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//
// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
#ifndef UTIL_TEST_FIXTURE_TYPES_H
#define UTIL_TEST_FIXTURE_TYPES_H
#include "EGLWindow.h"
#include <EGL/egl.h>
#include <EGL/eglext.h>
template<EGLint platform, EGLint platformMajorVersion, EGLint platformMinorVersion, EGLint warp>
struct Platform
{
static EGLPlatformParameters GetPlatform()
{
return EGLPlatformParameters(platform, platformMajorVersion, platformMinorVersion, warp);
}
};
// Typedefs of common platform types
#define DEFINE_ANGLE_TEST_PLATFORM(name, platform, majorVersion, minorVersion, useWarp) \
struct name : public Platform<platform, majorVersion, minorVersion, useWarp> { }
DEFINE_ANGLE_TEST_PLATFORM(D3D9, EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE, EGL_DONT_CARE, EGL_DONT_CARE, EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE);
DEFINE_ANGLE_TEST_PLATFORM(D3D9_REFERENCE, EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE, EGL_DONT_CARE, EGL_DONT_CARE, EGL_PLATFORM_ANGLE_DEVICE_TYPE_REFERENCE_ANGLE);
DEFINE_ANGLE_TEST_PLATFORM(D3D11, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, EGL_DONT_CARE, EGL_DONT_CARE, EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE);
DEFINE_ANGLE_TEST_PLATFORM(D3D11_FL11_1, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, 11, 1, EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE);
DEFINE_ANGLE_TEST_PLATFORM(D3D11_FL11_0, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, 11, 0, EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE);
DEFINE_ANGLE_TEST_PLATFORM(D3D11_FL10_1, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, 10, 1, EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE);
DEFINE_ANGLE_TEST_PLATFORM(D3D11_FL10_0, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, 10, 0, EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE);
DEFINE_ANGLE_TEST_PLATFORM(D3D11_FL9_3, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, 9, 3, EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE);
DEFINE_ANGLE_TEST_PLATFORM(D3D11_WARP, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, EGL_DONT_CARE, EGL_DONT_CARE, EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE);
DEFINE_ANGLE_TEST_PLATFORM(D3D11_FL11_1_WARP, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, 11, 1, EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE);
DEFINE_ANGLE_TEST_PLATFORM(D3D11_FL11_0_WARP, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, 11, 0, EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE);
DEFINE_ANGLE_TEST_PLATFORM(D3D11_FL10_1_WARP, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, 10, 1, EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE);
DEFINE_ANGLE_TEST_PLATFORM(D3D11_FL10_0_WARP, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, 10, 0, EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE);
DEFINE_ANGLE_TEST_PLATFORM(D3D11_FL9_3_WARP, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, 9, 3, EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE);
DEFINE_ANGLE_TEST_PLATFORM(D3D11_REFERENCE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, EGL_DONT_CARE, EGL_DONT_CARE, EGL_PLATFORM_ANGLE_DEVICE_TYPE_REFERENCE_ANGLE);
DEFINE_ANGLE_TEST_PLATFORM(D3D11_FL11_1_REFERENCE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, 11, 1, EGL_PLATFORM_ANGLE_DEVICE_TYPE_REFERENCE_ANGLE);
DEFINE_ANGLE_TEST_PLATFORM(D3D11_FL11_0_REFERENCE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, 11, 0, EGL_PLATFORM_ANGLE_DEVICE_TYPE_REFERENCE_ANGLE);
DEFINE_ANGLE_TEST_PLATFORM(D3D11_FL10_1_REFERENCE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, 10, 1, EGL_PLATFORM_ANGLE_DEVICE_TYPE_REFERENCE_ANGLE);
DEFINE_ANGLE_TEST_PLATFORM(D3D11_FL10_0_REFERENCE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, 10, 0, EGL_PLATFORM_ANGLE_DEVICE_TYPE_REFERENCE_ANGLE);
DEFINE_ANGLE_TEST_PLATFORM(D3D11_FL9_3_REFERENCE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, 9, 3, EGL_PLATFORM_ANGLE_DEVICE_TYPE_REFERENCE_ANGLE);
DEFINE_ANGLE_TEST_PLATFORM(OPENGL, EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE, EGL_DONT_CARE, EGL_DONT_CARE, EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE);
DEFINE_ANGLE_TEST_PLATFORM(OPENGLES, EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE, EGL_DONT_CARE, EGL_DONT_CARE, EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE);
#undef DEFINE_ANGLE_TEST_PLATFORM
// Test Fixture Type
template<GLint GLESMajorVersion, typename platformT>
struct TestFixture
{
static EGLint GetGlesMajorVersion()
{
return GLESMajorVersion;
}
static EGLPlatformParameters GetPlatform()
{
return platformT::GetPlatform();
}
};
// Typedefs of common fixture types
typedef TestFixture<2, D3D9> ES2_D3D9;
typedef TestFixture<2, D3D9_REFERENCE> ES2_D3D9_REFERENCE;
typedef TestFixture<2, D3D11> ES2_D3D11;
typedef TestFixture<2, D3D11_FL11_0> ES2_D3D11_FL11_0;
typedef TestFixture<2, D3D11_FL10_1> ES2_D3D11_FL10_1;
typedef TestFixture<2, D3D11_FL10_0> ES2_D3D11_FL10_0;
typedef TestFixture<2, D3D11_FL9_3> ES2_D3D11_FL9_3;
typedef TestFixture<2, D3D11_WARP> ES2_D3D11_WARP;
typedef TestFixture<2, D3D11_FL11_0_WARP> ES2_D3D11_FL11_0_WARP;
typedef TestFixture<2, D3D11_FL10_1_WARP> ES2_D3D11_FL10_1_WARP;
typedef TestFixture<2, D3D11_FL10_0_WARP> ES2_D3D11_FL10_0_WARP;
typedef TestFixture<2, D3D11_FL9_3_WARP> ES2_D3D11_FL9_3_WARP;
typedef TestFixture<2, D3D11_REFERENCE> ES2_D3D11_REFERENCE;
typedef TestFixture<2, D3D11_FL11_0_REFERENCE> ES2_D3D11_FL11_0_REFERENCE;
typedef TestFixture<2, D3D11_FL10_1_REFERENCE> ES2_D3D11_FL10_1_REFERENCE;
typedef TestFixture<2, D3D11_FL10_0_REFERENCE> ES2_D3D11_FL10_0_REFERENCE;
typedef TestFixture<2, D3D11_FL9_3_REFERENCE> ES2_D3D11_FL9_3_REFERENCE;
typedef TestFixture<2, OPENGL> ES2_OPENGL;
typedef TestFixture<2, OPENGLES> ES2_OPENGLES;
typedef TestFixture<3, D3D11> ES3_D3D11;
typedef TestFixture<3, D3D11_FL11_1> ES3_D3D11_FL11_1;
typedef TestFixture<3, D3D11_FL11_0> ES3_D3D11_FL11_0;
typedef TestFixture<3, D3D11_FL10_1> ES3_D3D11_FL10_1;
typedef TestFixture<3, D3D11_FL10_0> ES3_D3D11_FL10_0;
typedef TestFixture<3, D3D11_WARP> ES3_D3D11_WARP;
typedef TestFixture<3, D3D11_FL11_0_WARP> ES3_D3D11_FL11_0_WARP;
typedef TestFixture<3, D3D11_FL10_1_WARP> ES3_D3D11_FL10_1_WARP;
typedef TestFixture<3, D3D11_FL10_0_WARP> ES3_D3D11_FL10_0_WARP;
typedef TestFixture<3, D3D11_REFERENCE> ES3_D3D11_REFERENCE;
typedef TestFixture<3, D3D11_FL11_1_REFERENCE> ES3_D3D11_FL11_1_REFERENCE;
typedef TestFixture<3, D3D11_FL11_0_REFERENCE> ES3_D3D11_FL11_0_REFERENCE;
typedef TestFixture<3, D3D11_FL10_1_REFERENCE> ES3_D3D11_FL10_1_REFERENCE;
typedef TestFixture<3, D3D11_FL10_0_REFERENCE> ES3_D3D11_FL10_0_REFERENCE;
typedef TestFixture<3, OPENGL> ES3_OPENGL;
typedef TestFixture<3, OPENGLES> ES3_OPENGLES;
#define ANGLE_TYPED_TEST_CASE(testName, ...) \
typedef ::testing::Types<__VA_ARGS__> Helper##testName; \
TYPED_TEST_CASE(testName, Helper##testName);
#endif // UTIL_TEST_FIXTURE_TYPES_H