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/*
* 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 "SkTLazy.h"
#if SK_SUPPORT_GPU
#include "GrContext.h"
#include "gl/SkNativeGLContext.h"
#else
class GrContext;
#endif
SK_DEFINE_INST_COUNT(skiatest::Reporter)
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() {
#if SK_SUPPORT_GPU
// 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();
#else
return NULL;
#endif
}
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