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150 lines
3.8 KiB
C++
150 lines
3.8 KiB
C++
// Copyright 2014 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 <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include "gpu/command_buffer/tests/gl_manager.h"
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#include "gpu/command_buffer/tests/gl_test_utils.h"
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#include "testing/gmock/include/gmock/gmock.h"
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#include "testing/gtest/include/gtest/gtest.h"
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namespace gpu {
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class OcclusionQueryTest : public testing::Test {
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protected:
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void SetUp() override {
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GLManager::Options options;
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options.size = gfx::Size(512, 512);
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gl_.Initialize(options);
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}
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void TearDown() override { gl_.Destroy(); }
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void DrawRect(float x, float z, float scale, float* color);
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GLManager gl_;
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GLint position_loc_;
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GLint matrix_loc_;
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GLint color_loc_;
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};
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static void SetMatrix(float x, float z, float scale, float* matrix) {
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matrix[0] = scale;
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matrix[1] = 0.0f;
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matrix[2] = 0.0f;
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matrix[3] = 0.0f;
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matrix[4] = 0.0f;
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matrix[5] = scale;
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matrix[6] = 0.0f;
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matrix[7] = 0.0f;
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matrix[8] = 0.0f;
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matrix[9] = 0.0f;
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matrix[10] = scale;
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matrix[11] = 0.0f;
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matrix[12] = x;
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matrix[13] = 0.0f;
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matrix[14] = z;
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matrix[15] = 1.0f;
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}
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void OcclusionQueryTest::DrawRect(float x, float z, float scale, float* color) {
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GLfloat matrix[16];
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SetMatrix(x, z, scale, matrix);
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// Set up the model matrix
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glUniformMatrix4fv(matrix_loc_, 1, GL_FALSE, matrix);
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glUniform4fv(color_loc_, 1, color);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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TEST_F(OcclusionQueryTest, Occlusion) {
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#if defined(OS_MACOSX)
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EXPECT_TRUE(GLTestHelper::HasExtension("GL_EXT_occlusion_query_boolean"))
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<< "GL_EXT_occlusion_query_boolean is required on OSX";
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#endif
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if (!GLTestHelper::HasExtension("GL_EXT_occlusion_query_boolean")) {
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return;
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}
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static const char* v_shader_str =
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"uniform mat4 worldMatrix;\n"
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"attribute vec3 g_Position;\n"
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"void main()\n"
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"{\n"
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" gl_Position = worldMatrix *\n"
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" vec4(g_Position.x, g_Position.y, g_Position.z, 1.0);\n"
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"}\n";
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static const char* f_shader_str =
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"precision mediump float;"
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"uniform vec4 color;\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = color;\n"
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"}\n";
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GLuint program = GLTestHelper::LoadProgram(v_shader_str, f_shader_str);
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position_loc_ = glGetAttribLocation(program, "g_Position");
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matrix_loc_ = glGetUniformLocation(program, "worldMatrix");
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color_loc_ = glGetUniformLocation(program, "color");
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GLTestHelper::SetupUnitQuad(position_loc_);
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GLuint query = 0;
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glGenQueriesEXT(1, &query);
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glEnable(GL_DEPTH_TEST);
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glClearColor(0.0f, 0.1f, 0.2f, 1.0f);
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// Use the program object
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glUseProgram(program);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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static float red[] = { 1.0f, 0.0f, 0.0f, 1.0f };
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DrawRect(0, 0.0f, 0.50f, red);
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glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
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static float blue[] = { 0.0f, 0.0f, 1.0f, 1.0f };
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DrawRect(-0.125f, 0.1f, 0.25f, blue);
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glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
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glFinish();
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GLuint query_status = 0;
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GLuint result = 0;
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glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_AVAILABLE_EXT, &result);
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EXPECT_TRUE(result);
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glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_EXT, &query_status);
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EXPECT_FALSE(query_status);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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DrawRect(1, 0.0f, 0.50f, red);
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glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
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DrawRect(-0.125f, 0.1f, 0.25f, blue);
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glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
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glFinish();
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query_status = 0;
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result = 0;
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glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_AVAILABLE_EXT, &result);
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EXPECT_TRUE(result);
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glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_EXT, &query_status);
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EXPECT_TRUE(query_status);
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GLTestHelper::CheckGLError("no errors", __LINE__);
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}
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} // namespace gpu
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