blob: 1f48f2deda5f3f07bd7062b094c28795e2948535 [file] [log] [blame]
// Copyright (c) 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "gpu/command_buffer/service/shader_manager.h"
#include "base/memory/scoped_ptr.h"
#include "gpu/command_buffer/service/mocks.h"
#include "testing/gtest/include/gtest/gtest.h"
#include "ui/gl/gl_mock.h"
using ::testing::Return;
using ::testing::ReturnRef;
namespace gpu {
namespace gles2 {
class ShaderManagerTest : public testing::Test {
public:
ShaderManagerTest() {
}
virtual ~ShaderManagerTest() {
manager_.Destroy(false);
}
protected:
virtual void SetUp() {
gl_.reset(new ::testing::StrictMock< ::gfx::MockGLInterface>());
::gfx::MockGLInterface::SetGLInterface(gl_.get());
}
virtual void TearDown() {
::gfx::MockGLInterface::SetGLInterface(NULL);
gl_.reset();
}
// Use StrictMock to make 100% sure we know how GL will be called.
scoped_ptr< ::testing::StrictMock< ::gfx::MockGLInterface> > gl_;
ShaderManager manager_;
};
TEST_F(ShaderManagerTest, Basic) {
const GLuint kClient1Id = 1;
const GLuint kService1Id = 11;
const GLenum kShader1Type = GL_VERTEX_SHADER;
const GLuint kClient2Id = 2;
// Check we can create shader.
Shader* info0 = manager_.CreateShader(
kClient1Id, kService1Id, kShader1Type);
// Check shader got created.
ASSERT_TRUE(info0 != NULL);
Shader* shader1 = manager_.GetShader(kClient1Id);
ASSERT_EQ(info0, shader1);
// Check we get nothing for a non-existent shader.
EXPECT_TRUE(manager_.GetShader(kClient2Id) == NULL);
// Check we can't get the shader after we remove it.
manager_.MarkAsDeleted(shader1);
EXPECT_TRUE(manager_.GetShader(kClient1Id) == NULL);
}
TEST_F(ShaderManagerTest, Destroy) {
const GLuint kClient1Id = 1;
const GLuint kService1Id = 11;
const GLenum kShader1Type = GL_VERTEX_SHADER;
// Check we can create shader.
Shader* shader1 = manager_.CreateShader(
kClient1Id, kService1Id, kShader1Type);
// Check shader got created.
ASSERT_TRUE(shader1 != NULL);
EXPECT_CALL(*gl_, DeleteShader(kService1Id))
.Times(1)
.RetiresOnSaturation();
manager_.Destroy(true);
// Check that resources got freed.
shader1 = manager_.GetShader(kClient1Id);
ASSERT_TRUE(shader1 == NULL);
}
TEST_F(ShaderManagerTest, DeleteBug) {
const GLuint kClient1Id = 1;
const GLuint kClient2Id = 2;
const GLuint kService1Id = 11;
const GLuint kService2Id = 12;
const GLenum kShaderType = GL_VERTEX_SHADER;
// Check we can create shader.
scoped_refptr<Shader> shader1(
manager_.CreateShader(kClient1Id, kService1Id, kShaderType));
scoped_refptr<Shader> shader2(
manager_.CreateShader(kClient2Id, kService2Id, kShaderType));
ASSERT_TRUE(shader1.get());
ASSERT_TRUE(shader2.get());
manager_.UseShader(shader1.get());
manager_.MarkAsDeleted(shader1.get());
manager_.MarkAsDeleted(shader2.get());
EXPECT_TRUE(manager_.IsOwned(shader1.get()));
EXPECT_FALSE(manager_.IsOwned(shader2.get()));
}
TEST_F(ShaderManagerTest, Shader) {
const GLuint kClient1Id = 1;
const GLuint kService1Id = 11;
const GLenum kShader1Type = GL_VERTEX_SHADER;
const char* kClient1Source = "hello world";
// Check we can create shader.
Shader* shader1 = manager_.CreateShader(
kClient1Id, kService1Id, kShader1Type);
// Check shader got created.
ASSERT_TRUE(shader1 != NULL);
EXPECT_EQ(kService1Id, shader1->service_id());
// Check if the shader has correct type.
EXPECT_EQ(kShader1Type, shader1->shader_type());
EXPECT_FALSE(shader1->IsValid());
EXPECT_FALSE(shader1->InUse());
EXPECT_TRUE(shader1->source() == NULL);
EXPECT_TRUE(shader1->log_info() == NULL);
const char* kLog = "foo";
shader1->SetStatus(true, kLog, NULL);
EXPECT_TRUE(shader1->IsValid());
EXPECT_STREQ(kLog, shader1->log_info()->c_str());
// Check we can set its source.
shader1->UpdateSource(kClient1Source);
EXPECT_STREQ(kClient1Source, shader1->source()->c_str());
EXPECT_EQ(NULL, shader1->translated_source());
// Check we can set its translated source.
shader1->UpdateTranslatedSource(kClient1Source);
EXPECT_STREQ(kClient1Source,
shader1->translated_source()->c_str());
}
TEST_F(ShaderManagerTest, GetInfo) {
const GLuint kClient1Id = 1;
const GLuint kService1Id = 11;
const GLenum kShader1Type = GL_VERTEX_SHADER;
const GLenum kAttrib1Type = GL_FLOAT_VEC2;
const GLsizei kAttrib1Size = 2;
const int kAttrib1Precision = SH_PRECISION_MEDIUMP;
const char* kAttrib1Name = "attr1";
const GLenum kAttrib2Type = GL_FLOAT_VEC3;
const GLsizei kAttrib2Size = 4;
const int kAttrib2Precision = SH_PRECISION_HIGHP;
const char* kAttrib2Name = "attr2";
const int kAttribStaticUse = 0;
const GLenum kUniform1Type = GL_FLOAT_MAT2;
const GLsizei kUniform1Size = 3;
const int kUniform1Precision = SH_PRECISION_LOWP;
const int kUniform1StaticUse = 1;
const char* kUniform1Name = "uni1";
const GLenum kUniform2Type = GL_FLOAT_MAT3;
const GLsizei kUniform2Size = 5;
const int kUniform2Precision = SH_PRECISION_MEDIUMP;
const int kUniform2StaticUse = 0;
const char* kUniform2Name = "uni2";
MockShaderTranslator shader_translator;
ShaderTranslator::VariableMap attrib_map;
attrib_map[kAttrib1Name] = ShaderTranslatorInterface::VariableInfo(
kAttrib1Type, kAttrib1Size, kAttrib1Precision,
kAttribStaticUse, kAttrib1Name);
attrib_map[kAttrib2Name] = ShaderTranslatorInterface::VariableInfo(
kAttrib2Type, kAttrib2Size, kAttrib2Precision,
kAttribStaticUse, kAttrib2Name);
ShaderTranslator::VariableMap uniform_map;
uniform_map[kUniform1Name] = ShaderTranslatorInterface::VariableInfo(
kUniform1Type, kUniform1Size, kUniform1Precision,
kUniform1StaticUse, kUniform1Name);
uniform_map[kUniform2Name] = ShaderTranslatorInterface::VariableInfo(
kUniform2Type, kUniform2Size, kUniform2Precision,
kUniform2StaticUse, kUniform2Name);
EXPECT_CALL(shader_translator, attrib_map())
.WillRepeatedly(ReturnRef(attrib_map));
EXPECT_CALL(shader_translator, uniform_map())
.WillRepeatedly(ReturnRef(uniform_map));
ShaderTranslator::VariableMap varying_map;
EXPECT_CALL(shader_translator, varying_map())
.WillRepeatedly(ReturnRef(varying_map));
ShaderTranslator::NameMap name_map;
EXPECT_CALL(shader_translator, name_map())
.WillRepeatedly(ReturnRef(name_map));
// Check we can create shader.
Shader* shader1 = manager_.CreateShader(
kClient1Id, kService1Id, kShader1Type);
// Check shader got created.
ASSERT_TRUE(shader1 != NULL);
// Set Status
shader1->SetStatus(true, "", &shader_translator);
// Check attrib and uniform infos got copied.
for (ShaderTranslator::VariableMap::const_iterator it = attrib_map.begin();
it != attrib_map.end(); ++it) {
const Shader::VariableInfo* variable_info =
shader1->GetAttribInfo(it->first);
ASSERT_TRUE(variable_info != NULL);
EXPECT_EQ(it->second.type, variable_info->type);
EXPECT_EQ(it->second.size, variable_info->size);
EXPECT_EQ(it->second.precision, variable_info->precision);
EXPECT_EQ(it->second.static_use, variable_info->static_use);
EXPECT_EQ(it->second.name, variable_info->name);
}
for (ShaderTranslator::VariableMap::const_iterator it = uniform_map.begin();
it != uniform_map.end(); ++it) {
const Shader::VariableInfo* variable_info =
shader1->GetUniformInfo(it->first);
ASSERT_TRUE(variable_info != NULL);
EXPECT_EQ(it->second.type, variable_info->type);
EXPECT_EQ(it->second.size, variable_info->size);
EXPECT_EQ(it->second.precision, variable_info->precision);
EXPECT_EQ(it->second.static_use, variable_info->static_use);
EXPECT_EQ(it->second.name, variable_info->name);
}
// Check attrib and uniform get cleared.
shader1->SetStatus(true, NULL, NULL);
EXPECT_TRUE(shader1->log_info() == NULL);
for (ShaderTranslator::VariableMap::const_iterator it = attrib_map.begin();
it != attrib_map.end(); ++it) {
const Shader::VariableInfo* variable_info =
shader1->GetAttribInfo(it->first);
EXPECT_TRUE(variable_info == NULL);
}
for (ShaderTranslator::VariableMap::const_iterator it = uniform_map.begin();
it != uniform_map.end(); ++it) {
const Shader::VariableInfo* variable_info =
shader1->GetUniformInfo(it->first);
ASSERT_TRUE(variable_info == NULL);
}
}
TEST_F(ShaderManagerTest, ShaderInfoUseCount) {
const GLuint kClient1Id = 1;
const GLuint kService1Id = 11;
const GLenum kShader1Type = GL_VERTEX_SHADER;
// Check we can create shader.
Shader* shader1 = manager_.CreateShader(
kClient1Id, kService1Id, kShader1Type);
// Check shader got created.
ASSERT_TRUE(shader1 != NULL);
EXPECT_FALSE(shader1->InUse());
EXPECT_FALSE(shader1->IsDeleted());
manager_.UseShader(shader1);
EXPECT_TRUE(shader1->InUse());
manager_.UseShader(shader1);
EXPECT_TRUE(shader1->InUse());
manager_.MarkAsDeleted(shader1);
EXPECT_TRUE(shader1->IsDeleted());
Shader* shader2 = manager_.GetShader(kClient1Id);
EXPECT_EQ(shader1, shader2);
manager_.UnuseShader(shader1);
EXPECT_TRUE(shader1->InUse());
manager_.UnuseShader(shader1); // this should delete the info.
shader2 = manager_.GetShader(kClient1Id);
EXPECT_TRUE(shader2 == NULL);
shader1 = manager_.CreateShader(kClient1Id, kService1Id, kShader1Type);
ASSERT_TRUE(shader1 != NULL);
EXPECT_FALSE(shader1->InUse());
manager_.UseShader(shader1);
EXPECT_TRUE(shader1->InUse());
manager_.UseShader(shader1);
EXPECT_TRUE(shader1->InUse());
manager_.UnuseShader(shader1);
EXPECT_TRUE(shader1->InUse());
manager_.UnuseShader(shader1);
EXPECT_FALSE(shader1->InUse());
shader2 = manager_.GetShader(kClient1Id);
EXPECT_EQ(shader1, shader2);
manager_.MarkAsDeleted(shader1); // this should delete the shader.
shader2 = manager_.GetShader(kClient1Id);
EXPECT_TRUE(shader2 == NULL);
}
} // namespace gles2
} // namespace gpu