Files
XCEngine/tests/RHI/OpenGL/unit/fixtures/OpenGLTestFixture.cpp

197 lines
5.0 KiB
C++
Raw Normal View History

#include <glad/glad.h>
#include "OpenGLTestFixture.h"
using namespace XCEngine::RHI;
static bool s_windowClassRegistered = false;
static const wchar_t kWindowClassName[] = L"XCEngine_Test_WindowClass";
void OpenGLTestFixture::SetUp() {
if (!s_windowClassRegistered) {
WNDCLASSEXW wc = {};
wc.cbSize = sizeof(WNDCLASSEXW);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = DefWindowProcW;
wc.hInstance = GetModuleHandleW(nullptr);
wc.lpszClassName = kWindowClassName;
if (!RegisterClassExW(&wc)) {
GTEST_SKIP() << "Failed to register window class";
return;
}
s_windowClassRegistered = true;
}
m_hwnd = CreateWindowExW(
0,
kWindowClassName,
L"OpenGL Tests",
WS_POPUP,
0, 0,
640, 480,
nullptr,
nullptr,
GetModuleHandleW(nullptr),
nullptr
);
if (!m_hwnd) {
GTEST_SKIP() << "Failed to create window";
return;
}
ShowWindow(m_hwnd, SW_HIDE);
m_hdc = GetDC(m_hwnd);
PIXELFORMATDESCRIPTOR pfd = {};
pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 32;
pfd.cDepthBits = 24;
pfd.cStencilBits = 8;
pfd.iLayerType = PFD_MAIN_PLANE;
int pixelFormat = ChoosePixelFormat(m_hdc, &pfd);
if (!pixelFormat) {
ReleaseDC(m_hwnd, m_hdc);
DestroyWindow(m_hwnd);
m_hwnd = nullptr;
GTEST_SKIP() << "Failed to choose pixel format";
return;
}
if (!SetPixelFormat(m_hdc, pixelFormat, &pfd)) {
ReleaseDC(m_hwnd, m_hdc);
DestroyWindow(m_hwnd);
m_hwnd = nullptr;
GTEST_SKIP() << "Failed to set pixel format";
return;
}
m_hglrc = wglCreateContext(m_hdc);
if (!m_hglrc) {
ReleaseDC(m_hwnd, m_hdc);
DestroyWindow(m_hwnd);
m_hwnd = nullptr;
GTEST_SKIP() << "Failed to create GL context";
return;
}
if (!wglMakeCurrent(m_hdc, m_hglrc)) {
wglDeleteContext(m_hglrc);
ReleaseDC(m_hwnd, m_hdc);
DestroyWindow(m_hwnd);
m_hglrc = nullptr;
m_hwnd = nullptr;
GTEST_SKIP() << "Failed to make GL context current";
return;
}
if (!gladLoadGLLoader((GLADloadproc)wglGetProcAddress)) {
wglMakeCurrent(nullptr, nullptr);
wglDeleteContext(m_hglrc);
ReleaseDC(m_hwnd, m_hdc);
DestroyWindow(m_hwnd);
m_hglrc = nullptr;
m_hwnd = nullptr;
GTEST_SKIP() << "Failed to load OpenGL functions";
return;
}
m_device = new OpenGLDevice();
m_device->InitializeWithExistingWindow(m_hwnd);
m_ownsWindow = true;
ClearGLErrors();
}
void OpenGLTestFixture::TearDown() {
ResetGLState();
if (m_device) {
delete m_device;
m_device = nullptr;
}
if (m_hglrc) {
wglMakeCurrent(nullptr, nullptr);
wglDeleteContext(m_hglrc);
m_hglrc = nullptr;
}
if (m_hdc && m_hwnd) {
ReleaseDC(m_hwnd, m_hdc);
m_hdc = nullptr;
}
if (m_ownsWindow && m_hwnd) {
DestroyWindow(m_hwnd);
m_hwnd = nullptr;
}
}
void OpenGLTestFixture::MakeContextCurrent() {
if (m_hdc && m_hglrc) {
wglMakeCurrent(m_hdc, m_hglrc);
}
}
void OpenGLTestFixture::DoneContextCurrent() {
wglMakeCurrent(nullptr, nullptr);
}
void OpenGLTestFixture::ClearGLErrors() {
while (glGetError() != GL_NO_ERROR);
}
bool OpenGLTestFixture::CheckGLError(const char* file, int line) {
GLenum error = glGetError();
if (error != GL_NO_ERROR) {
ADD_FAILURE() << "OpenGL Error: " << error
<< " (" << GetGLErrorString(error) << ")"
<< " at " << file << ":" << line;
return false;
}
return true;
}
const char* OpenGLTestFixture::GetGLErrorString(GLenum error) {
switch (error) {
case GL_NO_ERROR: return "GL_NO_ERROR";
case GL_INVALID_ENUM: return "GL_INVALID_ENUM";
case GL_INVALID_VALUE: return "GL_INVALID_VALUE";
case GL_INVALID_OPERATION: return "GL_INVALID_OPERATION";
case GL_INVALID_FRAMEBUFFER_OPERATION: return "GL_INVALID_FRAMEBUFFER_OPERATION";
case GL_OUT_OF_MEMORY: return "GL_OUT_OF_MEMORY";
default: return "Unknown error";
}
}
void OpenGLTestFixture::ResetGLState() {
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glUseProgram(0);
glBindVertexArray(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glActiveTexture(GL_TEXTURE0);
for (int i = 0; i < 16; ++i) {
glBindTexture(GL_TEXTURE_2D, 0);
}
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_BLEND);
glDisable(GL_CULL_FACE);
glDisable(GL_SCISSOR_TEST);
glDepthFunc(GL_LESS);
glStencilFunc(GL_ALWAYS, 0, 0xFF);
glBlendFunc(GL_ONE, GL_ZERO);
}