1 //
2 // Copyright 2012 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6 // ANGLETest:
7 //   Implementation of common ANGLE testing fixture.
8 //
9 
10 #ifndef ANGLE_TESTS_ANGLE_TEST_H_
11 #define ANGLE_TESTS_ANGLE_TEST_H_
12 
13 #include <gtest/gtest.h>
14 #include <algorithm>
15 #include <array>
16 
17 #include "angle_test_configs.h"
18 #include "angle_test_platform.h"
19 #include "common/angleutils.h"
20 #include "common/system_utils.h"
21 #include "common/vector_utils.h"
22 #include "platform/PlatformMethods.h"
23 #include "util/EGLWindow.h"
24 #include "util/shader_utils.h"
25 #include "util/util_gl.h"
26 
27 namespace angle
28 {
29 struct SystemInfo;
30 class RNG;
31 }  // namespace angle
32 
33 #define ASSERT_GL_TRUE(a) ASSERT_EQ(static_cast<GLboolean>(GL_TRUE), (a))
34 #define ASSERT_GL_FALSE(a) ASSERT_EQ(static_cast<GLboolean>(GL_FALSE), (a))
35 #define EXPECT_GL_TRUE(a) EXPECT_EQ(static_cast<GLboolean>(GL_TRUE), (a))
36 #define EXPECT_GL_FALSE(a) EXPECT_EQ(static_cast<GLboolean>(GL_FALSE), (a))
37 
38 #define EXPECT_GL_ERROR(err) EXPECT_EQ(static_cast<GLenum>(err), glGetError())
39 #define EXPECT_GL_NO_ERROR() EXPECT_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError())
40 
41 #define ASSERT_GL_ERROR(err) ASSERT_EQ(static_cast<GLenum>(err), glGetError())
42 #define ASSERT_GL_NO_ERROR() ASSERT_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError())
43 
44 #define EXPECT_EGL_ERROR(err) EXPECT_EQ((err), eglGetError())
45 #define EXPECT_EGL_SUCCESS() EXPECT_EGL_ERROR(EGL_SUCCESS)
46 
47 // EGLBoolean is |unsigned int| but EGL_TRUE is 0, not 0u.
48 #define ASSERT_EGL_TRUE(a) ASSERT_EQ(static_cast<EGLBoolean>(EGL_TRUE), static_cast<EGLBoolean>(a))
49 #define ASSERT_EGL_FALSE(a) \
50     ASSERT_EQ(static_cast<EGLBoolean>(EGL_FALSE), static_cast<EGLBoolean>(a))
51 #define EXPECT_EGL_TRUE(a) EXPECT_EQ(static_cast<EGLBoolean>(EGL_TRUE), static_cast<EGLBoolean>(a))
52 #define EXPECT_EGL_FALSE(a) \
53     EXPECT_EQ(static_cast<EGLBoolean>(EGL_FALSE), static_cast<EGLBoolean>(a))
54 
55 #define ASSERT_EGL_ERROR(err) ASSERT_EQ((err), eglGetError())
56 #define ASSERT_EGL_SUCCESS() ASSERT_EGL_ERROR(EGL_SUCCESS)
57 
58 #define ASSERT_GLENUM_EQ(expected, actual) \
59     ASSERT_EQ(static_cast<GLenum>(expected), static_cast<GLenum>(actual))
60 #define EXPECT_GLENUM_EQ(expected, actual) \
61     EXPECT_EQ(static_cast<GLenum>(expected), static_cast<GLenum>(actual))
62 #define ASSERT_GLENUM_NE(expected, actual) \
63     ASSERT_NE(static_cast<GLenum>(expected), static_cast<GLenum>(actual))
64 #define EXPECT_GLENUM_NE(expected, actual) \
65     EXPECT_NE(static_cast<GLenum>(expected), static_cast<GLenum>(actual))
66 
67 #define ASSERT_EGLENUM_EQ(expected, actual) \
68     ASSERT_EQ(static_cast<EGLenum>(expected), static_cast<EGLenum>(actual))
69 #define EXPECT_EGLENUM_EQ(expected, actual) \
70     EXPECT_EQ(static_cast<EGLenum>(expected), static_cast<EGLenum>(actual))
71 
72 #define ASSERT_GL_FRAMEBUFFER_COMPLETE(framebuffer) \
73     ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(framebuffer))
74 #define EXPECT_GL_FRAMEBUFFER_COMPLETE(framebuffer) \
75     EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(framebuffer))
76 
77 namespace angle
78 {
79 struct GLColorRGB
80 {
GLColorRGBGLColorRGB81     constexpr GLColorRGB() : R(0), G(0), B(0) {}
GLColorRGBGLColorRGB82     constexpr GLColorRGB(GLubyte r, GLubyte g, GLubyte b) : R(r), G(g), B(b) {}
83     GLColorRGB(const angle::Vector3 &floatColor);
84 
dataGLColorRGB85     const GLubyte *data() const { return &R; }
dataGLColorRGB86     GLubyte *data() { return &R; }
87 
88     GLubyte R, G, B;
89 
90     static const GLColorRGB black;
91     static const GLColorRGB blue;
92     static const GLColorRGB green;
93     static const GLColorRGB red;
94     static const GLColorRGB yellow;
95 };
96 
97 struct GLColorRG
98 {
GLColorRGGLColorRG99     constexpr GLColorRG() : R(0), G(0) {}
GLColorRGGLColorRG100     constexpr GLColorRG(GLubyte r, GLubyte g) : R(r), G(g) {}
101     GLColorRG(const angle::Vector2 &floatColor);
102 
dataGLColorRG103     const GLubyte *data() const { return &R; }
dataGLColorRG104     GLubyte *data() { return &R; }
105 
106     GLubyte R, G;
107 };
108 
109 struct GLColorR
110 {
GLColorRGLColorR111     constexpr GLColorR() : R(0) {}
GLColorRGLColorR112     constexpr GLColorR(GLubyte r) : R(r) {}
113     GLColorR(const float floatColor);
114 
dataGLColorR115     const GLubyte *data() const { return &R; }
dataGLColorR116     GLubyte *data() { return &R; }
117 
118     GLubyte R;
119 };
120 
121 struct GLColor
122 {
GLColorGLColor123     constexpr GLColor() : R(0), G(0), B(0), A(0) {}
GLColorGLColor124     constexpr GLColor(GLubyte r, GLubyte g, GLubyte b, GLubyte a) : R(r), G(g), B(b), A(a) {}
125     GLColor(const angle::Vector4 &floatColor);
126     GLColor(GLuint colorValue);
127 
128     angle::Vector4 toNormalizedVector() const;
129 
130     GLubyte &operator[](size_t index) { return (&R)[index]; }
131 
132     const GLubyte &operator[](size_t index) const { return (&R)[index]; }
133 
dataGLColor134     const GLubyte *data() const { return &R; }
dataGLColor135     GLubyte *data() { return &R; }
136 
137     testing::AssertionResult ExpectNear(const GLColor &expected, const GLColor &err) const;
138 
139     GLubyte R, G, B, A;
140 
141     static const GLColor black;
142     static const GLColor blue;
143     static const GLColor cyan;
144     static const GLColor green;
145     static const GLColor red;
146     static const GLColor transparentBlack;
147     static const GLColor white;
148     static const GLColor yellow;
149     static const GLColor magenta;
150 };
151 
152 struct GLColor16UI
153 {
GLColor16UIGLColor16UI154     constexpr GLColor16UI() : GLColor16UI(0, 0, 0, 0) {}
GLColor16UIGLColor16UI155     constexpr GLColor16UI(GLushort r, GLushort g, GLushort b, GLushort a) : R(r), G(g), B(b), A(a)
156     {}
157 
158     GLushort R, G, B, A;
159 };
160 
161 struct GLColor32F
162 {
GLColor32FGLColor32F163     constexpr GLColor32F() : GLColor32F(0.0f, 0.0f, 0.0f, 0.0f) {}
GLColor32FGLColor32F164     constexpr GLColor32F(GLfloat r, GLfloat g, GLfloat b, GLfloat a) : R(r), G(g), B(b), A(a) {}
165 
166     GLfloat R, G, B, A;
167 };
168 
169 static constexpr GLColor32F kFloatBlack = {0.0f, 0.0f, 0.0f, 1.0f};
170 static constexpr GLColor32F kFloatRed   = {1.0f, 0.0f, 0.0f, 1.0f};
171 static constexpr GLColor32F kFloatGreen = {0.0f, 1.0f, 0.0f, 1.0f};
172 static constexpr GLColor32F kFloatBlue  = {0.0f, 0.0f, 1.0f, 1.0f};
173 
174 // The input here for pixelPoints are the expected integer window coordinates, we add .5 to every
175 // one of them and re-scale the numbers to be between [-1,1]. Using this technique, we can make
176 // sure the rasterization stage will end up drawing pixels at the expected locations.
177 void CreatePixelCenterWindowCoords(const std::vector<Vector2> &pixelPoints,
178                                    int windowWidth,
179                                    int windowHeight,
180                                    std::vector<Vector3> *outVertices);
181 
182 // Useful to cast any type to GLubyte.
183 template <typename TR, typename TG, typename TB, typename TA>
MakeGLColor(TR r,TG g,TB b,TA a)184 GLColor MakeGLColor(TR r, TG g, TB b, TA a)
185 {
186     return GLColor(static_cast<GLubyte>(r), static_cast<GLubyte>(g), static_cast<GLubyte>(b),
187                    static_cast<GLubyte>(a));
188 }
189 
190 GLColor RandomColor(angle::RNG *rng);
191 
192 bool operator==(const GLColor &a, const GLColor &b);
193 bool operator!=(const GLColor &a, const GLColor &b);
194 std::ostream &operator<<(std::ostream &ostream, const GLColor &color);
195 GLColor ReadColor(GLint x, GLint y);
196 
197 // Useful to cast any type to GLfloat.
198 template <typename TR, typename TG, typename TB, typename TA>
MakeGLColor32F(TR r,TG g,TB b,TA a)199 GLColor32F MakeGLColor32F(TR r, TG g, TB b, TA a)
200 {
201     return GLColor32F(static_cast<GLfloat>(r), static_cast<GLfloat>(g), static_cast<GLfloat>(b),
202                       static_cast<GLfloat>(a));
203 }
204 
205 bool operator==(const GLColor32F &a, const GLColor32F &b);
206 std::ostream &operator<<(std::ostream &ostream, const GLColor32F &color);
207 GLColor32F ReadColor32F(GLint x, GLint y);
208 
209 constexpr std::array<GLenum, 6> kCubeFaces = {
210     {GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
211      GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
212      GL_TEXTURE_CUBE_MAP_NEGATIVE_Z}};
213 
214 void LoadEntryPointsWithUtilLoader(angle::GLESDriverType driver);
215 
216 }  // namespace angle
217 
218 #define EXPECT_PIXEL_EQ(x, y, r, g, b, a) \
219     EXPECT_EQ(angle::MakeGLColor(r, g, b, a), angle::ReadColor(x, y))
220 
221 #define EXPECT_PIXEL_NE(x, y, r, g, b, a) \
222     EXPECT_NE(angle::MakeGLColor(r, g, b, a), angle::ReadColor(x, y))
223 
224 #define EXPECT_PIXEL_32F_EQ(x, y, r, g, b, a) \
225     EXPECT_EQ(angle::MakeGLColor32F(r, g, b, a), angle::ReadColor32F(x, y))
226 
227 #define EXPECT_PIXEL_ALPHA_EQ(x, y, a) EXPECT_EQ(a, angle::ReadColor(x, y).A)
228 
229 #define EXPECT_PIXEL_ALPHA32F_EQ(x, y, a) EXPECT_EQ(a, angle::ReadColor32F(x, y).A)
230 
231 #define EXPECT_PIXEL_COLOR_EQ(x, y, angleColor) EXPECT_EQ(angleColor, angle::ReadColor(x, y))
232 #define EXPECT_PIXEL_COLOR_EQ_VEC2(vec2, angleColor) \
233     EXPECT_EQ(angleColor,                            \
234               angle::ReadColor(static_cast<GLint>(vec2.x()), static_cast<GLint>(vec2.y())))
235 
236 #define EXPECT_PIXEL_COLOR32F_EQ(x, y, angleColor) EXPECT_EQ(angleColor, angle::ReadColor32F(x, y))
237 
238 #define EXPECT_PIXEL_RECT_EQ(x, y, width, height, color)                                           \
239     do                                                                                             \
240     {                                                                                              \
241         std::vector<GLColor> actualColors((width) * (height));                                     \
242         glReadPixels((x), (y), (width), (height), GL_RGBA, GL_UNSIGNED_BYTE, actualColors.data()); \
243         std::vector<GLColor> expectedColors((width) * (height), color);                            \
244         EXPECT_EQ(expectedColors, actualColors);                                                   \
245     } while (0)
246 
247 #define EXPECT_PIXEL_NEAR_HELPER(x, y, r, g, b, a, abs_error, ctype, format, type) \
248     do                                                                             \
249     {                                                                              \
250         ctype pixel[4];                                                            \
251         glReadPixels((x), (y), 1, 1, format, type, pixel);                         \
252         EXPECT_GL_NO_ERROR();                                                      \
253         EXPECT_NEAR((r), pixel[0], abs_error);                                     \
254         EXPECT_NEAR((g), pixel[1], abs_error);                                     \
255         EXPECT_NEAR((b), pixel[2], abs_error);                                     \
256         EXPECT_NEAR((a), pixel[3], abs_error);                                     \
257     } while (0)
258 
259 #define EXPECT_PIXEL_EQ_HELPER(x, y, r, g, b, a, ctype, format, type) \
260     do                                                                \
261     {                                                                 \
262         ctype pixel[4];                                               \
263         glReadPixels((x), (y), 1, 1, format, type, pixel);            \
264         EXPECT_GL_NO_ERROR();                                         \
265         EXPECT_EQ((r), pixel[0]);                                     \
266         EXPECT_EQ((g), pixel[1]);                                     \
267         EXPECT_EQ((b), pixel[2]);                                     \
268         EXPECT_EQ((a), pixel[3]);                                     \
269     } while (0)
270 
271 #define EXPECT_PIXEL_RGB_EQ_HELPER(x, y, r, g, b, ctype, format, type) \
272     do                                                                 \
273     {                                                                  \
274         ctype pixel[4];                                                \
275         glReadPixels((x), (y), 1, 1, format, type, pixel);             \
276         EXPECT_GL_NO_ERROR();                                          \
277         EXPECT_EQ((r), pixel[0]);                                      \
278         EXPECT_EQ((g), pixel[1]);                                      \
279         EXPECT_EQ((b), pixel[2]);                                      \
280     } while (0)
281 
282 #define EXPECT_PIXEL_NEAR(x, y, r, g, b, a, abs_error) \
283     EXPECT_PIXEL_NEAR_HELPER(x, y, r, g, b, a, abs_error, GLubyte, GL_RGBA, GL_UNSIGNED_BYTE)
284 
285 #define EXPECT_PIXEL_32F_NEAR(x, y, r, g, b, a, abs_error) \
286     EXPECT_PIXEL_NEAR_HELPER(x, y, r, g, b, a, abs_error, GLfloat, GL_RGBA, GL_FLOAT)
287 
288 #define EXPECT_PIXEL_8I(x, y, r, g, b, a) \
289     EXPECT_PIXEL_EQ_HELPER(x, y, r, g, b, a, GLbyte, GL_RGBA_INTEGER, GL_BYTE)
290 
291 #define EXPECT_PIXEL_8UI(x, y, r, g, b, a) \
292     EXPECT_PIXEL_EQ_HELPER(x, y, r, g, b, a, GLubyte, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE)
293 
294 #define EXPECT_PIXEL_16UI(x, y, r, g, b, a) \
295     EXPECT_PIXEL_EQ_HELPER(x, y, r, g, b, a, GLushort, GL_RGBA, GL_UNSIGNED_SHORT)
296 
297 #define EXPECT_PIXEL_16UI_COLOR(x, y, color) \
298     EXPECT_PIXEL_16UI(x, y, color.R, color.G, color.B, color.A)
299 
300 #define EXPECT_PIXEL_RGB_EQUAL(x, y, r, g, b) \
301     EXPECT_PIXEL_RGB_EQ_HELPER(x, y, r, g, b, GLubyte, GL_RGBA, GL_UNSIGNED_BYTE)
302 
303 // TODO(jmadill): Figure out how we can use GLColor's nice printing with EXPECT_NEAR.
304 #define EXPECT_PIXEL_COLOR_NEAR(x, y, angleColor, abs_error) \
305     EXPECT_PIXEL_NEAR(x, y, angleColor.R, angleColor.G, angleColor.B, angleColor.A, abs_error)
306 
307 #define EXPECT_PIXEL_COLOR32F_NEAR(x, y, angleColor, abs_error) \
308     EXPECT_PIXEL32F_NEAR(x, y, angleColor.R, angleColor.G, angleColor.B, angleColor.A, abs_error)
309 
310 #define EXPECT_COLOR_NEAR(expected, actual, abs_error) \
311     do                                                 \
312     {                                                  \
313         EXPECT_NEAR(expected.R, actual.R, abs_error);  \
314         EXPECT_NEAR(expected.G, actual.G, abs_error);  \
315         EXPECT_NEAR(expected.B, actual.B, abs_error);  \
316         EXPECT_NEAR(expected.A, actual.A, abs_error);  \
317     } while (0)
318 #define EXPECT_PIXEL32F_NEAR(x, y, r, g, b, a, abs_error)       \
319     do                                                          \
320     {                                                           \
321         GLfloat pixel[4];                                       \
322         glReadPixels((x), (y), 1, 1, GL_RGBA, GL_FLOAT, pixel); \
323         EXPECT_GL_NO_ERROR();                                   \
324         EXPECT_NEAR((r), pixel[0], abs_error);                  \
325         EXPECT_NEAR((g), pixel[1], abs_error);                  \
326         EXPECT_NEAR((b), pixel[2], abs_error);                  \
327         EXPECT_NEAR((a), pixel[3], abs_error);                  \
328     } while (0)
329 
330 #define EXPECT_PIXEL_COLOR32F_NEAR(x, y, angleColor, abs_error) \
331     EXPECT_PIXEL32F_NEAR(x, y, angleColor.R, angleColor.G, angleColor.B, angleColor.A, abs_error)
332 
333 class ANGLETestBase;
334 class EGLWindow;
335 class GLWindowBase;
336 class OSWindow;
337 class WGLWindow;
338 
339 struct TestPlatformContext final : private angle::NonCopyable
340 {
341     bool ignoreMessages        = false;
342     bool warningsAsErrors      = false;
343     ANGLETestBase *currentTest = nullptr;
344 };
345 
346 class ANGLETestBase
347 {
348   protected:
349     ANGLETestBase(const angle::PlatformParameters &params);
350     virtual ~ANGLETestBase();
351 
352   public:
353     void setWindowVisible(OSWindow *osWindow, bool isVisible);
354 
overrideWorkaroundsD3D(angle::FeaturesD3D * featuresD3D)355     virtual void overrideWorkaroundsD3D(angle::FeaturesD3D *featuresD3D) {}
overrideFeaturesVk(angle::FeaturesVk * featuresVulkan)356     virtual void overrideFeaturesVk(angle::FeaturesVk *featuresVulkan) {}
357 
358     static void ReleaseFixtures();
359 
isSwiftshader()360     bool isSwiftshader() const
361     {
362         // Renderer might be swiftshader even if local swiftshader not used.
363         return mCurrentParams->isSwiftshader() || angle::IsSwiftshaderDevice();
364     }
365 
enableDebugLayers()366     bool enableDebugLayers() const
367     {
368         return mCurrentParams->eglParameters.debugLayersEnabled != EGL_FALSE;
369     }
370 
371   protected:
372     void ANGLETestSetUp();
373     void ANGLETestTearDown();
374 
375     virtual void swapBuffers();
376 
377     void setupQuadVertexBuffer(GLfloat positionAttribZ, GLfloat positionAttribXYScale);
378     void setupIndexedQuadVertexBuffer(GLfloat positionAttribZ, GLfloat positionAttribXYScale);
379     void setupIndexedQuadIndexBuffer();
380 
381     void drawQuad(GLuint program, const std::string &positionAttribName, GLfloat positionAttribZ);
382     void drawQuad(GLuint program,
383                   const std::string &positionAttribName,
384                   GLfloat positionAttribZ,
385                   GLfloat positionAttribXYScale);
386     void drawQuad(GLuint program,
387                   const std::string &positionAttribName,
388                   GLfloat positionAttribZ,
389                   GLfloat positionAttribXYScale,
390                   bool useVertexBuffer);
391     void drawQuadInstanced(GLuint program,
392                            const std::string &positionAttribName,
393                            GLfloat positionAttribZ,
394                            GLfloat positionAttribXYScale,
395                            bool useVertexBuffer,
396                            GLuint numInstances);
397 
398     static std::array<angle::Vector3, 6> GetQuadVertices();
399     static std::array<GLushort, 6> GetQuadIndices();
400     static std::array<angle::Vector3, 4> GetIndexedQuadVertices();
401 
402     void drawIndexedQuad(GLuint program,
403                          const std::string &positionAttribName,
404                          GLfloat positionAttribZ);
405     void drawIndexedQuad(GLuint program,
406                          const std::string &positionAttribName,
407                          GLfloat positionAttribZ,
408                          GLfloat positionAttribXYScale);
409     void drawIndexedQuad(GLuint program,
410                          const std::string &positionAttribName,
411                          GLfloat positionAttribZ,
412                          GLfloat positionAttribXYScale,
413                          bool useBufferObject);
414 
415     void drawIndexedQuad(GLuint program,
416                          const std::string &positionAttribName,
417                          GLfloat positionAttribZ,
418                          GLfloat positionAttribXYScale,
419                          bool useBufferObject,
420                          bool restrictedRange);
421 
422     void draw2DTexturedQuad(GLfloat positionAttribZ,
423                             GLfloat positionAttribXYScale,
424                             bool useVertexBuffer);
425 
426     // The layer parameter chooses the 3D texture layer to sample from.
427     void draw3DTexturedQuad(GLfloat positionAttribZ,
428                             GLfloat positionAttribXYScale,
429                             bool useVertexBuffer,
430                             float layer);
431 
432     void setWindowWidth(int width);
433     void setWindowHeight(int height);
434     void setConfigRedBits(int bits);
435     void setConfigGreenBits(int bits);
436     void setConfigBlueBits(int bits);
437     void setConfigAlphaBits(int bits);
438     void setConfigDepthBits(int bits);
439     void setConfigStencilBits(int bits);
440     void setConfigComponentType(EGLenum componentType);
441     void setMultisampleEnabled(bool enabled);
442     void setSamples(EGLint samples);
443     void setDebugEnabled(bool enabled);
444     void setNoErrorEnabled(bool enabled);
445     void setWebGLCompatibilityEnabled(bool webglCompatibility);
446     void setExtensionsEnabled(bool extensionsEnabled);
447     void setRobustAccess(bool enabled);
448     void setBindGeneratesResource(bool bindGeneratesResource);
449     void setClientArraysEnabled(bool enabled);
450     void setRobustResourceInit(bool enabled);
451     void setContextProgramCacheEnabled(bool enabled);
452     void setContextResetStrategy(EGLenum resetStrategy);
453     void forceNewDisplay();
454 
455     // Some EGL extension tests would like to defer the Context init until the test body.
456     void setDeferContextInit(bool enabled);
457 
458     int getClientMajorVersion() const;
459     int getClientMinorVersion() const;
460 
461     GLWindowBase *getGLWindow() const;
462     EGLWindow *getEGLWindow() const;
463     int getWindowWidth() const;
464     int getWindowHeight() const;
465     bool isEmulatedPrerotation() const;
466 
467     EGLint getPlatformRenderer() const;
468 
469     void ignoreD3D11SDKLayersWarnings();
470 
471     // Allows a test to be more restrictive about platform warnings.
472     void treatPlatformWarningsAsErrors();
473 
getOSWindow()474     OSWindow *getOSWindow() { return mFixture->osWindow; }
475 
476     GLuint get2DTexturedQuadProgram();
477 
478     // Has a float uniform "u_layer" to choose the 3D texture layer.
479     GLuint get3DTexturedQuadProgram();
480 
481     class ScopedIgnorePlatformMessages : angle::NonCopyable
482     {
483       public:
484         ScopedIgnorePlatformMessages();
485         ~ScopedIgnorePlatformMessages();
486     };
487 
488     // Can be used before we get a GL context.
isGLRenderer()489     bool isGLRenderer() const
490     {
491         return mCurrentParams->getRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE;
492     }
493 
isGLESRenderer()494     bool isGLESRenderer() const
495     {
496         return mCurrentParams->getRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE;
497     }
498 
isD3D11Renderer()499     bool isD3D11Renderer() const
500     {
501         return mCurrentParams->getRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE;
502     }
503 
isVulkanRenderer()504     bool isVulkanRenderer() const
505     {
506         return mCurrentParams->getRenderer() == EGL_PLATFORM_ANGLE_TYPE_VULKAN_ANGLE;
507     }
508 
isVulkanSwiftshaderRenderer()509     bool isVulkanSwiftshaderRenderer() const
510     {
511         return mCurrentParams->getRenderer() == EGL_PLATFORM_ANGLE_TYPE_VULKAN_ANGLE &&
512                mCurrentParams->isSwiftshader();
513     }
514 
isAsyncCommandQueueFeatureEnabled()515     bool isAsyncCommandQueueFeatureEnabled() const
516     {
517         return mCurrentParams->eglParameters.asyncCommandQueueFeatureVulkan == EGL_TRUE;
518     }
519 
520     bool platformSupportsMultithreading() const;
521 
522   private:
523     void checkD3D11SDKLayersMessages();
524 
525     void drawQuad(GLuint program,
526                   const std::string &positionAttribName,
527                   GLfloat positionAttribZ,
528                   GLfloat positionAttribXYScale,
529                   bool useVertexBuffer,
530                   bool useInstancedDrawCalls,
531                   GLuint numInstances);
532 
533     void initOSWindow();
534 
535     struct TestFixture
536     {
537         TestFixture();
538         ~TestFixture();
539 
540         EGLWindow *eglWindow = nullptr;
541         WGLWindow *wglWindow = nullptr;
542         OSWindow *osWindow   = nullptr;
543         ConfigParameters configParams;
544         uint32_t reuseCounter = 0;
545     };
546 
547     int mWidth;
548     int mHeight;
549 
550     bool mIgnoreD3D11SDKLayersWarnings;
551 
552     // Used for indexed quad rendering
553     GLuint mQuadVertexBuffer;
554     GLuint mQuadIndexBuffer;
555 
556     // Used for texture rendering.
557     GLuint m2DTexturedQuadProgram;
558     GLuint m3DTexturedQuadProgram;
559 
560     bool mDeferContextInit;
561     bool mAlwaysForceNewDisplay;
562     bool mForceNewDisplay;
563 
564     bool mSetUpCalled;
565     bool mTearDownCalled;
566 
567     // Usually, we use an OS Window per "fixture" (a frontend and backend combination).
568     // This allows:
569     // 1. Reusing EGL Display on Windows.
570     //    Other platforms have issues with display reuse even if a window per fixture is used.
571     // 2. Hiding only SwiftShader OS Window on Linux.
572     //    OS Windows for other backends must be visible, to allow driver to communicate with X11.
573     // However, we must use a single OS Window for all backends on Android,
574     // since test Application can have only one window.
575     static OSWindow *mOSWindowSingleton;
576 
577     static std::map<angle::PlatformParameters, TestFixture> gFixtures;
578     const angle::PlatformParameters *mCurrentParams;
579     TestFixture *mFixture;
580 
581     // Workaround for NVIDIA not being able to share a window with OpenGL and Vulkan.
582     static Optional<EGLint> mLastRendererType;
583     static Optional<angle::GLESDriverType> mLastLoadedDriver;
584 };
585 
586 template <typename Params = angle::PlatformParameters>
587 class ANGLETestWithParam : public ANGLETestBase, public ::testing::TestWithParam<Params>
588 {
589   protected:
590     ANGLETestWithParam();
591 
testSetUp()592     virtual void testSetUp() {}
testTearDown()593     virtual void testTearDown() {}
594 
recreateTestFixture()595     void recreateTestFixture()
596     {
597         TearDown();
598         SetUp();
599     }
600 
601   private:
SetUp()602     void SetUp() final
603     {
604         ANGLETestBase::ANGLETestSetUp();
605         testSetUp();
606     }
607 
TearDown()608     void TearDown() final
609     {
610         testTearDown();
611         ANGLETestBase::ANGLETestTearDown();
612     }
613 };
614 
615 template <typename Params>
ANGLETestWithParam()616 ANGLETestWithParam<Params>::ANGLETestWithParam()
617     : ANGLETestBase(std::get<angle::PlatformParameters>(this->GetParam()))
618 {}
619 
620 template <>
ANGLETestWithParam()621 inline ANGLETestWithParam<angle::PlatformParameters>::ANGLETestWithParam()
622     : ANGLETestBase(this->GetParam())
623 {}
624 
625 // Note: this hack is not necessary in C++17.  Once we switch to C++17, we can just rename
626 // ANGLETestWithParam to ANGLETest.
627 using ANGLETest = ANGLETestWithParam<>;
628 
629 class ANGLETestEnvironment : public testing::Environment
630 {
631   public:
632     void SetUp() override;
633     void TearDown() override;
634 
635     static angle::Library *GetDriverLibrary(angle::GLESDriverType driver);
636 
637   private:
638     static angle::Library *GetAngleEGLLibrary();
639     static angle::Library *GetSystemEGLLibrary();
640     static angle::Library *GetSystemWGLLibrary();
641 
642     // For loading entry points.
643     static std::unique_ptr<angle::Library> gAngleEGLLibrary;
644     static std::unique_ptr<angle::Library> gSystemEGLLibrary;
645     static std::unique_ptr<angle::Library> gSystemWGLLibrary;
646 };
647 
648 extern angle::PlatformMethods gDefaultPlatformMethods;
649 
650 #endif  // ANGLE_TESTS_ANGLE_TEST_H_
651