6bf38b59c9
coexist alongside D3D backend. Requires gyp change. http://codereview.appspot.com/5665045/ git-svn-id: http://skia.googlecode.com/svn/trunk@3185 2bbb7eff-a529-9590-31e7-b0007b416f81
98 lines
2.2 KiB
C++
98 lines
2.2 KiB
C++
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/*
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* Copyright 2011 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "Test.h"
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#include "GrContext.h"
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#include "gl/SkNativeGLContext.h"
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#include "SkTLazy.h"
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using namespace skiatest;
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Reporter::Reporter() {
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this->resetReporting();
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}
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void Reporter::resetReporting() {
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fCurrTest = NULL;
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fTestCount = 0;
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sk_bzero(fResultCount, sizeof(fResultCount));
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}
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void Reporter::startTest(Test* test) {
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SkASSERT(NULL == fCurrTest);
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fCurrTest = test;
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this->onStart(test);
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fTestCount += 1;
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fCurrTestSuccess = true; // we're optimistic
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}
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void Reporter::report(const char desc[], Result result) {
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if (NULL == desc) {
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desc = "<no description>";
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}
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this->onReport(desc, result);
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fResultCount[result] += 1;
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if (kFailed == result) {
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fCurrTestSuccess = false;
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}
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}
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void Reporter::endTest(Test* test) {
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SkASSERT(test == fCurrTest);
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this->onEnd(test);
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fCurrTest = NULL;
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}
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///////////////////////////////////////////////////////////////////////////////
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Test::Test() : fReporter(NULL) {}
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Test::~Test() {
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SkSafeUnref(fReporter);
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}
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void Test::setReporter(Reporter* r) {
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SkRefCnt_SafeAssign(fReporter, r);
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}
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const char* Test::getName() {
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if (fName.size() == 0) {
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this->onGetName(&fName);
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}
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return fName.c_str();
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}
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bool Test::run() {
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fReporter->startTest(this);
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this->onRun(fReporter);
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fReporter->endTest(this);
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return fReporter->getCurrSuccess();
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}
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///////////////////////////////////////////////////////////////////////////////
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GrContext* GpuTest::GetContext() {
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// preserve this order, we want gGrContext destroyed after gEGLContext
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static SkTLazy<SkNativeGLContext> gGLContext;
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static SkAutoTUnref<GrContext> gGrContext;
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if (NULL == gGrContext.get()) {
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gGLContext.init();
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if (gGLContext.get()->init(800, 600)) {
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GrPlatform3DContext ctx = reinterpret_cast<GrPlatform3DContext>(gGLContext.get()->gl());
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gGrContext.reset(GrContext::Create(kOpenGL_Shaders_GrEngine, ctx));
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}
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}
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if (gGLContext.get()) {
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gGLContext.get()->makeCurrent();
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}
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return gGrContext.get();
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}
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