| Index: gpu/command_buffer/tests/gl_gpu_memory_buffer_unittest.cc
|
| diff --git a/gpu/command_buffer/tests/gl_gpu_memory_buffer_unittest.cc b/gpu/command_buffer/tests/gl_gpu_memory_buffer_unittest.cc
|
| index b279e26016dcb854614b6907e6fc9c80c03e3a9a..052bd3d23974db832b3710827e19e0bbab0938e0 100644
|
| --- a/gpu/command_buffer/tests/gl_gpu_memory_buffer_unittest.cc
|
| +++ b/gpu/command_buffer/tests/gl_gpu_memory_buffer_unittest.cc
|
| @@ -38,40 +38,45 @@ class GpuMemoryBufferTest
|
| : public testing::TestWithParam<gfx::GpuMemoryBuffer::Format> {
|
| protected:
|
| void SetUp() override {
|
| - gl_.Initialize(GLManager::Options());
|
| + GLManager::Options options;
|
| + options.size = gfx::Size(kImageWidth, kImageHeight);
|
| + gl_.Initialize(options);
|
| gl_.MakeCurrent();
|
| -
|
| - glGenTextures(2, texture_ids_);
|
| - glBindTexture(GL_TEXTURE_2D, texture_ids_[1]);
|
| -
|
| - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
| - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
| - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
| - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
| -
|
| - glGenFramebuffers(1, &framebuffer_id_);
|
| - glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id_);
|
| - glFramebufferTexture2D(GL_FRAMEBUFFER,
|
| - GL_COLOR_ATTACHMENT0,
|
| - GL_TEXTURE_2D,
|
| - texture_ids_[1],
|
| - 0);
|
| }
|
|
|
| void TearDown() override {
|
| - glDeleteTextures(2, texture_ids_);
|
| - glDeleteFramebuffers(1, &framebuffer_id_);
|
| -
|
| gl_.Destroy();
|
| }
|
|
|
| GLManager gl_;
|
| - GLuint texture_ids_[2];
|
| - GLuint framebuffer_id_;
|
| };
|
|
|
| namespace {
|
|
|
| +#define SHADER(Src) #Src
|
| +
|
| +// clang-format off
|
| +const char kVertexShader[] =
|
| +SHADER(
|
| + attribute vec4 a_position;
|
| + varying vec2 v_texCoord;
|
| + void main() {
|
| + gl_Position = a_position;
|
| + v_texCoord = vec2((a_position.x + 1.0) * 0.5, (a_position.y + 1.0) * 0.5);
|
| + }
|
| +);
|
| +
|
| +const char* kFragmentShader =
|
| +SHADER(
|
| + precision mediump float;
|
| + uniform sampler2D a_texture;
|
| + varying vec2 v_texCoord;
|
| + void main() {
|
| + gl_FragColor = texture2D(a_texture, v_texCoord);
|
| + }
|
| +);
|
| +// clang-format on
|
| +
|
| std::vector<uint8> GetTexturePixel(const gfx::GpuMemoryBuffer::Format format) {
|
| std::vector<uint8> pixel;
|
| switch (format) {
|
| @@ -150,6 +155,16 @@ GLenum InternalFormat(gfx::GpuMemoryBuffer::Format format) {
|
|
|
| // An end to end test that tests the whole GpuMemoryBuffer lifecycle.
|
| TEST_P(GpuMemoryBufferTest, Lifecycle) {
|
| + GLuint texture_id = 0;
|
| + glGenTextures(1, &texture_id);
|
| + ASSERT_NE(0u, texture_id);
|
| + glBindTexture(GL_TEXTURE_2D, texture_id);
|
| + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
| + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
| + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
| + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
| +
|
| + // Create the gpu memory buffer.
|
| scoped_ptr<gfx::GpuMemoryBuffer> buffer(gl_.CreateGpuMemoryBuffer(
|
| gfx::Size(kImageWidth, kImageHeight), GetParam()));
|
|
|
| @@ -180,17 +195,31 @@ TEST_P(GpuMemoryBufferTest, Lifecycle) {
|
| GLuint image_id =
|
| glCreateImageCHROMIUM(buffer->AsClientBuffer(), kImageWidth, kImageHeight,
|
| InternalFormat(GetParam()));
|
| - EXPECT_NE(0u, image_id);
|
| - EXPECT_TRUE(gl_.decoder()->GetImageManager()->LookupImage(image_id) != NULL);
|
| + ASSERT_NE(0u, image_id);
|
| + ASSERT_TRUE(gl_.decoder()->GetImageManager()->LookupImage(image_id) != NULL);
|
|
|
| - // Bind the texture and the image.
|
| - glBindTexture(GL_TEXTURE_2D, texture_ids_[0]);
|
| + // Bind the image.
|
| glBindTexImage2DCHROMIUM(GL_TEXTURE_2D, image_id);
|
|
|
| - // Copy texture so we can verify result using CheckPixels.
|
| - glCopyTextureCHROMIUM(GL_TEXTURE_2D, texture_ids_[0], texture_ids_[1],
|
| - InternalFormat(GetParam()), GL_UNSIGNED_BYTE);
|
| - EXPECT_TRUE(glGetError() == GL_NO_ERROR);
|
| + // Build program, buffers and draw the texture.
|
| + GLuint vertex_shader =
|
| + GLTestHelper::LoadShader(GL_VERTEX_SHADER, kVertexShader);
|
| + GLuint fragment_shader =
|
| + GLTestHelper::LoadShader(GL_FRAGMENT_SHADER, kFragmentShader);
|
| + GLuint program = GLTestHelper::SetupProgram(vertex_shader, fragment_shader);
|
| + ASSERT_NE(0u, program);
|
| + glUseProgram(program);
|
| +
|
| + GLint sampler_location = glGetUniformLocation(program, "a_texture");
|
| + ASSERT_NE(-1, sampler_location);
|
| + glUniform1i(sampler_location, 0);
|
| +
|
| + GLuint vbo =
|
| + GLTestHelper::SetupUnitQuad(glGetAttribLocation(program, "a_position"));
|
| + ASSERT_NE(0u, vbo);
|
| + glViewport(0, 0, kImageWidth, kImageHeight);
|
| + glDrawArrays(GL_TRIANGLES, 0, 6);
|
| + ASSERT_TRUE(glGetError() == GL_NO_ERROR);
|
|
|
| // Check if pixels match the values that were assigned to the mapped buffer.
|
| GLTestHelper::CheckPixels(0, 0, kImageWidth, kImageHeight, 0,
|
| @@ -200,8 +229,13 @@ TEST_P(GpuMemoryBufferTest, Lifecycle) {
|
| // Release the image.
|
| glReleaseTexImage2DCHROMIUM(GL_TEXTURE_2D, image_id);
|
|
|
| - // Destroy the image.
|
| + // Clean up.
|
| + glDeleteProgram(program);
|
| + glDeleteShader(vertex_shader);
|
| + glDeleteShader(fragment_shader);
|
| + glDeleteBuffers(1, &vbo);
|
| glDestroyImageCHROMIUM(image_id);
|
| + glDeleteTextures(1, &texture_id);
|
| }
|
|
|
| INSTANTIATE_TEST_CASE_P(GpuMemoryBufferTests,
|
|
|