Commit 322653bf by Corentin Wallez

Fix Chromium build of angle_end2end_tests

BUG=angleproject:892 Change-Id: I9922046fc9e4d82d7034405f5952263f982c6529 Reviewed-on: https://chromium-review.googlesource.com/278159Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org> Reviewed-by: 's avatarKenneth Russell <kbr@chromium.org> Tested-by: 's avatarCorentin Wallez <cwallez@chromium.org>
parent fd0957d9
......@@ -53,7 +53,7 @@ static const InternalFormatConversionMap &GetInternalFormatConversionMap(Standar
else
{
UNREACHABLE();
static const InternalFormatConversionMap map;
static const InternalFormatConversionMap map = InternalFormatConversionMap();;
return map;
}
}
......
......@@ -21,13 +21,6 @@
[
'<@(libegl_sources)',
],
'defines':
[
'GL_APICALL=',
'GL_GLEXT_PROTOTYPES=',
'EGLAPI=',
'LIBEGL_IMPLEMENTATION',
],
'conditions':
[
['angle_build_winrt==1',
......
......@@ -510,10 +510,6 @@
],
'defines':
[
'GL_APICALL=',
'GL_GLEXT_PROTOTYPES=',
'EGLAPI=',
'ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES={ "d3dcompiler_47.dll", "d3dcompiler_46.dll", "d3dcompiler_43.dll" }',
'LIBANGLE_IMPLEMENTATION',
],
'direct_dependent_settings':
......@@ -525,13 +521,24 @@
],
'defines':
[
'GL_APICALL=',
'GL_GLEXT_PROTOTYPES=',
'EGLAPI=',
'ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES={ "d3dcompiler_47.dll", "d3dcompiler_46.dll", "d3dcompiler_43.dll" }',
],
'conditions':
[
['OS=="win"', {
'defines':
[
'GL_APICALL=',
'EGLAPI=',
],
}, {
'defines':
[
'GL_APICALL=__attribute__((visibility("default")))',
'EGLAPI=__attribute__((visibility("default")))',
],
}],
['angle_enable_d3d9==1',
{
'defines':
......@@ -736,15 +743,16 @@
'type': 'shared_library',
'dependencies': [ 'libANGLE' ],
'includes': [ '../build/common_defines.gypi', ],
'export_dependent_settings':
[
'libANGLE',
],
'sources':
[
'<@(libglesv2_sources)',
],
'defines':
[
'GL_APICALL=',
'GL_GLEXT_PROTOTYPES=',
'EGLAPI=',
'LIBGLESV2_IMPLEMENTATION',
],
'conditions':
......
......@@ -131,7 +131,7 @@ class BlitFramebufferANGLETest : public ANGLETest
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mUserDepthStencilBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mUserDepthStencilBuffer);
ASSERT_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
glGenFramebuffers(1, &mSmallFBO);
......@@ -146,7 +146,7 @@ class BlitFramebufferANGLETest : public ANGLETest
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mSmallDepthStencilBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mSmallDepthStencilBuffer);
ASSERT_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
glGenFramebuffers(1, &mColorOnlyFBO);
......@@ -156,7 +156,7 @@ class BlitFramebufferANGLETest : public ANGLETest
glTexStorage2DEXT(GL_TEXTURE_2D, 1, format, getWindowWidth(), getWindowHeight());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mColorOnlyColorBuffer, 0);
ASSERT_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
glGenFramebuffers(1, &mDiffFormatFBO);
......@@ -166,7 +166,7 @@ class BlitFramebufferANGLETest : public ANGLETest
glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGB565, getWindowWidth(), getWindowHeight());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mDiffFormatColorBuffer, 0);
ASSERT_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
glGenFramebuffers(1, &mDiffSizeFBO);
......@@ -176,7 +176,7 @@ class BlitFramebufferANGLETest : public ANGLETest
glTexStorage2DEXT(GL_TEXTURE_2D, 1, format, getWindowWidth()*2, getWindowHeight()*2);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mDiffSizeColorBuffer, 0);
ASSERT_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
if (extensionEnabled("GL_EXT_draw_buffers"))
......@@ -192,7 +192,7 @@ class BlitFramebufferANGLETest : public ANGLETest
glTexStorage2DEXT(GL_TEXTURE_2D, 1, format, getWindowWidth(), getWindowHeight());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, mMRTColorBuffer1, 0);
ASSERT_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
}
......@@ -208,7 +208,7 @@ class BlitFramebufferANGLETest : public ANGLETest
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mRGBAColorbuffer, 0);
ASSERT_GL_NO_ERROR();
ASSERT_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glGenRenderbuffers(1, &mBGRAMultisampledRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, mBGRAMultisampledRenderbuffer);
......@@ -219,7 +219,7 @@ class BlitFramebufferANGLETest : public ANGLETest
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mBGRAMultisampledRenderbuffer);
ASSERT_GL_NO_ERROR();
ASSERT_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
}
glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO);
......
......@@ -201,7 +201,7 @@ TEST_P(BufferDataTest, DISABLED_HugeSetDataShouldNotCrash)
}
else
{
EXPECT_EQ(GL_OUT_OF_MEMORY, error);
EXPECT_GLENUM_EQ(GL_OUT_OF_MEMORY, error);
}
delete[] data;
......
......@@ -104,7 +104,7 @@ TEST_P(DiscardFramebufferEXTTest, NonDefaultFramebuffer)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2D, 0);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GL_FRAMEBUFFER_COMPLETE);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// These should fail on the non-default framebuffer
const GLenum discards1[] = { GL_COLOR_EXT };
......
......@@ -93,11 +93,11 @@ TEST_P(FenceNVTest, Errors)
GLint result = 30;
glGetFenceivNV(10, GL_FENCE_STATUS_NV, &result);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
EXPECT_EQ(30u, result);
EXPECT_EQ(30, result);
glGetFenceivNV(fence, GL_FENCE_STATUS_NV, &result);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
EXPECT_EQ(30u, result);
EXPECT_EQ(30, result);
// glSetFenceNV should generate an error for any condition that is not ALL_COMPLETED_NV
glSetFenceNV(fence, 0);
......@@ -173,11 +173,11 @@ TEST_P(FenceSyncTest, Errors)
EXPECT_GL_ERROR(GL_INVALID_VALUE);
// glClientWaitSync generates GL_INVALID_VALUE and returns GL_WAIT_FAILED if flags contains more than just GL_SYNC_FLUSH_COMMANDS_BIT
EXPECT_EQ(GL_WAIT_FAILED, glClientWaitSync(sync, GL_SYNC_FLUSH_COMMANDS_BIT | 0x2, 0));
EXPECT_GLENUM_EQ(GL_WAIT_FAILED, glClientWaitSync(sync, GL_SYNC_FLUSH_COMMANDS_BIT | 0x2, 0));
EXPECT_GL_ERROR(GL_INVALID_VALUE);
// glClientWaitSync generates GL_INVALID_VALUE and returns GL_WAIT_FAILED if the sync object is not valid
EXPECT_EQ(GL_WAIT_FAILED, glClientWaitSync(reinterpret_cast<GLsync>(30), GL_SYNC_FLUSH_COMMANDS_BIT, 0));
EXPECT_GLENUM_EQ(GL_WAIT_FAILED, glClientWaitSync(reinterpret_cast<GLsync>(30), GL_SYNC_FLUSH_COMMANDS_BIT, 0));
EXPECT_GL_ERROR(GL_INVALID_VALUE);
// glWaitSync generates GL_INVALID_VALUE if flags is non-zero
......
......@@ -250,7 +250,7 @@ TEST_P(MaxTextureSizeTest, RenderToTexture)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureId, 0);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GL_FRAMEBUFFER_COMPLETE);
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
const int frameCount = 64;
for (int i = 0; i < frameCount; i++)
......
......@@ -114,7 +114,7 @@ class MipmapTest : public ANGLETest
// Bind the texture2D to the offscreen framebuffer's color buffer.
glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mOffscreenTexture2D, 0);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GL_FRAMEBUFFER_COMPLETE);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// Create a non-mipped texture cube. Set the negative-Y face to be blue.
glGenTextures(1, &mOffscreenTextureCube);
......@@ -596,7 +596,7 @@ TEST_P(MipmapTest, RenderOntoLevelZeroAfterGenerateMipmap)
// Now tell GL to use the generated mips.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
EXPECT_EQ(glGetError(), GL_NONE);
EXPECT_GL_NO_ERROR();
// Now render the textured quad again. It should be still be blue.
ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
......@@ -679,7 +679,7 @@ TEST_P(MipmapTest, TextureCubeGeneralLevelZero)
// Now clear the negative-Y face of the cube to red.
glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, mOffscreenTextureCube, 0);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GL_FRAMEBUFFER_COMPLETE);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
......@@ -739,7 +739,7 @@ TEST_P(MipmapTest, TextureCubeRenderToLevelZero)
// Now clear the negative-Y face of the cube to red.
glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, mOffscreenTextureCube, 0);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GL_FRAMEBUFFER_COMPLETE);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
......
......@@ -101,7 +101,7 @@ TEST_P(OcclusionQueriesTest, IsOccluded)
glDeleteQueriesEXT(1, &query);
EXPECT_EQ(result, GL_FALSE);
EXPECT_GLENUM_EQ(GL_FALSE, result);
}
TEST_P(OcclusionQueriesTest, IsNotOccluded)
......@@ -128,7 +128,7 @@ TEST_P(OcclusionQueriesTest, IsNotOccluded)
glDeleteQueriesEXT(1, &query);
EXPECT_EQ(result, GL_TRUE);
EXPECT_GLENUM_EQ(GL_TRUE, result);
}
TEST_P(OcclusionQueriesTest, Errors)
......@@ -164,7 +164,7 @@ TEST_P(OcclusionQueriesTest, Errors)
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, query2); // have to call genqueries first
EXPECT_EQ(glGetError(), GL_INVALID_OPERATION);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glGenQueriesEXT(1, &query2);
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, query2); // should be ok now
......
......@@ -116,10 +116,10 @@ TEST_P(ReadPixelsTest, OutOfBounds)
unsigned int a = static_cast<unsigned int>(pixel[3]);
// Expect that all pixels which fell within the framebuffer are red
EXPECT_EQ(255, r);
EXPECT_EQ(0, g);
EXPECT_EQ(0, b);
EXPECT_EQ(255, a);
EXPECT_EQ(255u, r);
EXPECT_EQ(0u, g);
EXPECT_EQ(0u, b);
EXPECT_EQ(255u, a);
}
}
}
......
......@@ -372,7 +372,7 @@ TEST_P(TextureTest, CubeMapFBO)
glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, mTextureCube, 0);
EXPECT_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glDeleteFramebuffers(1, &fbo);
......
......@@ -118,7 +118,7 @@ TEST_P(TransformFeedbackTest, ZeroSizedViewport)
glGetQueryObjectuiv(primitivesWrittenQuery, GL_QUERY_RESULT_EXT, &primitivesWritten);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(primitivesWritten, 2);
EXPECT_EQ(2u, primitivesWritten);
}
// Test that XFB can write back vertices to a buffer and that we can draw from this buffer afterward.
......@@ -185,7 +185,7 @@ TEST_P(TransformFeedbackTest, RecordAndDraw)
glGetQueryObjectuiv(primitivesWrittenQuery, GL_QUERY_RESULT_EXT, &primitivesWritten);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(primitivesWritten, 6);
EXPECT_EQ(6u, primitivesWritten);
// Nothing should have been drawn to the framebuffer
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 0);
......@@ -227,7 +227,7 @@ TEST_P(TransformFeedbackTest, BufferBinding)
// Check that the buffer ID matches the one that was just bound
GLint currentBufferBinding = 0;
glGetIntegerv(GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, &currentBufferBinding);
EXPECT_EQ(currentBufferBinding, mTransformFeedbackBuffer);
EXPECT_EQ(static_cast<GLuint>(currentBufferBinding), mTransformFeedbackBuffer);
EXPECT_GL_NO_ERROR();
......@@ -235,7 +235,7 @@ TEST_P(TransformFeedbackTest, BufferBinding)
glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, transformFeedbackObject);
glGetIntegerv(GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, &currentBufferBinding);
EXPECT_EQ(currentBufferBinding, 0);
EXPECT_EQ(0, currentBufferBinding);
EXPECT_GL_NO_ERROR();
......@@ -243,7 +243,7 @@ TEST_P(TransformFeedbackTest, BufferBinding)
glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, scratchBuffer, 0, 32);
glGetIntegeri_v(GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, 0, &currentBufferBinding);
EXPECT_EQ(scratchBuffer, currentBufferBinding);
EXPECT_EQ(static_cast<GLuint>(currentBufferBinding), scratchBuffer);
EXPECT_GL_NO_ERROR();
......
......@@ -15,10 +15,10 @@
#include "common/angleutils.h"
#include "shader_utils.h"
#define EXPECT_GL_ERROR(err) EXPECT_EQ((err), glGetError())
#define EXPECT_GL_ERROR(err) EXPECT_EQ(static_cast<GLenum>(err), glGetError())
#define EXPECT_GL_NO_ERROR() EXPECT_GL_ERROR(GL_NO_ERROR)
#define ASSERT_GL_ERROR(err) ASSERT_EQ((err), glGetError())
#define ASSERT_GL_ERROR(err) ASSERT_EQ(static_cast<GLenum>(err), glGetError())
#define ASSERT_GL_NO_ERROR() ASSERT_GL_ERROR(GL_NO_ERROR)
#define EXPECT_EGL_ERROR(err) EXPECT_EQ((err), eglGetError())
......@@ -27,6 +27,9 @@
#define ASSERT_EGL_ERROR(err) ASSERT_EQ((err), eglGetError())
#define ASSERT_EGL_SUCCESS() ASSERT_EGL_ERROR(EGL_SUCCESS)
#define ASSERT_GLENUM_EQ(expected, actual) ASSERT_EQ(static_cast<GLenum>(expected), static_cast<GLenum>(actual))
#define EXPECT_GLENUM_EQ(expected, actual) EXPECT_EQ(static_cast<GLenum>(expected), static_cast<GLenum>(actual))
#define EXPECT_PIXEL_EQ(x, y, r, g, b, a) \
{ \
GLubyte pixel[4]; \
......
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