// 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 shader1( manager_.CreateShader(kClient1Id, kService1Id, kShaderType)); scoped_refptr 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