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Unified Diff: gpu/command_buffer/tests/gl_gpu_memory_buffer_unittest.cc

Issue 1066073002: Test gpu memory buffers drawing directly to the backbuffer. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Address piman's comment. Created 5 years, 8 months ago
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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,
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