blob: 771d55415d938abfd9782284fbc0ae99a7dbc48f [file] [log] [blame]
//
// Copyright 2018 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.
//
// MatrixStackTest.cpp: Tests basic usage of gl(Push|Pop)Matrix.
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
#include <vector>
using namespace angle;
class MatrixStackTest : public ANGLETest
{
protected:
MatrixStackTest()
{
setWindowWidth(32);
setWindowHeight(32);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
}
};
// State query: Checks the initial state is correct; that there is only one matrix on the stack.
TEST_P(MatrixStackTest, InitialState)
{
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
EXPECT_GL_ERROR(GL_STACK_UNDERFLOW);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
EXPECT_GL_ERROR(GL_STACK_UNDERFLOW);
glMatrixMode(GL_TEXTURE);
glPopMatrix();
EXPECT_GL_ERROR(GL_STACK_UNDERFLOW);
}
// Tests that caps are greater than or equal to spec minimums and that we can actually push them
// that much.
TEST_P(MatrixStackTest, Limits)
{
GLint modelviewMatrixMax;
GLint projectionMatrixMax;
GLint textureMatrixMax;
GLint textureUnits; // For iterating over texture matrices
glGetIntegerv(GL_MAX_MODELVIEW_STACK_DEPTH, &modelviewMatrixMax);
glGetIntegerv(GL_MAX_PROJECTION_STACK_DEPTH, &projectionMatrixMax);
glGetIntegerv(GL_MAX_TEXTURE_STACK_DEPTH, &textureMatrixMax);
glGetIntegerv(GL_MAX_TEXTURE_UNITS, &textureUnits);
EXPECT_GE(modelviewMatrixMax, 16);
EXPECT_GE(projectionMatrixMax, 2);
EXPECT_GE(textureMatrixMax, 2);
glMatrixMode(GL_MODELVIEW);
for (int i = 0; i < modelviewMatrixMax; i++)
{
glPushMatrix();
if (i == modelviewMatrixMax - 1)
{
EXPECT_GL_ERROR(GL_STACK_OVERFLOW);
}
else
{
EXPECT_GL_NO_ERROR();
}
}
glMatrixMode(GL_PROJECTION);
for (int i = 0; i < projectionMatrixMax; i++)
{
glPushMatrix();
if (i == projectionMatrixMax - 1)
{
EXPECT_GL_ERROR(GL_STACK_OVERFLOW);
}
else
{
EXPECT_GL_NO_ERROR();
}
}
glMatrixMode(GL_TEXTURE);
for (int i = 0; i < textureUnits; i++)
{
glActiveTexture(GL_TEXTURE0 + i);
for (int j = 0; j < textureMatrixMax; j++)
{
glPushMatrix();
if (j == textureMatrixMax - 1)
{
EXPECT_GL_ERROR(GL_STACK_OVERFLOW);
}
else
{
EXPECT_GL_NO_ERROR();
}
}
}
}
ANGLE_INSTANTIATE_TEST_ES1(MatrixStackTest);