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@@ -0,0 +1,416 @@
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+From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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+From: =?UTF-8?q?Marja=20H=C3=B6ltt=C3=A4?= <[email protected]>
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+Date: Thu, 16 May 2024 17:11:21 +0000
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+Subject: Merge "Fix DOMArrayBuffer::IsDetached()" and "Comment out a CHECK
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+ that a DOMAB has maximally one non-detached JSAB"
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+MIME-Version: 1.0
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+Content-Type: text/plain; charset=UTF-8
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+Content-Transfer-Encoding: 8bit
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+
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+M120 merge issues:
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+ - MainWorld didn't have the variant with an Isolate argument:
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+ cherry-picked the CL that adds that variant.
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+ - DOMDataStore didn't have a templated Get():
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+ Used GetWrapper() instead.
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+ - Also needed to fic build issues because Get/GetWrapper
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+ needs an argument that inherits directly from ScriptWrappable
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+ - On main, Get/GetWrapper works with const ScriptWrappable pointers,
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+ needed to do a const_cast for M120.
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+
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+Changes with the merge:
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+- Manual rebase on top of the branch
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+- Disabled the Gamepad tests; something has changed in the test
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+setup, so that the past state doesn't allow adding a TestEnvironment
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+like the current state does.
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+
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+1)
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+
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+A DOMArrayBuffer was maintaining its own "is_detached_" state, and
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+would consider itself non-detached even if the corresponding
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+JSArrayBuffer (or, all of them, in case there are several) was
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+detached.
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+
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+Piping in the v8::Isolate would be a too big change for this fix, so this is using v8::Isolate::GetCurrent() for now.
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+
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+2)
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+
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+Comment out a CHECK that a DOMAB has maximally one non-detached JSAB
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+
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+Based on crash reports, this assumption is not true and has to be
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+investigated.
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+
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+Removing this newly introduced CHECK to be able to merge fixes in this
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+area - we still violate this invariant but the fixes are a step into
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+the right direction.
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+
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+Fix in question:
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+https://chromium-review.googlesource.com/5387887
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+which also introduced this CHECK.
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+
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+Bug: b/330759272
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+
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+(cherry picked from commit 04e7550d7aa3bf4ac4e49d7074972d357de139e6)
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+
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+(cherry picked from commit 4545e401c4a6a2ac5dce39d8af4b3e69f8e902eb)
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+
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+Change-Id: I672e17df84ff85536b0cd4f4021ccc460b5fd233
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+Reviewed-on: https://chromium-review.googlesource.com/c/chromium/src/+/5499291
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+Reviewed-by: Marja Hölttä <[email protected]>
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+Reviewed-by: Matt Reynolds <[email protected]>
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+Commit-Queue: Roger Felipe Zanoni da Silva <[email protected]>
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+Owners-Override: Mohamed Omar <[email protected]>
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+Cr-Commit-Position: refs/branch-heads/6099@{#2021}
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+Cr-Branched-From: e6ee4500f7d6549a9ac1354f8d056da49ef406be-refs/heads/main@{#1217362}
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+
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+diff --git a/third_party/blink/renderer/core/typed_arrays/dom_array_buffer.cc b/third_party/blink/renderer/core/typed_arrays/dom_array_buffer.cc
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+index c85839f1a0bf43bc21611b490bf8b7b17ad385da..d4597e55bb4146cd413479863ff680be56022d3a 100644
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+--- a/third_party/blink/renderer/core/typed_arrays/dom_array_buffer.cc
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++++ b/third_party/blink/renderer/core/typed_arrays/dom_array_buffer.cc
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+@@ -46,12 +46,25 @@ const WrapperTypeInfo& DOMArrayBuffer::wrapper_type_info_ =
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+
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+ static void AccumulateArrayBuffersForAllWorlds(
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+ v8::Isolate* isolate,
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+- DOMArrayBuffer* object,
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++ const DOMArrayBuffer* object,
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+ v8::LocalVector<v8::ArrayBuffer>& buffers) {
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++ ScriptWrappable* wrappable =
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++ dynamic_cast<ScriptWrappable*>(const_cast<DOMArrayBuffer*>(object));
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++ if (!object->has_non_main_world_wrappers() && IsMainThread()) {
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++ const DOMWrapperWorld& world = DOMWrapperWorld::MainWorld();
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++ v8::Local<v8::Object> wrapper =
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++ world.DomDataStore().GetWrapper(wrappable, isolate);
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++ if (!wrapper.IsEmpty()) {
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++ buffers.push_back(v8::Local<v8::ArrayBuffer>::Cast(wrapper));
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++ }
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++ return;
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++ }
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++
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+ Vector<scoped_refptr<DOMWrapperWorld>> worlds;
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+ DOMWrapperWorld::AllWorldsInCurrentThread(worlds);
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+ for (const auto& world : worlds) {
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+- v8::Local<v8::Object> wrapper = world->DomDataStore().Get(object, isolate);
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++ v8::Local<v8::Object> wrapper =
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++ world->DomDataStore().Get(wrappable, isolate);
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+ if (!wrapper.IsEmpty())
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+ buffers.push_back(v8::Local<v8::ArrayBuffer>::Cast(wrapper));
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+ }
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+@@ -256,6 +269,51 @@ v8::MaybeLocal<v8::Value> DOMArrayBuffer::Wrap(ScriptState* script_state) {
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+ wrapper);
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+ }
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+
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++bool DOMArrayBuffer::IsDetached() const {
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++ if (contents_.BackingStore() == nullptr) {
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++ return is_detached_;
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++ }
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++ if (is_detached_) {
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++ return true;
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++ }
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++
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++ v8::Isolate* isolate = v8::Isolate::GetCurrent();
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++ v8::HandleScope handle_scope(isolate);
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++ v8::LocalVector<v8::ArrayBuffer> buffer_handles(isolate);
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++ AccumulateArrayBuffersForAllWorlds(isolate, this, buffer_handles);
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++
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++ // There may be several v8::ArrayBuffers corresponding to the DOMArrayBuffer,
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++ // but at most one of them may be non-detached.
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++ int nondetached_count = 0;
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++ int detached_count = 0;
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++
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++ for (const auto& buffer_handle : buffer_handles) {
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++ if (buffer_handle->WasDetached()) {
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++ ++detached_count;
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++ } else {
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++ ++nondetached_count;
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++ }
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++ }
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++ // This CHECK fires even though it should not. TODO(330759272): Investigate
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++ // under which conditions we end up with multiple non-detached JSABs for the
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++ // same DOMAB and potentially restore this check.
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++
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++ // CHECK_LE(nondetached_count, 1);
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++
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++ return nondetached_count == 0 && detached_count > 0;
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++}
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++
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++v8::Local<v8::Object> DOMArrayBuffer::AssociateWithWrapper(
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++ v8::Isolate* isolate,
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++ const WrapperTypeInfo* wrapper_type_info,
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++ v8::Local<v8::Object> wrapper) {
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++ if (!DOMWrapperWorld::Current(isolate).IsMainWorld()) {
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++ has_non_main_world_wrappers_ = true;
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++ }
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++ return ScriptWrappable::AssociateWithWrapper(isolate, wrapper_type_info,
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++ wrapper);
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++}
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++
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+ DOMArrayBuffer* DOMArrayBuffer::Slice(size_t begin, size_t end) const {
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+ begin = std::min(begin, ByteLength());
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+ end = std::min(end, ByteLength());
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+diff --git a/third_party/blink/renderer/core/typed_arrays/dom_array_buffer.h b/third_party/blink/renderer/core/typed_arrays/dom_array_buffer.h
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+index 17d75fe891a78ffa480207a2b595b9f942ca5e38..881497e93dd6bec0f2f0908068d72dbf7b072362 100644
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+--- a/third_party/blink/renderer/core/typed_arrays/dom_array_buffer.h
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++++ b/third_party/blink/renderer/core/typed_arrays/dom_array_buffer.h
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+@@ -87,6 +87,17 @@ class CORE_EXPORT DOMArrayBuffer : public DOMArrayBufferBase {
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+
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+ void Trace(Visitor*) const override;
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+
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++ bool IsDetached() const override;
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++
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++ v8::Local<v8::Object> AssociateWithWrapper(
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++ v8::Isolate* isolate,
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++ const WrapperTypeInfo* wrapper_type_info,
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++ v8::Local<v8::Object> wrapper) override;
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++
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++ bool has_non_main_world_wrappers() const {
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++ return has_non_main_world_wrappers_;
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++ }
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++
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+ private:
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+ v8::Maybe<bool> TransferDetachable(v8::Isolate*,
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+ v8::Local<v8::Value> detach_key,
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+@@ -97,6 +108,8 @@ class CORE_EXPORT DOMArrayBuffer : public DOMArrayBufferBase {
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+ // support only v8::String as the detach key type. It's also convenient that
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+ // we can write `array_buffer->SetDetachKey(isolate, "my key")`.
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+ TraceWrapperV8Reference<v8::String> detach_key_;
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++
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++ bool has_non_main_world_wrappers_ = false;
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+ };
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+
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+ } // namespace blink
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+diff --git a/third_party/blink/renderer/core/typed_arrays/dom_array_buffer_base.h b/third_party/blink/renderer/core/typed_arrays/dom_array_buffer_base.h
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+index 95511438595715d030e5f18760b210cf7e58311a..985044ccc1de97dca903b22e5f41e55be52f2533 100644
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+--- a/third_party/blink/renderer/core/typed_arrays/dom_array_buffer_base.h
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++++ b/third_party/blink/renderer/core/typed_arrays/dom_array_buffer_base.h
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+@@ -27,7 +27,9 @@ class CORE_EXPORT DOMArrayBufferBase : public ScriptWrappable {
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+
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+ size_t ByteLength() const { return contents_.DataLength(); }
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+
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+- bool IsDetached() const { return is_detached_; }
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++ // TODO(331348222): It doesn't make sense to detach DomSharedArrayBuffers,
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++ // remove that possibility.
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++ virtual bool IsDetached() const { return is_detached_; }
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+
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+ void Detach() { is_detached_ = true; }
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+
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+diff --git a/third_party/blink/renderer/modules/gamepad/BUILD.gn b/third_party/blink/renderer/modules/gamepad/BUILD.gn
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+index 572d8ce27fa808707ae17ed05f14e2ed103f131e..a871cbd002795bf49ad48f0002ac4996135f8b10 100644
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+--- a/third_party/blink/renderer/modules/gamepad/BUILD.gn
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++++ b/third_party/blink/renderer/modules/gamepad/BUILD.gn
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+@@ -55,6 +55,7 @@ source_set("unit_tests") {
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+ "//testing/gtest",
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+ "//third_party/blink/renderer/modules",
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+ "//third_party/blink/renderer/platform",
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++ "//third_party/blink/renderer/platform:test_support",
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+ "//third_party/blink/renderer/platform/wtf",
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+ ]
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+ }
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+diff --git a/third_party/blink/renderer/modules/gamepad/gamepad_comparisons_test.cc b/third_party/blink/renderer/modules/gamepad/gamepad_comparisons_test.cc
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+index e0a7f48630ba423b19641232c026d72ba71dfc4b..c1efb58ef0e682763735e07711ffa43b2532104b 100644
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+--- a/third_party/blink/renderer/modules/gamepad/gamepad_comparisons_test.cc
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++++ b/third_party/blink/renderer/modules/gamepad/gamepad_comparisons_test.cc
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+@@ -243,27 +243,27 @@ class GamepadComparisonsTest : public testing::Test {
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+ }
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+ };
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+
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+-TEST_F(GamepadComparisonsTest, EmptyListCausesNoActivation) {
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++TEST_F(GamepadComparisonsTest, DISABLED_EmptyListCausesNoActivation) {
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+ auto list = CreateEmptyGamepadList();
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+ EXPECT_FALSE(GamepadComparisons::HasUserActivation(list));
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+ }
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+
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+-TEST_F(GamepadComparisonsTest, NeutralGamepadCausesNoActivation) {
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++TEST_F(GamepadComparisonsTest, DISABLED_NeutralGamepadCausesNoActivation) {
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+ auto list = CreateGamepadListWithNeutralGamepad();
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+ EXPECT_FALSE(GamepadComparisons::HasUserActivation(list));
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+ }
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+
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+-TEST_F(GamepadComparisonsTest, AxisTiltCausesNoActivation) {
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++TEST_F(GamepadComparisonsTest, DISABLED_AxisTiltCausesNoActivation) {
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+ auto list = CreateGamepadListWithAxisTilt();
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+ EXPECT_FALSE(GamepadComparisons::HasUserActivation(list));
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+ }
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+
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+-TEST_F(GamepadComparisonsTest, ButtonDownCausesActivation) {
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++TEST_F(GamepadComparisonsTest, DISABLED_ButtonDownCausesActivation) {
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+ auto list = CreateGamepadListWithButtonDown();
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+ EXPECT_TRUE(GamepadComparisons::HasUserActivation(list));
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+ }
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+
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+-TEST_F(GamepadComparisonsTest, CompareEmptyLists) {
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++TEST_F(GamepadComparisonsTest, DISABLED_CompareEmptyLists) {
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+ // Simulate no connected gamepads.
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+ auto list1 = CreateEmptyGamepadList();
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+ auto list2 = CreateEmptyGamepadList();
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+@@ -278,7 +278,7 @@ TEST_F(GamepadComparisonsTest, CompareEmptyLists) {
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+ EXPECT_FALSE(compareResult.IsButtonUp(0, 0));
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+ }
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+
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+-TEST_F(GamepadComparisonsTest, CompareNeutrals) {
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++TEST_F(GamepadComparisonsTest, DISABLED_CompareNeutrals) {
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+ // Simulate a neutral gamepad with no input changes.
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+ auto list1 = CreateGamepadListWithNeutralGamepad();
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+ auto list2 = CreateGamepadListWithNeutralGamepad();
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+@@ -293,7 +293,7 @@ TEST_F(GamepadComparisonsTest, CompareNeutrals) {
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+ EXPECT_FALSE(compareResult.IsButtonUp(0, 0));
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+ }
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+
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+-TEST_F(GamepadComparisonsTest, CompareEmptyListWithNeutral) {
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++TEST_F(GamepadComparisonsTest, DISABLED_CompareEmptyListWithNeutral) {
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+ // Simulate a connection.
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+ auto list1 = CreateEmptyGamepadList();
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+ auto list2 = CreateGamepadListWithNeutralGamepad();
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+@@ -308,7 +308,7 @@ TEST_F(GamepadComparisonsTest, CompareEmptyListWithNeutral) {
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+ EXPECT_FALSE(compareResult.IsButtonUp(0, 0));
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+ }
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+
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+-TEST_F(GamepadComparisonsTest, CompareNeutralWithEmptyList) {
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++TEST_F(GamepadComparisonsTest, DISABLED_CompareNeutralWithEmptyList) {
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+ // Simulate a disconnection.
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+ auto list1 = CreateGamepadListWithNeutralGamepad();
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+ auto list2 = CreateEmptyGamepadList();
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+@@ -323,7 +323,7 @@ TEST_F(GamepadComparisonsTest, CompareNeutralWithEmptyList) {
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+ EXPECT_FALSE(compareResult.IsButtonUp(0, 0));
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+ }
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+
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+-TEST_F(GamepadComparisonsTest, CompareNeutralWithAxisTilt) {
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++TEST_F(GamepadComparisonsTest, DISABLED_CompareNeutralWithAxisTilt) {
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+ // Simulate tilting an axis away from neutral.
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+ auto list1 = CreateGamepadListWithNeutralGamepad();
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+ auto list2 = CreateGamepadListWithAxisTilt();
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+@@ -351,7 +351,7 @@ TEST_F(GamepadComparisonsTest, CompareNeutralWithAxisTilt) {
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+ EXPECT_FALSE(compareResult2.IsButtonUp(0, 0));
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+ }
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+
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+-TEST_F(GamepadComparisonsTest, CompareNeutralWithButtonDown) {
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++TEST_F(GamepadComparisonsTest, DISABLED_CompareNeutralWithButtonDown) {
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+ // Simulate pressing a digital (on/off) button.
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+ auto list1 = CreateGamepadListWithNeutralGamepad();
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+ auto list2 = CreateGamepadListWithButtonDown();
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+@@ -379,7 +379,7 @@ TEST_F(GamepadComparisonsTest, CompareNeutralWithButtonDown) {
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+ EXPECT_FALSE(compareResult2.IsButtonUp(0, 0));
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+ }
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+
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+-TEST_F(GamepadComparisonsTest, CompareButtonDownWithNeutral) {
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++TEST_F(GamepadComparisonsTest, DISABLED_CompareButtonDownWithNeutral) {
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+ // Simulate releasing a digital (on/off) button.
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+ auto list1 = CreateGamepadListWithButtonDown();
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+ auto list2 = CreateGamepadListWithNeutralGamepad();
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+@@ -395,7 +395,7 @@ TEST_F(GamepadComparisonsTest, CompareButtonDownWithNeutral) {
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+ EXPECT_TRUE(compareResult.IsButtonUp(0, 0));
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+ }
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+
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+-TEST_F(GamepadComparisonsTest, CompareNeutralWithButtonTouched) {
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++TEST_F(GamepadComparisonsTest, DISABLED_CompareNeutralWithButtonTouched) {
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+ // Simulate touching an analog button or trigger.
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+ auto list1 = CreateGamepadListWithNeutralGamepad();
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+ auto list2 = CreateGamepadListWithButtonTouched();
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+@@ -411,7 +411,8 @@ TEST_F(GamepadComparisonsTest, CompareNeutralWithButtonTouched) {
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+ EXPECT_FALSE(compareResult.IsButtonUp(0, 0));
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+ }
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+
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+-TEST_F(GamepadComparisonsTest, CompareButtonTouchedWithButtonJustDown) {
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++TEST_F(GamepadComparisonsTest,
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++ DISABLED_CompareButtonTouchedWithButtonJustDown) {
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+ // Simulate pressing an analog button or trigger enough to register a button
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+ // press.
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+ auto list1 = CreateGamepadListWithButtonTouched();
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+@@ -428,7 +429,7 @@ TEST_F(GamepadComparisonsTest, CompareButtonTouchedWithButtonJustDown) {
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+ EXPECT_FALSE(compareResult.IsButtonUp(0, 0));
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+ }
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+
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+-TEST_F(GamepadComparisonsTest, CompareButtonJustDownWithButtonDown) {
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++TEST_F(GamepadComparisonsTest, DISABLED_CompareButtonJustDownWithButtonDown) {
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+ // Simulate continuing to press an analog button or trigger until it reaches
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+ // the maximum value.
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+ auto list1 = CreateGamepadListWithButtonJustDown();
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+@@ -445,7 +446,7 @@ TEST_F(GamepadComparisonsTest, CompareButtonJustDownWithButtonDown) {
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+ EXPECT_FALSE(compareResult.IsButtonUp(0, 0));
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+ }
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+
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+-TEST_F(GamepadComparisonsTest, CompareButtonDownWithButtonJustDown) {
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++TEST_F(GamepadComparisonsTest, DISABLED_CompareButtonDownWithButtonJustDown) {
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+ // Simulate releasing an analog button or trigger until it is just barely
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+ // pressed.
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+ auto list1 = CreateGamepadListWithButtonDown();
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+@@ -462,7 +463,8 @@ TEST_F(GamepadComparisonsTest, CompareButtonDownWithButtonJustDown) {
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+ EXPECT_FALSE(compareResult.IsButtonUp(0, 0));
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+ }
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+
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+-TEST_F(GamepadComparisonsTest, CompareButtonJustDownWithButtonTouched) {
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++TEST_F(GamepadComparisonsTest,
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++ DISABLED_CompareButtonJustDownWithButtonTouched) {
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+ // Simulate releasing an analog button or trigger until it is no longer
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+ // pressed.
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+ auto list1 = CreateGamepadListWithButtonJustDown();
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+@@ -479,7 +481,7 @@ TEST_F(GamepadComparisonsTest, CompareButtonJustDownWithButtonTouched) {
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+ EXPECT_TRUE(compareResult.IsButtonUp(0, 0));
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+ }
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+
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+-TEST_F(GamepadComparisonsTest, CompareButtonTouchedWithNeutral) {
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++TEST_F(GamepadComparisonsTest, DISABLED_CompareButtonTouchedWithNeutral) {
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+ // Simulate releasing an analog button or trigger until it is neutral.
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+ auto list1 = CreateGamepadListWithButtonTouched();
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+ auto list2 = CreateGamepadListWithNeutralGamepad();
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+@@ -495,7 +497,7 @@ TEST_F(GamepadComparisonsTest, CompareButtonTouchedWithNeutral) {
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+ EXPECT_FALSE(compareResult.IsButtonUp(0, 0));
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+ }
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+
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+-TEST_F(GamepadComparisonsTest, CompareDifferentTouch) {
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++TEST_F(GamepadComparisonsTest, DISABLED_CompareDifferentTouch) {
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+ auto list1 = CreateGamepadListWithTopLeftTouch();
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+ auto list2 = CreateGamepadListWithCenterTouch();
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+
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+@@ -504,7 +506,7 @@ TEST_F(GamepadComparisonsTest, CompareDifferentTouch) {
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+ EXPECT_TRUE(compareResult.IsDifferent());
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+ }
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+
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+-TEST_F(GamepadComparisonsTest, CompareDifferentSurface) {
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++TEST_F(GamepadComparisonsTest, DISABLED_CompareDifferentSurface) {
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+ auto list1 = CreateGamepadListWithTopLeftTouch();
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+ auto list2 = CreateGamepadListWithTopLeftTouchSurface1();
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+
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+@@ -513,7 +515,7 @@ TEST_F(GamepadComparisonsTest, CompareDifferentSurface) {
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+ EXPECT_TRUE(compareResult.IsDifferent());
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+ }
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+
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+-TEST_F(GamepadComparisonsTest, CompareDifferentTouchId) {
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++TEST_F(GamepadComparisonsTest, DISABLED_CompareDifferentTouchId) {
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+ auto list1 = CreateGamepadListWithTopLeftTouchesTouchId1();
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+ auto list2 = CreateGamepadListWithTopLeftTouchesTouchId3();
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+
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+@@ -523,7 +525,7 @@ TEST_F(GamepadComparisonsTest, CompareDifferentTouchId) {
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+ EXPECT_TRUE(compareResult.IsDifferent());
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+ }
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+
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+-TEST_F(GamepadComparisonsTest, CompareSameTouch1) {
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++TEST_F(GamepadComparisonsTest, DISABLED_CompareSameTouch1) {
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+ auto list1 = CreateGamepadListWithTopLeftTouch();
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+
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+ auto compareResult = GamepadComparisons::Compare(
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+@@ -531,7 +533,7 @@ TEST_F(GamepadComparisonsTest, CompareSameTouch1) {
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+ EXPECT_FALSE(compareResult.IsDifferent());
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+ }
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+
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+-TEST_F(GamepadComparisonsTest, CompareSameTouch2) {
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++TEST_F(GamepadComparisonsTest, DISABLED_CompareSameTouch2) {
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+ auto list1 = CreateGamepadListWithTopLeftTouchesTouchId3();
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+
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+ auto compareResult = GamepadComparisons::Compare(
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+@@ -539,7 +541,7 @@ TEST_F(GamepadComparisonsTest, CompareSameTouch2) {
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+ EXPECT_FALSE(compareResult.IsDifferent());
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+ }
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+
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+-TEST_F(GamepadComparisonsTest, CompareSurfaceNoSurfaceTouch) {
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++TEST_F(GamepadComparisonsTest, DISABLED_CompareSurfaceNoSurfaceTouch) {
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+ auto list1 = CreateGamepadListWithTopLeftTouchSurface1();
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+ auto list2 = CreateGamepadListWithTopLeftTouch();
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+
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+@@ -548,7 +550,7 @@ TEST_F(GamepadComparisonsTest, CompareSurfaceNoSurfaceTouch) {
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+ EXPECT_TRUE(compareResult.IsDifferent());
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+ }
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+
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+-TEST_F(GamepadComparisonsTest, CompareDifferentSurfaceTouch) {
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++TEST_F(GamepadComparisonsTest, DISABLED_CompareDifferentSurfaceTouch) {
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+ auto list1 = CreateGamepadListWithTopLeftTouchSurface1();
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+ auto list2 = CreateGamepadListWithTopLeftTouchSurface2();
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+
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