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300 lines
11 KiB
C++
300 lines
11 KiB
C++
// Copyright (c) 2012 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#include "gpu/command_buffer/service/shader_manager.h"
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#include "base/memory/scoped_ptr.h"
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#include "gpu/command_buffer/service/gpu_service_test.h"
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#include "gpu/command_buffer/service/mocks.h"
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#include "gpu/command_buffer/service/test_helper.h"
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#include "testing/gtest/include/gtest/gtest.h"
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#include "ui/gl/gl_mock.h"
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using ::testing::Return;
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using ::testing::ReturnRef;
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namespace gpu {
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namespace gles2 {
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class ShaderManagerTest : public GpuServiceTest {
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public:
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ShaderManagerTest() {
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}
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~ShaderManagerTest() override { manager_.Destroy(false); }
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protected:
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ShaderManager manager_;
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};
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TEST_F(ShaderManagerTest, Basic) {
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const GLuint kClient1Id = 1;
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const GLuint kService1Id = 11;
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const GLenum kShader1Type = GL_VERTEX_SHADER;
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const GLuint kClient2Id = 2;
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// Check we can create shader.
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Shader* info0 = manager_.CreateShader(
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kClient1Id, kService1Id, kShader1Type);
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// Check shader got created.
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ASSERT_TRUE(info0 != NULL);
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Shader* shader1 = manager_.GetShader(kClient1Id);
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ASSERT_EQ(info0, shader1);
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// Check we get nothing for a non-existent shader.
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EXPECT_TRUE(manager_.GetShader(kClient2Id) == NULL);
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// Check we can't get the shader after we remove it.
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EXPECT_CALL(*gl_, DeleteShader(kService1Id))
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.Times(1)
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.RetiresOnSaturation();
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manager_.Delete(shader1);
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EXPECT_TRUE(manager_.GetShader(kClient1Id) == NULL);
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}
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TEST_F(ShaderManagerTest, Destroy) {
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const GLuint kClient1Id = 1;
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const GLuint kService1Id = 11;
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const GLenum kShader1Type = GL_VERTEX_SHADER;
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// Check we can create shader.
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Shader* shader1 = manager_.CreateShader(
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kClient1Id, kService1Id, kShader1Type);
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// Check shader got created.
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ASSERT_TRUE(shader1 != NULL);
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EXPECT_CALL(*gl_, DeleteShader(kService1Id))
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.Times(1)
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.RetiresOnSaturation();
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manager_.Destroy(true);
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// Check that resources got freed.
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shader1 = manager_.GetShader(kClient1Id);
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ASSERT_TRUE(shader1 == NULL);
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}
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TEST_F(ShaderManagerTest, DeleteBug) {
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const GLuint kClient1Id = 1;
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const GLuint kClient2Id = 2;
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const GLuint kService1Id = 11;
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const GLuint kService2Id = 12;
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const GLenum kShaderType = GL_VERTEX_SHADER;
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// Check we can create shader.
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scoped_refptr<Shader> shader1(
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manager_.CreateShader(kClient1Id, kService1Id, kShaderType));
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scoped_refptr<Shader> shader2(
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manager_.CreateShader(kClient2Id, kService2Id, kShaderType));
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ASSERT_TRUE(shader1.get());
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ASSERT_TRUE(shader2.get());
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manager_.UseShader(shader1.get());
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manager_.Delete(shader1.get());
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EXPECT_CALL(*gl_, DeleteShader(kService2Id))
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.Times(1)
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.RetiresOnSaturation();
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manager_.Delete(shader2.get());
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EXPECT_TRUE(manager_.IsOwned(shader1.get()));
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EXPECT_FALSE(manager_.IsOwned(shader2.get()));
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EXPECT_CALL(*gl_, DeleteShader(kService1Id))
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.Times(1)
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.RetiresOnSaturation();
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manager_.UnuseShader(shader1.get());
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}
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TEST_F(ShaderManagerTest, DoCompile) {
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const GLuint kClient1Id = 1;
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const GLuint kService1Id = 11;
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const GLenum kShader1Type = GL_VERTEX_SHADER;
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const char* kClient1Source = "hello world";
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const GLenum kAttrib1Type = GL_FLOAT_VEC2;
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const GLint kAttrib1Size = 2;
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const GLenum kAttrib1Precision = GL_MEDIUM_FLOAT;
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const char* kAttrib1Name = "attr1";
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const GLenum kAttrib2Type = GL_FLOAT_VEC3;
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const GLint kAttrib2Size = 4;
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const GLenum kAttrib2Precision = GL_HIGH_FLOAT;
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const char* kAttrib2Name = "attr2";
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const bool kAttribStaticUse = false;
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const GLenum kUniform1Type = GL_FLOAT_MAT2;
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const GLint kUniform1Size = 3;
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const GLenum kUniform1Precision = GL_LOW_FLOAT;
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const bool kUniform1StaticUse = true;
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const char* kUniform1Name = "uni1";
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const GLenum kUniform2Type = GL_FLOAT_MAT3;
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const GLint kUniform2Size = 5;
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const GLenum kUniform2Precision = GL_MEDIUM_FLOAT;
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const bool kUniform2StaticUse = false;
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const char* kUniform2Name = "uni2";
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const GLenum kVarying1Type = GL_FLOAT_VEC4;
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const GLint kVarying1Size = 1;
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const GLenum kVarying1Precision = GL_HIGH_FLOAT;
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const bool kVarying1StaticUse = false;
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const char* kVarying1Name = "varying1";
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// Check we can create shader.
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Shader* shader1 = manager_.CreateShader(
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kClient1Id, kService1Id, kShader1Type);
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// Check shader got created.
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ASSERT_TRUE(shader1 != NULL);
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EXPECT_EQ(kService1Id, shader1->service_id());
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// Check if the shader has correct type.
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EXPECT_EQ(kShader1Type, shader1->shader_type());
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EXPECT_FALSE(shader1->valid());
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EXPECT_FALSE(shader1->InUse());
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EXPECT_TRUE(shader1->source().empty());
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EXPECT_TRUE(shader1->log_info().empty());
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EXPECT_TRUE(shader1->last_compiled_source().empty());
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EXPECT_TRUE(shader1->translated_source().empty());
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EXPECT_EQ(0u, shader1->attrib_map().size());
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EXPECT_EQ(0u, shader1->uniform_map().size());
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EXPECT_EQ(0u, shader1->varying_map().size());
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EXPECT_EQ(Shader::kShaderStateWaiting, shader1->shader_state());
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// Check we can set its source.
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shader1->set_source(kClient1Source);
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EXPECT_STREQ(kClient1Source, shader1->source().c_str());
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EXPECT_TRUE(shader1->last_compiled_source().empty());
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// Check that DoCompile() will not work if RequestCompile() was not called.
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shader1->DoCompile();
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EXPECT_EQ(Shader::kShaderStateWaiting, shader1->shader_state());
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EXPECT_FALSE(shader1->valid());
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// Check RequestCompile() will update the state and last compiled source, but
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// still keep the actual compile state invalid.
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scoped_refptr<ShaderTranslatorInterface> translator(new MockShaderTranslator);
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shader1->RequestCompile(translator, Shader::kANGLE);
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EXPECT_EQ(Shader::kShaderStateCompileRequested, shader1->shader_state());
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EXPECT_STREQ(kClient1Source, shader1->last_compiled_source().c_str());
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EXPECT_FALSE(shader1->valid());
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// Check DoCompile() will set compilation states, log, translated source,
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// shader variables, and name mapping.
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const std::string kLog = "foo";
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const std::string kTranslatedSource = "poo";
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AttributeMap attrib_map;
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attrib_map[kAttrib1Name] = TestHelper::ConstructAttribute(
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kAttrib1Type, kAttrib1Size, kAttrib1Precision,
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kAttribStaticUse, kAttrib1Name);
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attrib_map[kAttrib2Name] = TestHelper::ConstructAttribute(
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kAttrib2Type, kAttrib2Size, kAttrib2Precision,
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kAttribStaticUse, kAttrib2Name);
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UniformMap uniform_map;
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uniform_map[kUniform1Name] = TestHelper::ConstructUniform(
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kUniform1Type, kUniform1Size, kUniform1Precision,
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kUniform1StaticUse, kUniform1Name);
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uniform_map[kUniform2Name] = TestHelper::ConstructUniform(
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kUniform2Type, kUniform2Size, kUniform2Precision,
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kUniform2StaticUse, kUniform2Name);
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VaryingMap varying_map;
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varying_map[kVarying1Name] = TestHelper::ConstructVarying(
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kVarying1Type, kVarying1Size, kVarying1Precision,
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kVarying1StaticUse, kVarying1Name);
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TestHelper::SetShaderStates(
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gl_.get(), shader1, true, &kLog, &kTranslatedSource,
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&attrib_map, &uniform_map, &varying_map, NULL);
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EXPECT_TRUE(shader1->valid());
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// When compilation succeeds, no log is recorded.
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EXPECT_STREQ("", shader1->log_info().c_str());
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EXPECT_STREQ(kClient1Source, shader1->last_compiled_source().c_str());
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EXPECT_STREQ(kTranslatedSource.c_str(), shader1->translated_source().c_str());
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// Check varying infos got copied.
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EXPECT_EQ(attrib_map.size(), shader1->attrib_map().size());
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for (AttributeMap::const_iterator it = attrib_map.begin();
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it != attrib_map.end(); ++it) {
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const sh::Attribute* variable_info = shader1->GetAttribInfo(it->first);
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ASSERT_TRUE(variable_info != NULL);
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EXPECT_EQ(it->second.type, variable_info->type);
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EXPECT_EQ(it->second.arraySize, variable_info->arraySize);
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EXPECT_EQ(it->second.precision, variable_info->precision);
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EXPECT_EQ(it->second.staticUse, variable_info->staticUse);
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EXPECT_STREQ(it->second.name.c_str(), variable_info->name.c_str());
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}
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// Check uniform infos got copied.
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EXPECT_EQ(uniform_map.size(), shader1->uniform_map().size());
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for (UniformMap::const_iterator it = uniform_map.begin();
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it != uniform_map.end(); ++it) {
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const sh::Uniform* variable_info = shader1->GetUniformInfo(it->first);
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ASSERT_TRUE(variable_info != NULL);
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EXPECT_EQ(it->second.type, variable_info->type);
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EXPECT_EQ(it->second.arraySize, variable_info->arraySize);
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EXPECT_EQ(it->second.precision, variable_info->precision);
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EXPECT_EQ(it->second.staticUse, variable_info->staticUse);
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EXPECT_STREQ(it->second.name.c_str(), variable_info->name.c_str());
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}
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// Check varying infos got copied.
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EXPECT_EQ(varying_map.size(), shader1->varying_map().size());
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for (VaryingMap::const_iterator it = varying_map.begin();
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it != varying_map.end(); ++it) {
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const sh::Varying* variable_info = shader1->GetVaryingInfo(it->first);
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ASSERT_TRUE(variable_info != NULL);
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EXPECT_EQ(it->second.type, variable_info->type);
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EXPECT_EQ(it->second.arraySize, variable_info->arraySize);
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EXPECT_EQ(it->second.precision, variable_info->precision);
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EXPECT_EQ(it->second.staticUse, variable_info->staticUse);
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EXPECT_STREQ(it->second.name.c_str(), variable_info->name.c_str());
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}
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// Compile failure case.
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TestHelper::SetShaderStates(
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gl_.get(), shader1, false, &kLog, &kTranslatedSource,
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&attrib_map, &uniform_map, &varying_map, NULL);
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EXPECT_FALSE(shader1->valid());
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EXPECT_STREQ(kLog.c_str(), shader1->log_info().c_str());
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EXPECT_STREQ("", shader1->translated_source().c_str());
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EXPECT_TRUE(shader1->attrib_map().empty());
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EXPECT_TRUE(shader1->uniform_map().empty());
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EXPECT_TRUE(shader1->varying_map().empty());
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}
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TEST_F(ShaderManagerTest, ShaderInfoUseCount) {
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const GLuint kClient1Id = 1;
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const GLuint kService1Id = 11;
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const GLenum kShader1Type = GL_VERTEX_SHADER;
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// Check we can create shader.
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Shader* shader1 = manager_.CreateShader(
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kClient1Id, kService1Id, kShader1Type);
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// Check shader got created.
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ASSERT_TRUE(shader1 != NULL);
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EXPECT_FALSE(shader1->InUse());
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EXPECT_FALSE(shader1->IsDeleted());
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manager_.UseShader(shader1);
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EXPECT_TRUE(shader1->InUse());
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manager_.UseShader(shader1);
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EXPECT_TRUE(shader1->InUse());
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EXPECT_CALL(*gl_, DeleteShader(kService1Id))
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.Times(1)
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.RetiresOnSaturation();
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manager_.Delete(shader1);
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EXPECT_TRUE(shader1->IsDeleted());
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Shader* shader2 = manager_.GetShader(kClient1Id);
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EXPECT_EQ(shader1, shader2);
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manager_.UnuseShader(shader1);
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EXPECT_TRUE(shader1->InUse());
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manager_.UnuseShader(shader1); // this should delete the info.
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shader2 = manager_.GetShader(kClient1Id);
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EXPECT_TRUE(shader2 == NULL);
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shader1 = manager_.CreateShader(kClient1Id, kService1Id, kShader1Type);
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ASSERT_TRUE(shader1 != NULL);
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EXPECT_FALSE(shader1->InUse());
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manager_.UseShader(shader1);
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EXPECT_TRUE(shader1->InUse());
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manager_.UseShader(shader1);
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EXPECT_TRUE(shader1->InUse());
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manager_.UnuseShader(shader1);
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EXPECT_TRUE(shader1->InUse());
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manager_.UnuseShader(shader1);
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EXPECT_FALSE(shader1->InUse());
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shader2 = manager_.GetShader(kClient1Id);
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EXPECT_EQ(shader1, shader2);
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EXPECT_CALL(*gl_, DeleteShader(kService1Id))
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.Times(1)
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.RetiresOnSaturation();
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manager_.Delete(shader1); // this should delete the shader.
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shader2 = manager_.GetShader(kClient1Id);
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EXPECT_TRUE(shader2 == NULL);
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}
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} // namespace gles2
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} // namespace gpu
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