skia2/tests/Test.cpp
tomhudson@google.com 6bf38b59c9 Move GL-specific include files to their own subdirectory, to better
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
2012-02-14 15:11:59 +00:00

98 lines
2.2 KiB
C++

/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "Test.h"
#include "GrContext.h"
#include "gl/SkNativeGLContext.h"
#include "SkTLazy.h"
using namespace skiatest;
Reporter::Reporter() {
this->resetReporting();
}
void Reporter::resetReporting() {
fCurrTest = NULL;
fTestCount = 0;
sk_bzero(fResultCount, sizeof(fResultCount));
}
void Reporter::startTest(Test* test) {
SkASSERT(NULL == fCurrTest);
fCurrTest = test;
this->onStart(test);
fTestCount += 1;
fCurrTestSuccess = true; // we're optimistic
}
void Reporter::report(const char desc[], Result result) {
if (NULL == desc) {
desc = "<no description>";
}
this->onReport(desc, result);
fResultCount[result] += 1;
if (kFailed == result) {
fCurrTestSuccess = false;
}
}
void Reporter::endTest(Test* test) {
SkASSERT(test == fCurrTest);
this->onEnd(test);
fCurrTest = NULL;
}
///////////////////////////////////////////////////////////////////////////////
Test::Test() : fReporter(NULL) {}
Test::~Test() {
SkSafeUnref(fReporter);
}
void Test::setReporter(Reporter* r) {
SkRefCnt_SafeAssign(fReporter, r);
}
const char* Test::getName() {
if (fName.size() == 0) {
this->onGetName(&fName);
}
return fName.c_str();
}
bool Test::run() {
fReporter->startTest(this);
this->onRun(fReporter);
fReporter->endTest(this);
return fReporter->getCurrSuccess();
}
///////////////////////////////////////////////////////////////////////////////
GrContext* GpuTest::GetContext() {
// preserve this order, we want gGrContext destroyed after gEGLContext
static SkTLazy<SkNativeGLContext> gGLContext;
static SkAutoTUnref<GrContext> gGrContext;
if (NULL == gGrContext.get()) {
gGLContext.init();
if (gGLContext.get()->init(800, 600)) {
GrPlatform3DContext ctx = reinterpret_cast<GrPlatform3DContext>(gGLContext.get()->gl());
gGrContext.reset(GrContext::Create(kOpenGL_Shaders_GrEngine, ctx));
}
}
if (gGLContext.get()) {
gGLContext.get()->makeCurrent();
}
return gGrContext.get();
}