| // 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 |