regal/tests/testRegalPpa.cpp
Nigel Stewart 20b5c5379d Extend RegalPlugin to provide name based lookup.
Regal.h touch-ups for harmonizing with apitrace.
API database support for maps of per-platform types.
2013-07-06 00:17:05 -05:00

299 lines
10 KiB
C++

/*
Copyright (c) 2011-2012 NVIDIA Corporation
Copyright (c) 2011-2012 Cass Everitt
Copyright (c) 2012 Scott Nations
Copyright (c) 2012 Mathias Schott
Copyright (c) 2012 Nigel Stewart
Copyright (c) 2013 Google Inc
All rights reserved.
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "gtest/gtest.h"
#include "gmock/gmock.h"
#include <stddef.h>
#include <GL/Regal.h>
#include "RegalPpa.h"
#include "RegalDispatch.h"
#include "RegalDispatchGMock.h"
#include "RegalContextInfo.h"
namespace
{
using namespace ::Regal;
using ::testing::Mock;
using ::testing::_;
using ::testing::AnyNumber;
TEST( RegalPpa, Enable )
{
Emu::Ppa ppa;
RegalContext ctx;
ctx.info = new ContextInfo();
ctx.info->es2 = true;
EXPECT_TRUE ( ppa.Enable( &ctx, GL_POINT_SMOOTH ) );
EXPECT_TRUE ( ppa.Enable( &ctx, GL_LINE_STIPPLE ) );
ctx.info->es2 = ctx.info->core = false;
EXPECT_FALSE ( ppa.Enable( &ctx, GL_POINT_SMOOTH ) );
EXPECT_FALSE ( ppa.Enable( &ctx, GL_LINE_STIPPLE ) );
EXPECT_EQ( static_cast<GLboolean>( GL_FALSE ), ppa.State::Depth::enable );
EXPECT_FALSE( ppa.Enable( &ctx, GL_DEPTH_TEST ) );
EXPECT_EQ( static_cast<GLboolean>( GL_TRUE ), ppa.State::Depth::enable );
EXPECT_FALSE( ppa.Disable( &ctx, GL_DEPTH_TEST ) );
EXPECT_EQ( static_cast<GLboolean>( GL_FALSE ), ppa.State::Depth::enable );
EXPECT_EQ( static_cast<GLboolean>( GL_FALSE ), ppa.State::Stencil::enable );
EXPECT_FALSE( ppa.Enable( &ctx, GL_STENCIL_TEST ) );
EXPECT_EQ( static_cast<GLboolean>( GL_TRUE ), ppa.State::Stencil::enable );
EXPECT_EQ( static_cast<GLboolean>( GL_FALSE ), ppa.State::Polygon::cullEnable );
EXPECT_FALSE( ppa.Enable( &ctx, GL_CULL_FACE ) );
EXPECT_EQ( static_cast<GLboolean>( GL_TRUE ), ppa.State::Polygon::cullEnable );
EXPECT_EQ( static_cast<GLboolean>( GL_FALSE ), ppa.State::Polygon::smoothEnable );
EXPECT_FALSE( ppa.Enable( &ctx, GL_POLYGON_SMOOTH ) );
EXPECT_EQ( static_cast<GLboolean>( GL_TRUE ), ppa.State::Polygon::smoothEnable );
}
TEST( RegalPpa, PushPopAttrib )
{
RegalGMockInterface mock;
RegalContext ctx;
ctx.info = new ContextInfo();
ctx.info->es2 = ctx.info->core = false;
InitDispatchTableMissing( ctx.dispatcher.emulation );
InitDispatchTableGMock( ctx.dispatcher.emulation );
Emu::Ppa ppa;
EXPECT_EQ( 0u, ppa.depthStack.size() );
EXPECT_EQ( 0u, ppa.stencilStack.size() );
EXPECT_EQ( 0u, ppa.polygonStack.size() );
EXPECT_EQ( 0u, ppa.transformStack.size() );
ppa.PushAttrib( &ctx, GL_DEPTH_BUFFER_BIT );
EXPECT_EQ( 1u, ppa.depthStack.size() );
EXPECT_EQ( 0u, ppa.stencilStack.size() );
EXPECT_EQ( 0u, ppa.polygonStack.size() );
EXPECT_EQ( 0u, ppa.transformStack.size() );
ppa.PushAttrib( &ctx, GL_STENCIL_BUFFER_BIT );
EXPECT_EQ( 1u, ppa.depthStack.size() );
EXPECT_EQ( 1u, ppa.stencilStack.size() );
EXPECT_EQ( 0u, ppa.polygonStack.size() );
EXPECT_EQ( 0u, ppa.transformStack.size() );
ppa.PushAttrib( &ctx, GL_POLYGON_BIT );
EXPECT_EQ( 1u, ppa.depthStack.size() );
EXPECT_EQ( 1u, ppa.stencilStack.size() );
EXPECT_EQ( 1u, ppa.polygonStack.size() );
EXPECT_EQ( 0u, ppa.transformStack.size() );
ppa.PushAttrib( &ctx, GL_TRANSFORM_BIT );
EXPECT_EQ( 1u, ppa.depthStack.size() );
EXPECT_EQ( 1u, ppa.stencilStack.size() );
EXPECT_EQ( 1u, ppa.polygonStack.size() );
EXPECT_EQ( 1u, ppa.transformStack.size() );
EXPECT_CALL( mock, glPushAttrib( GL_TEXTURE_BIT ) );
ppa.PushAttrib( &ctx, GL_TEXTURE_BIT );
Mock::VerifyAndClear( &mock );
EXPECT_EQ( 1u, ppa.depthStack.size() );
EXPECT_EQ( 1u, ppa.stencilStack.size() );
EXPECT_EQ( 1u, ppa.polygonStack.size() );
EXPECT_EQ( 1u, ppa.transformStack.size() );
EXPECT_CALL( mock, glPopAttrib() );
ppa.PopAttrib( &ctx );
Mock::VerifyAndClear( &mock );
// Revisit - Emu::Ppa shouldn't make these calls if there
// is no actual state change.
EXPECT_CALL( mock, glClearAccum(_,_,_,_) ).Times(AnyNumber());
EXPECT_CALL( mock, glClearDepth(_) ).Times(AnyNumber());
EXPECT_CALL( mock, glClearStencil(_) ).Times(AnyNumber());
EXPECT_CALL( mock, glCullFace(_) ).Times(AnyNumber());
EXPECT_CALL( mock, glDepthFunc(_) ).Times(AnyNumber());
EXPECT_CALL( mock, glDepthMask(_) ).Times(AnyNumber());
EXPECT_CALL( mock, glDisable(_) ).Times(AnyNumber());
EXPECT_CALL( mock, glFrontFace(_) ).Times(AnyNumber());
EXPECT_CALL( mock, glPolygonMode(_,_) ).Times(AnyNumber());
EXPECT_CALL( mock, glPolygonOffset(_,_) ).Times(AnyNumber());
EXPECT_CALL( mock, glStencilFuncSeparate(_,_,_,_) ).Times(AnyNumber());
EXPECT_CALL( mock, glStencilMaskSeparate(_,_) ).Times(AnyNumber());
EXPECT_CALL( mock, glStencilOpSeparate(_,_,_,_) ).Times(AnyNumber());
EXPECT_EQ( 1u, ppa.depthStack.size() );
EXPECT_EQ( 1u, ppa.stencilStack.size() );
EXPECT_EQ( 1u, ppa.polygonStack.size() );
EXPECT_EQ( 1u, ppa.transformStack.size() );
ppa.PopAttrib( &ctx );
EXPECT_EQ( 1u, ppa.depthStack.size() );
EXPECT_EQ( 1u, ppa.stencilStack.size() );
EXPECT_EQ( 1u, ppa.polygonStack.size() );
EXPECT_EQ( 0u, ppa.transformStack.size() );
ppa.PopAttrib( &ctx );
EXPECT_EQ( 1u, ppa.depthStack.size() );
EXPECT_EQ( 1u, ppa.stencilStack.size() );
EXPECT_EQ( 0u, ppa.polygonStack.size() );
EXPECT_EQ( 0u, ppa.transformStack.size() );
ppa.PopAttrib( &ctx );
EXPECT_EQ( 1u, ppa.depthStack.size() );
EXPECT_EQ( 0u, ppa.stencilStack.size() );
EXPECT_EQ( 0u, ppa.polygonStack.size() );
EXPECT_EQ( 0u, ppa.transformStack.size() );
ppa.PopAttrib( &ctx );
EXPECT_EQ( 0u, ppa.depthStack.size() );
EXPECT_EQ( 0u, ppa.stencilStack.size() );
EXPECT_EQ( 0u, ppa.polygonStack.size() );
EXPECT_EQ( 0u, ppa.transformStack.size() );
}
TEST( RegalPpa, PushPopDepthBufferBit )
{
RegalGMockInterface mock;
RegalContext ctx;
ctx.info = new ContextInfo();
ctx.info->es2 = ctx.info->core = false;
InitDispatchTableMissing( ctx.dispatcher.emulation );
InitDispatchTableGMock( ctx.dispatcher.emulation );
Emu::Ppa ppa;
EXPECT_EQ( 0u, ppa.depthStack.size() );
EXPECT_EQ( 0u, ppa.stencilStack.size() );
EXPECT_EQ( 0u, ppa.polygonStack.size() );
EXPECT_EQ( 0u, ppa.transformStack.size() );
// push default state
ppa.PushAttrib( &ctx, GL_DEPTH_BUFFER_BIT );
Mock::VerifyAndClear( &mock );
EXPECT_EQ( 1u, ppa.depthStack.size() );
EXPECT_EQ( 0u, ppa.stencilStack.size() );
EXPECT_EQ( 0u, ppa.polygonStack.size() );
EXPECT_EQ( 0u, ppa.transformStack.size() );
// change state
ppa.SetEnable( &ctx, GL_DEPTH_TEST, GL_TRUE );
ppa.glDepthFunc( GL_NEVER );
ppa.glDepthMask( GL_FALSE );
ppa.glClearDepth( 0.0 );
// check for expected values
EXPECT_EQ( static_cast<GLboolean>( GL_TRUE ), ppa.Depth::enable );
EXPECT_EQ( static_cast<GLenum>( GL_NEVER ), ppa.Depth::func );
EXPECT_EQ( static_cast<GLboolean>( GL_FALSE ), ppa.Depth::mask );
EXPECT_EQ( static_cast<GLclampd>( 0.0 ), ppa.Depth::clear );
// push this state
ppa.PushAttrib( &ctx, GL_DEPTH_BUFFER_BIT );
Mock::VerifyAndClear( &mock );
EXPECT_EQ( 2u, ppa.depthStack.size() );
EXPECT_EQ( 0u, ppa.stencilStack.size() );
EXPECT_EQ( 0u, ppa.polygonStack.size() );
EXPECT_EQ( 0u, ppa.transformStack.size() );
// change state again
ppa.SetEnable( &ctx, GL_DEPTH_TEST, GL_FALSE );
ppa.glDepthFunc( GL_GREATER );
ppa.glDepthMask( GL_TRUE );
ppa.glClearDepth( 0.25 );
// check for expected values
EXPECT_EQ( static_cast<GLboolean>( GL_FALSE ), ppa.Depth::enable );
EXPECT_EQ( static_cast<GLenum>( GL_GREATER ), ppa.Depth::func );
EXPECT_EQ( static_cast<GLboolean>( GL_TRUE ), ppa.Depth::mask );
EXPECT_EQ( static_cast<GLclampd>( 0.25 ), ppa.Depth::clear );
ppa.glClearDepth( 0.5f );
EXPECT_EQ( static_cast<GLclampd>( 0.5 ), ppa.Depth::clear );
// pop attrib
EXPECT_CALL( mock, glEnable(_) ).Times(AnyNumber());
EXPECT_CALL( mock, glDisable(_) ).Times(AnyNumber());
EXPECT_CALL( mock, glDepthFunc(_) ).Times(AnyNumber());
EXPECT_CALL( mock, glClearDepth(_) ).Times(AnyNumber());
EXPECT_CALL( mock, glDepthMask(_) ).Times(AnyNumber());
ppa.PopAttrib( &ctx );
Mock::VerifyAndClear( &mock );
// check for expected values
EXPECT_EQ( 1u, ppa.depthStack.size() );
EXPECT_EQ( 0u, ppa.stencilStack.size() );
EXPECT_EQ( 0u, ppa.polygonStack.size() );
EXPECT_EQ( 0u, ppa.transformStack.size() );
EXPECT_EQ( static_cast<GLboolean>( GL_TRUE ), ppa.Depth::enable );
EXPECT_EQ( static_cast<GLenum>( GL_NEVER ), ppa.Depth::func );
EXPECT_EQ( static_cast<GLboolean>( GL_FALSE ), ppa.Depth::mask );
EXPECT_EQ( static_cast<GLclampd>( 0.0 ), ppa.Depth::clear );
// pop attrib
EXPECT_CALL( mock, glEnable(_) ).Times(AnyNumber());
EXPECT_CALL( mock, glDisable(_) ).Times(AnyNumber());
EXPECT_CALL( mock, glDepthFunc(_) ).Times(AnyNumber());
EXPECT_CALL( mock, glClearDepth(_) ).Times(AnyNumber());
EXPECT_CALL( mock, glDepthMask(_) ).Times(AnyNumber());
ppa.PopAttrib( &ctx );
Mock::VerifyAndClear( &mock );
// check for expected default values
EXPECT_EQ( 0u, ppa.depthStack.size() );
EXPECT_EQ( 0u, ppa.stencilStack.size() );
EXPECT_EQ( 0u, ppa.polygonStack.size() );
EXPECT_EQ( 0u, ppa.transformStack.size() );
EXPECT_EQ( static_cast<GLboolean>( GL_FALSE ), ppa.Depth::enable );
EXPECT_EQ( static_cast<GLenum>( GL_LESS ), ppa.Depth::func );
EXPECT_EQ( static_cast<GLboolean>( GL_TRUE ), ppa.Depth::mask );
EXPECT_EQ( static_cast<GLclampd>( 1.0 ), ppa.Depth::clear );
}
} // namespace