Worker     constexpr GLColorT(T r, T g, T b, T a) : R(r), G(g), B(b), A(a) {}
168*8975f5c5SAndroid Build Coastguard Worker 
169*8975f5c5SAndroid Build Coastguard Worker     T R, G, B, A;
170*8975f5c5SAndroid Build Coastguard Worker };
171*8975f5c5SAndroid Build Coastguard Worker 
172*8975f5c5SAndroid Build Coastguard Worker using GLColor16   = GLColorT<uint16_t>;
173*8975f5c5SAndroid Build Coastguard Worker using GLColor32F  = GLColorT<float>;
174*8975f5c5SAndroid Build Coastguard Worker using GLColor32I  = GLColorT<int32_t>;
175*8975f5c5SAndroid Build Coastguard Worker using GLColor32UI = GLColorT<uint32_t>;
176*8975f5c5SAndroid Build Coastguard Worker 
177*8975f5c5SAndroid Build Coastguard Worker static constexpr GLColor32F kFloatBlack = {0.0f, 0.0f, 0.0f, 1.0f};
178*8975f5c5SAndroid Build Coastguard Worker static constexpr GLColor32F kFloatRed   = {1.0f, 0.0f, 0.0f, 1.0f};
179*8975f5c5SAndroid Build Coastguard Worker static constexpr GLColor32F kFloatGreen = {0.0f, 1.0f, 0.0f, 1.0f};
180*8975f5c5SAndroid Build Coastguard Worker static constexpr GLColor32F kFloatBlue  = {0.0f, 0.0f, 1.0f, 1.0f};
181*8975f5c5SAndroid Build Coastguard Worker 
182*8975f5c5SAndroid Build Coastguard Worker // The input here for pixelPoints are the expected integer window coordinates, we add .5 to every
183*8975f5c5SAndroid Build Coastguard Worker // one of them and re-scale the numbers to be between [-1,1]. Using this technique, we can make
184*8975f5c5SAndroid Build Coastguard Worker // sure the rasterization stage will end up drawing pixels at the expected locations.
185*8975f5c5SAndroid Build Coastguard Worker void CreatePixelCenterWindowCoords(const std::vector<Vector2> &pixelPoints,
186*8975f5c5SAndroid Build Coastguard Worker                                    int windowWidth,
187*8975f5c5SAndroid Build Coastguard Worker                                    int windowHeight,
188*8975f5c5SAndroid Build Coastguard Worker                                    std::vector<Vector3> *outVertices);
189*8975f5c5SAndroid Build Coastguard Worker 
190*8975f5c5SAndroid Build Coastguard Worker // Useful to cast any type to GLubyte.
191*8975f5c5SAndroid Build Coastguard Worker template <typename TR, typename TG, typename TB, typename TA>
MakeGLColor(TR r,TG g,TB b,TA a)192*8975f5c5SAndroid Build Coastguard Worker GLColor MakeGLColor(TR r, TG g, TB b, TA a)
193*8975f5c5SAndroid Build Coastguard Worker {
194*8975f5c5SAndroid Build Coastguard Worker     return GLColor(static_cast<GLubyte>(r), static_cast<GLubyte>(g), static_cast<GLubyte>(b),
195*8975f5c5SAndroid Build Coastguard Worker                    static_cast<GLubyte>(a));
196*8975f5c5SAndroid Build Coastguard Worker }
197*8975f5c5SAndroid Build Coastguard Worker 
198*8975f5c5SAndroid Build Coastguard Worker GLColor RandomColor(angle::RNG *rng);
199*8975f5c5SAndroid Build Coastguard Worker 
200*8975f5c5SAndroid Build Coastguard Worker bool operator==(const GLColor &a, const GLColor &b);
201*8975f5c5SAndroid Build Coastguard Worker bool operator!=(const GLColor &a, const GLColor &b);
202*8975f5c5SAndroid Build Coastguard Worker std::ostream &operator<<(std::ostream &ostream, const GLColor &color);
203*8975f5c5SAndroid Build Coastguard Worker GLColor ReadColor(GLint x, GLint y);
204*8975f5c5SAndroid Build Coastguard Worker 
205*8975f5c5SAndroid Build Coastguard Worker bool operator==(const GLColorRGB &a, const GLColorRGB &b);
206*8975f5c5SAndroid Build Coastguard Worker bool operator!=(const GLColorRGB &a, const GLColorRGB &b);
207*8975f5c5SAndroid Build Coastguard Worker std::ostream &operator<<(std::ostream &ostream, const GLColorRGB &color);
208*8975f5c5SAndroid Build Coastguard Worker 
209*8975f5c5SAndroid Build Coastguard Worker // Useful to cast any type to GLfloat.
210*8975f5c5SAndroid Build Coastguard Worker template <typename TR, typename TG, typename TB, typename TA>
MakeGLColor32F(TR r,TG g,TB b,TA a)211*8975f5c5SAndroid Build Coastguard Worker GLColor32F MakeGLColor32F(TR r, TG g, TB b, TA a)
212*8975f5c5SAndroid Build Coastguard Worker {
213*8975f5c5SAndroid Build Coastguard Worker     return GLColor32F(static_cast<GLfloat>(r), static_cast<GLfloat>(g), static_cast<GLfloat>(b),
214*8975f5c5SAndroid Build Coastguard Worker                       static_cast<GLfloat>(a));
215*8975f5c5SAndroid Build Coastguard Worker }
216*8975f5c5SAndroid Build Coastguard Worker 
217*8975f5c5SAndroid Build Coastguard Worker template <typename T>
218*8975f5c5SAndroid Build Coastguard Worker bool operator==(const GLColorT<T> &a, const GLColorT<T> &b)
219*8975f5c5SAndroid Build Coastguard Worker {
220*8975f5c5SAndroid Build Coastguard Worker     return a.R == b.R && a.G == b.G && a.B == b.B && a.A == b.A;
221*8975f5c5SAndroid Build Coastguard Worker }
222*8975f5c5SAndroid Build Coastguard Worker 
223*8975f5c5SAndroid Build Coastguard Worker std::ostream &operator<<(std::ostream &ostream, const GLColor32F &color);
224*8975f5c5SAndroid Build Coastguard Worker GLColor32F ReadColor32F(GLint x, GLint y);
225*8975f5c5SAndroid Build Coastguard Worker 
226*8975f5c5SAndroid Build Coastguard Worker constexpr std::array<GLenum, 6> kCubeFaces = {
227*8975f5c5SAndroid Build Coastguard Worker     {GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
228*8975f5c5SAndroid Build Coastguard Worker      GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
229*8975f5c5SAndroid Build Coastguard Worker      GL_TEXTURE_CUBE_MAP_NEGATIVE_Z}};
230*8975f5c5SAndroid Build Coastguard Worker 
231*8975f5c5SAndroid Build Coastguard Worker void LoadEntryPointsWithUtilLoader(angle::GLESDriverType driver);
232*8975f5c5SAndroid Build Coastguard Worker 
233*8975f5c5SAndroid Build Coastguard Worker bool IsFormatEmulated(GLenum target);
234*8975f5c5SAndroid Build Coastguard Worker }  // namespace angle
235*8975f5c5SAndroid Build Coastguard Worker 
236*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_PIXEL_EQ(x, y, r, g, b, a) \
237*8975f5c5SAndroid Build Coastguard Worker     EXPECT_EQ(angle::MakeGLColor(r, g, b, a), angle::ReadColor(x, y))
238*8975f5c5SAndroid Build Coastguard Worker 
239*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_PIXEL_NE(x, y, r, g, b, a) \
240*8975f5c5SAndroid Build Coastguard Worker     EXPECT_NE(angle::MakeGLColor(r, g, b, a), angle::ReadColor(x, y))
241*8975f5c5SAndroid Build Coastguard Worker 
242*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_PIXEL_32F_EQ(x, y, r, g, b, a) \
243*8975f5c5SAndroid Build Coastguard Worker     EXPECT_EQ(angle::MakeGLColor32F(r, g, b, a), angle::ReadColor32F(x, y))
244*8975f5c5SAndroid Build Coastguard Worker 
245*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_PIXEL_ALPHA_EQ(x, y, a) EXPECT_EQ(a, angle::ReadColor(x, y).A)
246*8975f5c5SAndroid Build Coastguard Worker 
247*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_PIXEL_ALPHA_NEAR(x, y, a, abs_error) \
248*8975f5c5SAndroid Build Coastguard Worker     EXPECT_NEAR(a, angle::ReadColor(x, y).A, abs_error);
249*8975f5c5SAndroid Build Coastguard Worker 
250*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_PIXEL_ALPHA32F_EQ(x, y, a) EXPECT_EQ(a, angle::ReadColor32F(x, y).A)
251*8975f5c5SAndroid Build Coastguard Worker 
252*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_PIXEL_COLOR_EQ(x, y, angleColor) EXPECT_EQ(angleColor, angle::ReadColor(x, y))
253*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_PIXEL_COLOR_EQ_VEC2(vec2, angleColor) \
254*8975f5c5SAndroid Build Coastguard Worker     EXPECT_EQ(angleColor,                            \
255*8975f5c5SAndroid Build Coastguard Worker               angle::ReadColor(static_cast<GLint>(vec2.x()), static_cast<GLint>(vec2.y())))
256*8975f5c5SAndroid Build Coastguard Worker 
257*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_PIXEL_COLOR32F_EQ(x, y, angleColor) EXPECT_EQ(angleColor, angle::ReadColor32F(x, y))
258*8975f5c5SAndroid Build Coastguard Worker 
259*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_PIXEL_RECT_T_EQ(T, x, y, width, height, format, type, color)           \
260*8975f5c5SAndroid Build Coastguard Worker     do                                                                                \
261*8975f5c5SAndroid Build Coastguard Worker     {                                                                                 \
262*8975f5c5SAndroid Build Coastguard Worker         std::vector<T> actualColors((width) * (height));                              \
263*8975f5c5SAndroid Build Coastguard Worker         glReadPixels((x), (y), (width), (height), format, type, actualColors.data()); \
264*8975f5c5SAndroid Build Coastguard Worker         std::vector<T> expectedColors((width) * (height), color);                     \
265*8975f5c5SAndroid Build Coastguard Worker         EXPECT_EQ(expectedColors, actualColors);                                      \
266*8975f5c5SAndroid Build Coastguard Worker     } while (0)
267*8975f5c5SAndroid Build Coastguard Worker 
268*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_PIXEL_RECT_EQ(x, y, width, height, color) \
269*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_RECT_T_EQ(GLColor, x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, color)
270*8975f5c5SAndroid Build Coastguard Worker 
271*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_PIXEL_RECT32F_EQ(x, y, width, height, color) \
272*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_RECT_T_EQ(GLColor32F, x, y, width, height, GL_RGBA, GL_FLOAT, color)
273*8975f5c5SAndroid Build Coastguard Worker 
274*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_PIXEL_RECT32I_EQ(x, y, width, height, color) \
275*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_RECT_T_EQ(GLColor32I, x, y, width, height, GL_RGBA_INTEGER, GL_INT, color)
276*8975f5c5SAndroid Build Coastguard Worker 
277*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_PIXEL_RECT32UI_EQ(x, y, width, height, color)                                   \
278*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_RECT_T_EQ(GLColor32UI, x, y, width, height, GL_RGBA_INTEGER, GL_UNSIGNED_INT, \
279*8975f5c5SAndroid Build Coastguard Worker                            color)
280*8975f5c5SAndroid Build Coastguard Worker 
281*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_PIXEL_NEAR_HELPER(x, y, r, g, b, a, abs_error, ctype, format, type) \
282*8975f5c5SAndroid Build Coastguard Worker     do                                                                             \
283*8975f5c5SAndroid Build Coastguard Worker     {                                                                              \
284*8975f5c5SAndroid Build Coastguard Worker         ctype pixel[4];                                                            \
285*8975f5c5SAndroid Build Coastguard Worker         glReadPixels((x), (y), 1, 1, format, type, pixel);                         \
286*8975f5c5SAndroid Build Coastguard Worker         EXPECT_GL_NO_ERROR();                                                      \
287*8975f5c5SAndroid Build Coastguard Worker         EXPECT_NEAR((r), pixel[0], abs_error);                                     \
288*8975f5c5SAndroid Build Coastguard Worker         EXPECT_NEAR((g), pixel[1], abs_error);                                     \
289*8975f5c5SAndroid Build Coastguard Worker         EXPECT_NEAR((b), pixel[2], abs_error);                                     \
290*8975f5c5SAndroid Build Coastguard Worker         EXPECT_NEAR((a), pixel[3], abs_error);                                     \
291*8975f5c5SAndroid Build Coastguard Worker     } while (0)
292*8975f5c5SAndroid Build Coastguard Worker 
293*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_PIXEL_EQ_HELPER(x, y, r, g, b, a, ctype, format, type) \
294*8975f5c5SAndroid Build Coastguard Worker     do                                                                \
295*8975f5c5SAndroid Build Coastguard Worker     {                                                                 \
296*8975f5c5SAndroid Build Coastguard Worker         ctype pixel[4];                                               \
297*8975f5c5SAndroid Build Coastguard Worker         glReadPixels((x), (y), 1, 1, format, type, pixel);            \
298*8975f5c5SAndroid Build Coastguard Worker         EXPECT_GL_NO_ERROR();                                         \
299*8975f5c5SAndroid Build Coastguard Worker         EXPECT_EQ((r), pixel[0]);                                     \
300*8975f5c5SAndroid Build Coastguard Worker         EXPECT_EQ((g), pixel[1]);                                     \
301*8975f5c5SAndroid Build Coastguard Worker         EXPECT_EQ((b), pixel[2]);                                     \
302*8975f5c5SAndroid Build Coastguard Worker         EXPECT_EQ((a), pixel[3]);                                     \
303*8975f5c5SAndroid Build Coastguard Worker     } while (0)
304*8975f5c5SAndroid Build Coastguard Worker 
305*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_PIXEL_NEAR(x, y, r, g, b, a, abs_error) \
306*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_NEAR_HELPER(x, y, r, g, b, a, abs_error, GLubyte, GL_RGBA, GL_UNSIGNED_BYTE)
307*8975f5c5SAndroid Build Coastguard Worker 
308*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_PIXEL_16_NEAR(x, y, r, g, b, a, abs_error) \
309*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_NEAR_HELPER(x, y, r, g, b, a, abs_error, GLushort, GL_RGBA, GL_UNSIGNED_SHORT)
310*8975f5c5SAndroid Build Coastguard Worker 
311*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_PIXEL_8S_NEAR(x, y, r, g, b, a, abs_error) \
312*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_NEAR_HELPER(x, y, r, g, b, a, abs_error, GLbyte, GL_RGBA, GL_BYTE)
313*8975f5c5SAndroid Build Coastguard Worker 
314*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_PIXEL_16S_NEAR(x, y, r, g, b, a, abs_error) \
315*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_NEAR_HELPER(x, y, r, g, b, a, abs_error, GLshort, GL_RGBA, GL_SHORT)
316*8975f5c5SAndroid Build Coastguard Worker 
317*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_PIXEL_32F_NEAR(x, y, r, g, b, a, abs_error) \
318*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_NEAR_HELPER(x, y, r, g, b, a, abs_error, GLfloat, GL_RGBA, GL_FLOAT)
319*8975f5c5SAndroid Build Coastguard Worker 
320*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_PIXEL_8I(x, y, r, g, b, a) \
321*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_EQ_HELPER(x, y, r, g, b, a, GLbyte, GL_RGBA_INTEGER, GL_BYTE)
322*8975f5c5SAndroid Build Coastguard Worker 
323*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_PIXEL_8UI(x, y, r, g, b, a) \
324*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_EQ_HELPER(x, y, r, g, b, a, GLubyte, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE)
325*8975f5c5SAndroid Build Coastguard Worker 
326*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_PIXEL_32UI(x, y, r, g, b, a) \
327*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_EQ_HELPER(x, y, r, g, b, a, GLuint, GL_RGBA_INTEGER, GL_UNSIGNED_INT)
328*8975f5c5SAndroid Build Coastguard Worker 
329*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_PIXEL_32I(x, y, r, g, b, a) \
330*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_EQ_HELPER(x, y, r, g, b, a, GLint, GL_RGBA_INTEGER, GL_INT)
331*8975f5c5SAndroid Build Coastguard Worker 
332*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_PIXEL_32UI_COLOR(x, y, color) \
333*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_32UI(x, y, color.R, color.G, color.B, color.A)
334*8975f5c5SAndroid Build Coastguard Worker 
335*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_PIXEL_32I_COLOR(x, y, color) \
336*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_32I(x, y, color.R, color.G, color.B, color.A)
337*8975f5c5SAndroid Build Coastguard Worker 
338*8975f5c5SAndroid Build Coastguard Worker // TODO(jmadill): Figure out how we can use GLColor's nice printing with EXPECT_NEAR.
339*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_PIXEL_COLOR_NEAR(x, y, angleColor, abs_error) \
340*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_NEAR(x, y, angleColor.R, angleColor.G, angleColor.B, angleColor.A, abs_error)
341*8975f5c5SAndroid Build Coastguard Worker 
342*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_PIXEL_COLOR16_NEAR(x, y, angleColor, abs_error) \
343*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_16_NEAR(x, y, angleColor.R, angleColor.G, angleColor.B, angleColor.A, abs_error)
344*8975f5c5SAndroid Build Coastguard Worker 
345*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_PIXEL_COLOR32F_NEAR(x, y, angleColor, abs_error) \
346*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL32F_NEAR(x, y, angleColor.R, angleColor.G, angleColor.B, angleColor.A, abs_error)
347*8975f5c5SAndroid Build Coastguard Worker 
348*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_COLOR_NEAR(expected, actual, abs_error) \
349*8975f5c5SAndroid Build Coastguard Worker     do                                                 \
350*8975f5c5SAndroid Build Coastguard Worker     {                                                  \
351*8975f5c5SAndroid Build Coastguard Worker         EXPECT_NEAR(expected.R, actual.R, abs_error);  \
352*8975f5c5SAndroid Build Coastguard Worker         EXPECT_NEAR(expected.G, actual.G, abs_error);  \
353*8975f5c5SAndroid Build Coastguard Worker         EXPECT_NEAR(expected.B, actual.B, abs_error);  \
354*8975f5c5SAndroid Build Coastguard Worker         EXPECT_NEAR(expected.A, actual.A, abs_error);  \
355*8975f5c5SAndroid Build Coastguard Worker     } while (0)
356*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_PIXEL32F_NEAR(x, y, r, g, b, a, abs_error)       \
357*8975f5c5SAndroid Build Coastguard Worker     do                                                          \
358*8975f5c5SAndroid Build Coastguard Worker     {                                                           \
359*8975f5c5SAndroid Build Coastguard Worker         GLfloat pixel[4];                                       \
360*8975f5c5SAndroid Build Coastguard Worker         glReadPixels((x), (y), 1, 1, GL_RGBA, GL_FLOAT, pixel); \
361*8975f5c5SAndroid Build Coastguard Worker         EXPECT_GL_NO_ERROR();                                   \
362*8975f5c5SAndroid Build Coastguard Worker         EXPECT_NEAR((r), pixel[0], abs_error);                  \
363*8975f5c5SAndroid Build Coastguard Worker         EXPECT_NEAR((g), pixel[1], abs_error);                  \
364*8975f5c5SAndroid Build Coastguard Worker         EXPECT_NEAR((b), pixel[2], abs_error);                  \
365*8975f5c5SAndroid Build Coastguard Worker         EXPECT_NEAR((a), pixel[3], abs_error);                  \
366*8975f5c5SAndroid Build Coastguard Worker     } while (0)
367*8975f5c5SAndroid Build Coastguard Worker 
368*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_PIXEL_COLOR32F_NEAR(x, y, angleColor, abs_error) \
369*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL32F_NEAR(x, y, angleColor.R, angleColor.G, angleColor.B, angleColor.A, abs_error)
370*8975f5c5SAndroid Build Coastguard Worker 
371*8975f5c5SAndroid Build Coastguard Worker #define EXPECT_PIXEL_STENCIL_EQ(x, y, expected)                                    \
372*8975f5c5SAndroid Build Coastguard Worker     do                                                                             \
373*8975f5c5SAndroid Build Coastguard Worker     {                                                                              \
374*8975f5c5SAndroid Build Coastguard Worker         GLubyte actual;                                                            \
375*8975f5c5SAndroid Build Coastguard Worker         glReadPixels((x), (y), 1, 1, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, &actual); \
376*8975f5c5SAndroid Build Coastguard Worker         EXPECT_GL_NO_ERROR();                                                      \
377*8975f5c5SAndroid Build Coastguard Worker         EXPECT_EQ((expected), actual);                                             \
378*8975f5c5SAndroid Build Coastguard Worker     } while (0)
379*8975f5c5SAndroid Build Coastguard Worker 
380*8975f5c5SAndroid Build Coastguard Worker class ANGLETestBase;
381*8975f5c5SAndroid Build Coastguard Worker class EGLWindow;
382*8975f5c5SAndroid Build Coastguard Worker class GLWindowBase;
383*8975f5c5SAndroid Build Coastguard Worker class OSWindow;
384*8975f5c5SAndroid Build Coastguard Worker class WGLWindow;
385*8975f5c5SAndroid Build Coastguard Worker 
386*8975f5c5SAndroid Build Coastguard Worker struct TestPlatformContext final : private angle::NonCopyable
387*8975f5c5SAndroid Build Coastguard Worker {
388*8975f5c5SAndroid Build Coastguard Worker     bool ignoreMessages        = false;
389*8975f5c5SAndroid Build Coastguard Worker     bool warningsAsErrors      = false;
390*8975f5c5SAndroid Build Coastguard Worker     ANGLETestBase *currentTest = nullptr;
391*8975f5c5SAndroid Build Coastguard Worker };
392*8975f5c5SAndroid Build Coastguard Worker 
393*8975f5c5SAndroid Build Coastguard Worker class ANGLETestBase
394*8975f5c5SAndroid Build Coastguard Worker {
395*8975f5c5SAndroid Build Coastguard Worker   protected:
396*8975f5c5SAndroid Build Coastguard Worker     ANGLETestBase(const angle::PlatformParameters &params);
397*8975f5c5SAndroid Build Coastguard Worker     virtual ~ANGLETestBase();
398*8975f5c5SAndroid Build Coastguard Worker 
399*8975f5c5SAndroid Build Coastguard Worker   public:
400*8975f5c5SAndroid Build Coastguard Worker     void setWindowVisible(OSWindow *osWindow, bool isVisible);
401*8975f5c5SAndroid Build Coastguard Worker 
402*8975f5c5SAndroid Build Coastguard Worker     static void ReleaseFixtures();
403*8975f5c5SAndroid Build Coastguard Worker 
isSwiftshader()404*8975f5c5SAndroid Build Coastguard Worker     bool isSwiftshader() const
405*8975f5c5SAndroid Build Coastguard Worker     {
406*8975f5c5SAndroid Build Coastguard Worker         // Renderer might be swiftshader even if local swiftshader not used.
407*8975f5c5SAndroid Build Coastguard Worker         return mCurrentParams->isSwiftshader() || angle::IsSwiftshaderDevice();
408*8975f5c5SAndroid Build Coastguard Worker     }
409*8975f5c5SAndroid Build Coastguard Worker 
enableDebugLayers()410*8975f5c5SAndroid Build Coastguard Worker     bool enableDebugLayers() const
411*8975f5c5SAndroid Build Coastguard Worker     {
412*8975f5c5SAndroid Build Coastguard Worker         return mCurrentParams->eglParameters.debugLayersEnabled != EGL_FALSE;
413*8975f5c5SAndroid Build Coastguard Worker     }
414*8975f5c5SAndroid Build Coastguard Worker 
415*8975f5c5SAndroid Build Coastguard Worker     void *operator new(size_t size);
416*8975f5c5SAndroid Build Coastguard Worker     void operator delete(void *ptr);
417*8975f5c5SAndroid Build Coastguard Worker 
418*8975f5c5SAndroid Build Coastguard Worker   protected:
419*8975f5c5SAndroid Build Coastguard Worker     void ANGLETestSetUp();
420*8975f5c5SAndroid Build Coastguard Worker     void ANGLETestPreTearDown();
421*8975f5c5SAndroid Build Coastguard Worker     void ANGLETestTearDown();
422*8975f5c5SAndroid Build Coastguard Worker 
423*8975f5c5SAndroid Build Coastguard Worker     virtual void swapBuffers();
424*8975f5c5SAndroid Build Coastguard Worker 
425*8975f5c5SAndroid Build Coastguard Worker     void setupQuadVertexBuffer(GLfloat positionAttribZ, GLfloat positionAttribXYScale);
426*8975f5c5SAndroid Build Coastguard Worker     void setupIndexedQuadVertexBuffer(GLfloat positionAttribZ, GLfloat positionAttribXYScale);
427*8975f5c5SAndroid Build Coastguard Worker     void setupIndexedQuadIndexBuffer();
428*8975f5c5SAndroid Build Coastguard Worker 
429*8975f5c5SAndroid Build Coastguard Worker     void drawQuad(GLuint program, const std::string &positionAttribName, GLfloat positionAttribZ);
430*8975f5c5SAndroid Build Coastguard Worker     void drawQuad(GLuint program,
431*8975f5c5SAndroid Build Coastguard Worker                   const std::string &positionAttribName,
432*8975f5c5SAndroid Build Coastguard Worker                   GLfloat positionAttribZ,
433*8975f5c5SAndroid Build Coastguard Worker                   GLfloat positionAttribXYScale);
434*8975f5c5SAndroid Build Coastguard Worker     void drawQuad(GLuint program,
435*8975f5c5SAndroid Build Coastguard Worker                   const std::string &positionAttribName,
436*8975f5c5SAndroid Build Coastguard Worker                   GLfloat positionAttribZ,
437*8975f5c5SAndroid Build Coastguard Worker                   GLfloat positionAttribXYScale,
438*8975f5c5SAndroid Build Coastguard Worker                   bool useVertexBuffer);
439*8975f5c5SAndroid Build Coastguard Worker     void drawQuadInstanced(GLuint program,
440*8975f5c5SAndroid Build Coastguard Worker                            const std::string &positionAttribName,
441*8975f5c5SAndroid Build Coastguard Worker                            GLfloat positionAttribZ,
442*8975f5c5SAndroid Build Coastguard Worker                            GLfloat positionAttribXYScale,
443*8975f5c5SAndroid Build Coastguard Worker                            bool useVertexBuffer,
444*8975f5c5SAndroid Build Coastguard Worker                            GLuint numInstances);
445*8975f5c5SAndroid Build Coastguard Worker     void drawPatches(GLuint program,
446*8975f5c5SAndroid Build Coastguard Worker                      const std::string &positionAttribName,
447*8975f5c5SAndroid Build Coastguard Worker                      GLfloat positionAttribZ,
448*8975f5c5SAndroid Build Coastguard Worker                      GLfloat positionAttribXYScale,
449*8975f5c5SAndroid Build Coastguard Worker                      bool useVertexBuffer);
450*8975f5c5SAndroid Build Coastguard Worker 
451*8975f5c5SAndroid Build Coastguard Worker     void drawQuadPPO(GLuint vertProgram,
452*8975f5c5SAndroid Build Coastguard Worker                      const std::string &positionAttribName,
453*8975f5c5SAndroid Build Coastguard Worker                      const GLfloat positionAttribZ,
454*8975f5c5SAndroid Build Coastguard Worker                      const GLfloat positionAttribXYScale);
455*8975f5c5SAndroid Build Coastguard Worker 
456*8975f5c5SAndroid Build Coastguard Worker     static std::array<angle::Vector3, 6> GetQuadVertices();
457*8975f5c5SAndroid Build Coastguard Worker     static std::array<GLushort, 6> GetQuadIndices();
458*8975f5c5SAndroid Build Coastguard Worker     static std::array<angle::Vector3, 4> GetIndexedQuadVertices();
459*8975f5c5SAndroid Build Coastguard Worker 
460*8975f5c5SAndroid Build Coastguard Worker     void drawIndexedQuad(GLuint program,
461*8975f5c5SAndroid Build Coastguard Worker                          const std::string &positionAttribName,
462*8975f5c5SAndroid Build Coastguard Worker                          GLfloat positionAttribZ);
463*8975f5c5SAndroid Build Coastguard Worker     void drawIndexedQuad(GLuint program,
464*8975f5c5SAndroid Build Coastguard Worker                          const std::string &positionAttribName,
465*8975f5c5SAndroid Build Coastguard Worker                          GLfloat positionAttribZ,
466*8975f5c5SAndroid Build Coastguard Worker                          GLfloat positionAttribXYScale);
467*8975f5c5SAndroid Build Coastguard Worker     void drawIndexedQuad(GLuint program,
468*8975f5c5SAndroid Build Coastguard Worker                          const std::string &positionAttribName,
469*8975f5c5SAndroid Build Coastguard Worker                          GLfloat positionAttribZ,
470*8975f5c5SAndroid Build Coastguard Worker                          GLfloat positionAttribXYScale,
471*8975f5c5SAndroid Build Coastguard Worker                          bool useBufferObject);
472*8975f5c5SAndroid Build Coastguard Worker 
473*8975f5c5SAndroid Build Coastguard Worker     void drawIndexedQuad(GLuint program,
474*8975f5c5SAndroid Build Coastguard Worker                          const std::string &positionAttribName,
475*8975f5c5SAndroid Build Coastguard Worker                          GLfloat positionAttribZ,
476*8975f5c5SAndroid Build Coastguard Worker                          GLfloat positionAttribXYScale,
477*8975f5c5SAndroid Build Coastguard Worker                          bool useBufferObject,
478*8975f5c5SAndroid Build Coastguard Worker                          bool restrictedRange);
479*8975f5c5SAndroid Build Coastguard Worker 
480*8975f5c5SAndroid Build Coastguard Worker     void draw2DTexturedQuad(GLfloat positionAttribZ,
481*8975f5c5SAndroid Build Coastguard Worker                             GLfloat positionAttribXYScale,
482*8975f5c5SAndroid Build Coastguard Worker                             bool useVertexBuffer);
483*8975f5c5SAndroid Build Coastguard Worker 
484*8975f5c5SAndroid Build Coastguard Worker     // The layer parameter chooses the 3D texture layer to sample from.
485*8975f5c5SAndroid Build Coastguard Worker     void draw3DTexturedQuad(GLfloat positionAttribZ,
486*8975f5c5SAndroid Build Coastguard Worker                             GLfloat positionAttribXYScale,
487*8975f5c5SAndroid Build Coastguard Worker                             bool useVertexBuffer,
488*8975f5c5SAndroid Build Coastguard Worker                             float layer);
489*8975f5c5SAndroid Build Coastguard Worker 
490*8975f5c5SAndroid Build Coastguard Worker     // The layer parameter chooses the 2DArray texture layer to sample from.
491*8975f5c5SAndroid Build Coastguard Worker     void draw2DArrayTexturedQuad(GLfloat positionAttribZ,
492*8975f5c5SAndroid Build Coastguard Worker                                  GLfloat positionAttribXYScale,
493*8975f5c5SAndroid Build Coastguard Worker                                  bool useVertexBuffer,
494*8975f5c5SAndroid Build Coastguard Worker                                  float layer);
495*8975f5c5SAndroid Build Coastguard Worker 
496*8975f5c5SAndroid Build Coastguard Worker     void setWindowWidth(int width);
497*8975f5c5SAndroid Build Coastguard Worker     void setWindowHeight(int height);
498*8975f5c5SAndroid Build Coastguard Worker     void setConfigRedBits(int bits);
499*8975f5c5SAndroid Build Coastguard Worker     void setConfigGreenBits(int bits);
500*8975f5c5SAndroid Build Coastguard Worker     void setConfigBlueBits(int bits);
501*8975f5c5SAndroid Build Coastguard Worker     void setConfigAlphaBits(int bits);
502*8975f5c5SAndroid Build Coastguard Worker     void setConfigDepthBits(int bits);
503*8975f5c5SAndroid Build Coastguard Worker     void setConfigStencilBits(int bits);
504*8975f5c5SAndroid Build Coastguard Worker     void setConfigComponentType(EGLenum componentType);
505*8975f5c5SAndroid Build Coastguard Worker     void setMultisampleEnabled(bool enabled);
506*8975f5c5SAndroid Build Coastguard Worker     void setSamples(EGLint samples);
507*8975f5c5SAndroid Build Coastguard Worker     void setDebugEnabled(bool enabled);
508*8975f5c5SAndroid Build Coastguard Worker     void setNoErrorEnabled(bool enabled);
509*8975f5c5SAndroid Build Coastguard Worker     void setWebGLCompatibilityEnabled(bool webglCompatibility);
510*8975f5c5SAndroid Build Coastguard Worker     void setExtensionsEnabled(bool extensionsEnabled);
511*8975f5c5SAndroid Build Coastguard Worker     void setRobustAccess(bool enabled);
512*8975f5c5SAndroid Build Coastguard Worker     void setBindGeneratesResource(bool bindGeneratesResource);
513*8975f5c5SAndroid Build Coastguard Worker     void setClientArraysEnabled(bool enabled);
514*8975f5c5SAndroid Build Coastguard Worker     void setRobustResourceInit(bool enabled);
515*8975f5c5SAndroid Build Coastguard Worker     void setMutableRenderBuffer(bool enabled);
516*8975f5c5SAndroid Build Coastguard Worker     void setContextProgramCacheEnabled(bool enabled);
517*8975f5c5SAndroid Build Coastguard Worker     void setContextResetStrategy(EGLenum resetStrategy);
518*8975f5c5SAndroid Build Coastguard Worker     void forceNewDisplay();
519*8975f5c5SAndroid Build Coastguard Worker 
520*8975f5c5SAndroid Build Coastguard Worker     // Some EGL extension tests would like to defer the Context init until the test body.
521*8975f5c5SAndroid Build Coastguard Worker     void setDeferContextInit(bool enabled);
522*8975f5c5SAndroid Build Coastguard Worker 
523*8975f5c5SAndroid Build Coastguard Worker     int getClientMajorVersion() const;
524*8975f5c5SAndroid Build Coastguard Worker     int getClientMinorVersion() const;
525*8975f5c5SAndroid Build Coastguard Worker 
526*8975f5c5SAndroid Build Coastguard Worker     GLWindowBase *getGLWindow() const;
527*8975f5c5SAndroid Build Coastguard Worker     EGLWindow *getEGLWindow() const;
528*8975f5c5SAndroid Build Coastguard Worker     int getWindowWidth() const;
529*8975f5c5SAndroid Build Coastguard Worker     int getWindowHeight() const;
530*8975f5c5SAndroid Build Coastguard Worker 
531*8975f5c5SAndroid Build Coastguard Worker     EGLint getPlatformRenderer() const;
532*8975f5c5SAndroid Build Coastguard Worker 
533*8975f5c5SAndroid Build Coastguard Worker     void ignoreD3D11SDKLayersWarnings();
534*8975f5c5SAndroid Build Coastguard Worker 
getOSWindow()535*8975f5c5SAndroid Build Coastguard Worker     OSWindow *getOSWindow() { return mFixture->osWindow; }
536*8975f5c5SAndroid Build Coastguard Worker 
537*8975f5c5SAndroid Build Coastguard Worker     GLuint get2DTexturedQuadProgram();
538*8975f5c5SAndroid Build Coastguard Worker 
539*8975f5c5SAndroid Build Coastguard Worker     // Has a float uniform "u_layer" to choose the 3D texture layer.
540*8975f5c5SAndroid Build Coastguard Worker     GLuint get3DTexturedQuadProgram();
541*8975f5c5SAndroid Build Coastguard Worker 
542*8975f5c5SAndroid Build Coastguard Worker     // Has a float uniform "u_layer" to choose the 2DArray texture layer.
543*8975f5c5SAndroid Build Coastguard Worker     GLuint get2DArrayTexturedQuadProgram();
544*8975f5c5SAndroid Build Coastguard Worker 
545*8975f5c5SAndroid Build Coastguard Worker     class [[nodiscard]] ScopedIgnorePlatformMessages : angle::NonCopyable
546*8975f5c5SAndroid Build Coastguard Worker     {
547*8975f5c5SAndroid Build Coastguard Worker       public:
548*8975f5c5SAndroid Build Coastguard Worker         ScopedIgnorePlatformMessages();
549*8975f5c5SAndroid Build Coastguard Worker         ~ScopedIgnorePlatformMessages();
550*8975f5c5SAndroid Build Coastguard Worker     };
551*8975f5c5SAndroid Build Coastguard Worker 
552*8975f5c5SAndroid Build Coastguard Worker     // Can be used before we get a GL context.
isGLRenderer()553*8975f5c5SAndroid Build Coastguard Worker     bool isGLRenderer() const
554*8975f5c5SAndroid Build Coastguard Worker     {
555*8975f5c5SAndroid Build Coastguard Worker         return mCurrentParams->getRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE;
556*8975f5c5SAndroid Build Coastguard Worker     }
557*8975f5c5SAndroid Build Coastguard Worker 
isGLESRenderer()558*8975f5c5SAndroid Build Coastguard Worker     bool isGLESRenderer() const
559*8975f5c5SAndroid Build Coastguard Worker     {
560*8975f5c5SAndroid Build Coastguard Worker         return mCurrentParams->getRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE;
561*8975f5c5SAndroid Build Coastguard Worker     }
562*8975f5c5SAndroid Build Coastguard Worker 
isD3D11Renderer()563*8975f5c5SAndroid Build Coastguard Worker     bool isD3D11Renderer() const
564*8975f5c5SAndroid Build Coastguard Worker     {
565*8975f5c5SAndroid Build Coastguard Worker         return mCurrentParams->getRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE;
566*8975f5c5SAndroid Build Coastguard Worker     }
567*8975f5c5SAndroid Build Coastguard Worker 
isVulkanRenderer()568*8975f5c5SAndroid Build Coastguard Worker     bool isVulkanRenderer() const
569*8975f5c5SAndroid Build Coastguard Worker     {
570*8975f5c5SAndroid Build Coastguard Worker         return mCurrentParams->getRenderer() == EGL_PLATFORM_ANGLE_TYPE_VULKAN_ANGLE;
571*8975f5c5SAndroid Build Coastguard Worker     }
572*8975f5c5SAndroid Build Coastguard Worker 
isVulkanSwiftshaderRenderer()573*8975f5c5SAndroid Build Coastguard Worker     bool isVulkanSwiftshaderRenderer() const
574*8975f5c5SAndroid Build Coastguard Worker     {
575*8975f5c5SAndroid Build Coastguard Worker         return mCurrentParams->getRenderer() == EGL_PLATFORM_ANGLE_TYPE_VULKAN_ANGLE &&
576*8975f5c5SAndroid Build Coastguard Worker                mCurrentParams->isSwiftshader();
577*8975f5c5SAndroid Build Coastguard Worker     }
578*8975f5c5SAndroid Build Coastguard Worker 
579*8975f5c5SAndroid Build Coastguard Worker     bool platformSupportsMultithreading() const;
580*8975f5c5SAndroid Build Coastguard Worker 
581*8975f5c5SAndroid Build Coastguard Worker     bool mIsSetUp = false;
582*8975f5c5SAndroid Build Coastguard Worker 
583*8975f5c5SAndroid Build Coastguard Worker   private:
584*8975f5c5SAndroid Build Coastguard Worker     void checkD3D11SDKLayersMessages();
585*8975f5c5SAndroid Build Coastguard Worker 
586*8975f5c5SAndroid Build Coastguard Worker     void drawQuad(GLuint program,
587*8975f5c5SAndroid Build Coastguard Worker                   const std::string &positionAttribName,
588*8975f5c5SAndroid Build Coastguard Worker                   GLfloat positionAttribZ,
589*8975f5c5SAndroid Build Coastguard Worker                   GLfloat positionAttribXYScale,
590*8975f5c5SAndroid Build Coastguard Worker                   bool useVertexBuffer,
591*8975f5c5SAndroid Build Coastguard Worker                   bool useInstancedDrawCalls,
592*8975f5c5SAndroid Build Coastguard Worker                   bool useTessellationPatches,
593*8975f5c5SAndroid Build Coastguard Worker                   GLuint numInstances);
594*8975f5c5SAndroid Build Coastguard Worker 
595*8975f5c5SAndroid Build Coastguard Worker     void initOSWindow();
596*8975f5c5SAndroid Build Coastguard Worker 
597*8975f5c5SAndroid Build Coastguard Worker     struct TestFixture
598*8975f5c5SAndroid Build Coastguard Worker     {
599*8975f5c5SAndroid Build Coastguard Worker         TestFixture();
600*8975f5c5SAndroid Build Coastguard Worker         ~TestFixture();
601*8975f5c5SAndroid Build Coastguard Worker 
602*8975f5c5SAndroid Build Coastguard Worker         EGLWindow *eglWindow = nullptr;
603*8975f5c5SAndroid Build Coastguard Worker         WGLWindow *wglWindow = nullptr;
604*8975f5c5SAndroid Build Coastguard Worker         OSWindow *osWindow   = nullptr;
605*8975f5c5SAndroid Build Coastguard Worker         ConfigParameters configParams;
606*8975f5c5SAndroid Build Coastguard Worker         uint32_t reuseCounter = 0;
607*8975f5c5SAndroid Build Coastguard Worker     };
608*8975f5c5SAndroid Build Coastguard Worker 
609*8975f5c5SAndroid Build Coastguard Worker     int mWidth;
610*8975f5c5SAndroid Build Coastguard Worker     int mHeight;
611*8975f5c5SAndroid Build Coastguard Worker 
612*8975f5c5SAndroid Build Coastguard Worker     bool mIgnoreD3D11SDKLayersWarnings;
613*8975f5c5SAndroid Build Coastguard Worker 
614*8975f5c5SAndroid Build Coastguard Worker     // Used for indexed quad rendering
615*8975f5c5SAndroid Build Coastguard Worker     GLuint mQuadVertexBuffer;
616*8975f5c5SAndroid Build Coastguard Worker     GLuint mQuadIndexBuffer;
617*8975f5c5SAndroid Build Coastguard Worker 
618*8975f5c5SAndroid Build Coastguard Worker     // Used for texture rendering.
619*8975f5c5SAndroid Build Coastguard Worker     GLuint m2DTexturedQuadProgram;
620*8975f5c5SAndroid Build Coastguard Worker     GLuint m3DTexturedQuadProgram;
621*8975f5c5SAndroid Build Coastguard Worker     GLuint m2DArrayTexturedQuadProgram;
622*8975f5c5SAndroid Build Coastguard Worker 
623*8975f5c5SAndroid Build Coastguard Worker     bool mDeferContextInit;
624*8975f5c5SAndroid Build Coastguard Worker     bool mAlwaysForceNewDisplay;
625*8975f5c5SAndroid Build Coastguard Worker     bool mForceNewDisplay;
626*8975f5c5SAndroid Build Coastguard Worker 
627*8975f5c5SAndroid Build Coastguard Worker     bool mSetUpCalled;
628*8975f5c5SAndroid Build Coastguard Worker     bool mTearDownCalled;
629*8975f5c5SAndroid Build Coastguard Worker 
630*8975f5c5SAndroid Build Coastguard Worker     // Usually, we use an OS Window per "fixture" (a frontend and backend combination).
631*8975f5c5SAndroid Build Coastguard Worker     // This allows:
632*8975f5c5SAndroid Build Coastguard Worker     // 1. Reusing EGL Display on Windows.
633*8975f5c5SAndroid Build Coastguard Worker     //    Other platforms have issues with display reuse even if a window per fixture is used.
634*8975f5c5SAndroid Build Coastguard Worker     // 2. Hiding only SwiftShader OS Window on Linux.
635*8975f5c5SAndroid Build Coastguard Worker     //    OS Windows for other backends must be visible, to allow driver to communicate with X11.
636*8975f5c5SAndroid Build Coastguard Worker     // However, we must use a single OS Window for all backends on Android,
637*8975f5c5SAndroid Build Coastguard Worker     // since test Application can have only one window.
638*8975f5c5SAndroid Build Coastguard Worker     static OSWindow *mOSWindowSingleton;
639*8975f5c5SAndroid Build Coastguard Worker 
640*8975f5c5SAndroid Build Coastguard Worker     static std::map<angle::PlatformParameters, TestFixture> gFixtures;
641*8975f5c5SAndroid Build Coastguard Worker     const angle::PlatformParameters *mCurrentParams;
642*8975f5c5SAndroid Build Coastguard Worker     TestFixture *mFixture;
643*8975f5c5SAndroid Build Coastguard Worker 
644*8975f5c5SAndroid Build Coastguard Worker     RenderDoc mRenderDoc;
645*8975f5c5SAndroid Build Coastguard Worker 
646*8975f5c5SAndroid Build Coastguard Worker     // Workaround for NVIDIA not being able to share a window with OpenGL and Vulkan.
647*8975f5c5SAndroid Build Coastguard Worker     static Optional<EGLint> mLastRendererType;
648*8975f5c5SAndroid Build Coastguard Worker     static Optional<angle::GLESDriverType> mLastLoadedDriver;
649*8975f5c5SAndroid Build Coastguard Worker };
650*8975f5c5SAndroid Build Coastguard Worker 
651*8975f5c5SAndroid Build Coastguard Worker template <typename Params = angle::PlatformParameters>
652*8975f5c5SAndroid Build Coastguard Worker class ANGLETest : public ANGLETestBase, public ::testing::TestWithParam<Params>
653*8975f5c5SAndroid Build Coastguard Worker {
654*8975f5c5SAndroid Build Coastguard Worker   protected:
655*8975f5c5SAndroid Build Coastguard Worker     ANGLETest();
656*8975f5c5SAndroid Build Coastguard Worker 
testSetUp()657*8975f5c5SAndroid Build Coastguard Worker     virtual void testSetUp() {}
testTearDown()658*8975f5c5SAndroid Build Coastguard Worker     virtual void testTearDown() {}
659*8975f5c5SAndroid Build Coastguard Worker 
recreateTestFixture()660*8975f5c5SAndroid Build Coastguard Worker     void recreateTestFixture()
661*8975f5c5SAndroid Build Coastguard Worker     {
662*8975f5c5SAndroid Build Coastguard Worker         TearDown();
663*8975f5c5SAndroid Build Coastguard Worker         SetUp();
664*8975f5c5SAndroid Build Coastguard Worker     }
665*8975f5c5SAndroid Build Coastguard Worker 
666*8975f5c5SAndroid Build Coastguard Worker   private:
SetUp()667*8975f5c5SAndroid Build Coastguard Worker     void SetUp() final
668*8975f5c5SAndroid Build Coastguard Worker     {
669*8975f5c5SAndroid Build Coastguard Worker         ANGLETestBase::ANGLETestSetUp();
670*8975f5c5SAndroid Build Coastguard Worker         if (mIsSetUp)
671*8975f5c5SAndroid Build Coastguard Worker         {
672*8975f5c5SAndroid Build Coastguard Worker             testSetUp();
673*8975f5c5SAndroid Build Coastguard Worker         }
674*8975f5c5SAndroid Build Coastguard Worker     }
675*8975f5c5SAndroid Build Coastguard Worker 
TearDown()676*8975f5c5SAndroid Build Coastguard Worker     void TearDown() final
677*8975f5c5SAndroid Build Coastguard Worker     {
678*8975f5c5SAndroid Build Coastguard Worker         ANGLETestBase::ANGLETestPreTearDown();
679*8975f5c5SAndroid Build Coastguard Worker         if (mIsSetUp)
680*8975f5c5SAndroid Build Coastguard Worker         {
681*8975f5c5SAndroid Build Coastguard Worker             testTearDown();
682*8975f5c5SAndroid Build Coastguard Worker         }
683*8975f5c5SAndroid Build Coastguard Worker         ANGLETestBase::ANGLETestTearDown();
684*8975f5c5SAndroid Build Coastguard Worker     }
685*8975f5c5SAndroid Build Coastguard Worker };
686*8975f5c5SAndroid Build Coastguard Worker 
687*8975f5c5SAndroid Build Coastguard Worker enum class APIExtensionVersion
688*8975f5c5SAndroid Build Coastguard Worker {
689*8975f5c5SAndroid Build Coastguard Worker     Core,
690*8975f5c5SAndroid Build Coastguard Worker     OES,
691*8975f5c5SAndroid Build Coastguard Worker     EXT,
692*8975f5c5SAndroid Build Coastguard Worker     KHR,
693*8975f5c5SAndroid Build Coastguard Worker };
694*8975f5c5SAndroid Build Coastguard Worker 
695*8975f5c5SAndroid Build Coastguard Worker template <typename Params>
ANGLETest()696*8975f5c5SAndroid Build Coastguard Worker ANGLETest<Params>::ANGLETest()
697*8975f5c5SAndroid Build Coastguard Worker     : ANGLETestBase(std::get<angle::PlatformParameters>(this->GetParam()))
698*8975f5c5SAndroid Build Coastguard Worker {}
699*8975f5c5SAndroid Build Coastguard Worker 
700*8975f5c5SAndroid Build Coastguard Worker template <>
ANGLETest()701*8975f5c5SAndroid Build Coastguard Worker inline ANGLETest<angle::PlatformParameters>::ANGLETest() : ANGLETestBase(this->GetParam())
702*8975f5c5SAndroid Build Coastguard Worker {}
703*8975f5c5SAndroid Build Coastguard Worker 
704*8975f5c5SAndroid Build Coastguard Worker class ANGLETestEnvironment : public testing::Environment
705*8975f5c5SAndroid Build Coastguard Worker {
706*8975f5c5SAndroid Build Coastguard Worker   public:
707*8975f5c5SAndroid Build Coastguard Worker     void SetUp() override;
708*8975f5c5SAndroid Build Coastguard Worker     void TearDown() override;
709*8975f5c5SAndroid Build Coastguard Worker 
710*8975f5c5SAndroid Build Coastguard Worker     static angle::Library *GetDriverLibrary(angle::GLESDriverType driver);
711*8975f5c5SAndroid Build Coastguard Worker 
712*8975f5c5SAndroid Build Coastguard Worker   private:
713*8975f5c5SAndroid Build Coastguard Worker     static angle::Library *GetAngleEGLLibrary();
714*8975f5c5SAndroid Build Coastguard Worker     static angle::Library *GetAngleVulkanSecondariesEGLLibrary();
715*8975f5c5SAndroid Build Coastguard Worker     static angle::Library *GetMesaEGLLibrary();
716*8975f5c5SAndroid Build Coastguard Worker     static angle::Library *GetSystemEGLLibrary();
717*8975f5c5SAndroid Build Coastguard Worker     static angle::Library *GetSystemWGLLibrary();
718*8975f5c5SAndroid Build Coastguard Worker 
719*8975f5c5SAndroid Build Coastguard Worker     // For loading entry points.
720*8975f5c5SAndroid Build Coastguard Worker     static std::unique_ptr<angle::Library> gAngleEGLLibrary;
721*8975f5c5SAndroid Build Coastguard Worker     static std::unique_ptr<angle::Library> gAngleVulkanSecondariesEGLLibrary;
722*8975f5c5SAndroid Build Coastguard Worker     static std::unique_ptr<angle::Library> gMesaEGLLibrary;
723*8975f5c5SAndroid Build Coastguard Worker     static std::unique_ptr<angle::Library> gSystemEGLLibrary;
724*8975f5c5SAndroid Build Coastguard Worker     static std::unique_ptr<angle::Library> gSystemWGLLibrary;
725*8975f5c5SAndroid Build Coastguard Worker };
726*8975f5c5SAndroid Build Coastguard Worker 
727*8975f5c5SAndroid Build Coastguard Worker extern angle::PlatformMethods gDefaultPlatformMethods;
728*8975f5c5SAndroid Build Coastguard Worker 
729*8975f5c5SAndroid Build Coastguard Worker #endif  // ANGLE_TESTS_ANGLE_TEST_H_
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