// Copyright (c) 2010 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/scoped_ptr.h" #include "gpu/command_buffer/common/gl_mock.h" #include "gpu/command_buffer/service/mocks.h" #include "testing/gtest/include/gtest/gtest.h" using ::testing::Return; using ::testing::ReturnRef; namespace gpu { namespace gles2 { class ShaderManagerTest : public testing::Test { public: ShaderManagerTest() { } ~ShaderManagerTest() { manager_.Destroy(false); } protected: virtual void SetUp() { gl_.reset(new ::testing::StrictMock< ::gfx::MockGLInterface>()); ::gfx::GLInterface::SetGLInterface(gl_.get()); } virtual void TearDown() { ::gfx::GLInterface::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 std::string kClient1Source("hello world"); const GLuint kClient2Id = 2; // Check we can create shader. manager_.CreateShaderInfo(kClient1Id, kService1Id, kShader1Type); // Check shader got created. ShaderManager::ShaderInfo* info1 = manager_.GetShaderInfo(kClient1Id); ASSERT_TRUE(info1 != NULL); EXPECT_EQ(kService1Id, info1->service_id()); // Check if the shader has correct type. EXPECT_EQ(kShader1Type, info1->shader_type()); EXPECT_FALSE(info1->IsValid()); EXPECT_STREQ("", info1->log_info().c_str()); const char* kLog = "foo"; info1->SetStatus(true, kLog, NULL); EXPECT_TRUE(info1->IsValid()); EXPECT_STREQ(kLog, info1->log_info().c_str()); // Check we can set its source. info1->Update(kClient1Source); EXPECT_STREQ(kClient1Source.c_str(), info1->source().c_str()); // Check we get nothing for a non-existent shader. EXPECT_TRUE(manager_.GetShaderInfo(kClient2Id) == NULL); // Check trying to a remove non-existent shaders does not crash. manager_.RemoveShaderInfo(kClient2Id); // Check we can't get the shader after we remove it. manager_.RemoveShaderInfo(kClient1Id); EXPECT_TRUE(manager_.GetShaderInfo(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. manager_.CreateShaderInfo(kClient1Id, kService1Id, kShader1Type); // Check shader got created. ShaderManager::ShaderInfo* info1 = manager_.GetShaderInfo(kClient1Id); ASSERT_TRUE(info1 != NULL); EXPECT_CALL(*gl_, DeleteShader(kService1Id)) .Times(1) .RetiresOnSaturation(); manager_.Destroy(true); // Check that resources got freed. info1 = manager_.GetShaderInfo(kClient1Id); ASSERT_TRUE(info1 == NULL); } 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 char* kAttrib1Name = "attr1"; const GLenum kAttrib2Type = GL_FLOAT_VEC3; const GLsizei kAttrib2Size = 4; const char* kAttrib2Name = "attr2"; const GLenum kUniform1Type = GL_FLOAT_MAT2; const GLsizei kUniform1Size = 3; const char* kUniform1Name = "uni1"; const GLenum kUniform2Type = GL_FLOAT_MAT3; const GLsizei kUniform2Size = 5; const char* kUniform2Name = "uni2"; MockShaderTranslator shader_translator; ShaderTranslator::VariableMap attrib_map; attrib_map[kAttrib1Name] = ShaderTranslatorInterface::VariableInfo( kAttrib1Type, kAttrib1Size); attrib_map[kAttrib2Name] = ShaderTranslatorInterface::VariableInfo( kAttrib2Type, kAttrib2Size); ShaderTranslator::VariableMap uniform_map; uniform_map[kUniform1Name] = ShaderTranslatorInterface::VariableInfo( kUniform1Type, kUniform1Size); uniform_map[kUniform2Name] = ShaderTranslatorInterface::VariableInfo( kUniform2Type, kUniform2Size); EXPECT_CALL(shader_translator, attrib_map()) .WillRepeatedly(ReturnRef(attrib_map)); EXPECT_CALL(shader_translator, uniform_map()) .WillRepeatedly(ReturnRef(uniform_map)); // Check we can create shader. manager_.CreateShaderInfo(kClient1Id, kService1Id, kShader1Type); // Check shader got created. ShaderManager::ShaderInfo* info1 = manager_.GetShaderInfo(kClient1Id); // Set Status info1->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 ShaderManager::ShaderInfo::VariableInfo* variable_info = info1->GetAttribInfo(it->first); ASSERT_TRUE(variable_info != NULL); EXPECT_EQ(it->second.type, variable_info->type); EXPECT_EQ(it->second.size, variable_info->size); } for (ShaderTranslator::VariableMap::const_iterator it = uniform_map.begin(); it != uniform_map.end(); ++it) { const ShaderManager::ShaderInfo::VariableInfo* variable_info = info1->GetUniformInfo(it->first); ASSERT_TRUE(variable_info != NULL); EXPECT_EQ(it->second.type, variable_info->type); EXPECT_EQ(it->second.size, variable_info->size); } // Check attrib and uniform get cleared. info1->SetStatus(true, "", NULL); for (ShaderTranslator::VariableMap::const_iterator it = attrib_map.begin(); it != attrib_map.end(); ++it) { const ShaderManager::ShaderInfo::VariableInfo* variable_info = info1->GetAttribInfo(it->first); EXPECT_TRUE(variable_info == NULL); } for (ShaderTranslator::VariableMap::const_iterator it = uniform_map.begin(); it != uniform_map.end(); ++it) { const ShaderManager::ShaderInfo::VariableInfo* variable_info = info1->GetUniformInfo(it->first); ASSERT_TRUE(variable_info == NULL); } } } // namespace gles2 } // namespace gpu