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/*
 * Copyright 2009, Google Inc.
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 *
 *     * Redistributions of source code must retain the above copyright
 * notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above
 * copyright notice, this list of conditions and the following disclaimer
 * in the documentation and/or other materials provided with the
 * distribution.
 *     * Neither the name of Google Inc. nor the names of its
 * contributors may be used to endorse or promote products derived from
 * this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */


#include "core/cross/precompile.h"
#include "tests/common/win/testing_common.h"
#include "core/cross/client.h"
#include "core/cross/pack.h"
#include "core/cross/renderer.h"
#include "core/cross/bitmap.h"
#include "core/cross/features.h"
#include "core/cross/texture.h"
#include "core/cross/render_surface.h"
#include "core/cross/render_surface_set.h"
#include "core/cross/renderer_platform.h"
#include "core/cross/error_status.h"

// Defined in testing_common.cc, for each platform.
extern o3d::DisplayWindow *g_display_window;

namespace o3d {

// A mock render which pushes commands to the renderer so that
// actual rendering calls that maintain state can be handled by a
// variable rather than actually rendering.
class MockRenderer {
 public:
  // Creates a forwarding render class that pushes functionality to be tested
  // to the desired renderer and handles other functionality on its own.
  explicit MockRenderer(Renderer *renderer) : renderer_(renderer) {}

  virtual ~MockRenderer() {}

  // Rather than actually rendering, this just sets the state in the renderer.
  void StartRendering() {
    renderer_->set_rendering(true);
  }

  // This resets the state in the renderer.
  void FinishRendering() {
    renderer_->set_rendering(false);
  }

  // Pushes SetRenderSurfaces to the renderer.
  void SetRenderSurfaces(const RenderSurface *surface,
                         const RenderDepthStencilSurface *depth_surface,
                         bool is_back_buffer) {
    renderer_->SetRenderSurfaces(surface, depth_surface, is_back_buffer);
  }

  // Pushes GetRenderSurfaces to the renderer.
  void GetRenderSurfaces(const RenderSurface **surface,
                         const RenderDepthStencilSurface **depth_surface,
                         bool *is_back_buffer) {
    renderer_->GetRenderSurfaces(surface, depth_surface, is_back_buffer);
  }
 private:
  Renderer *renderer_;
};

// Class for testing render surfaces and associated functionality.
class RenderSurfaceTest : public testing::Test {
 public:
  RenderSurfaceTest()
      : object_manager_(g_service_locator),
        error_status_(g_service_locator) {}

 protected:
  virtual void SetUp() {
    service_locator_ = new ServiceLocator;
    features_ = new Features(service_locator_);
    pack_ = object_manager_->CreatePack();
    renderer_ = new MockRenderer(g_renderer);
    renderer_->StartRendering();
  }

  virtual void TearDown() {
    renderer_->FinishRendering();
    pack_->Destroy();
    error_status_.ClearLastError();
    delete features_;
    delete service_locator_;
    delete renderer_;
  }

  ServiceLocator* service_locator() const {
    return service_locator_;
  }

  MockRenderer* renderer() const {
    return renderer_;
  }

  Pack* pack() const {
    return pack_;
  }

  ServiceDependency<ObjectManager> object_manager_;
  ErrorStatus error_status_;
  ServiceLocator *service_locator_;
  Features *features_;
  Pack *pack_;
  MockRenderer *renderer_;
};

// Tests that non PoT textures can't make render surfaces.
TEST_F(RenderSurfaceTest, NonPowerOfTwoRenderSurfaceEnabled) {
  Texture2D *texture = pack()->CreateTexture2D(20, 32, Texture::ARGB8, 2, true);
  ASSERT_TRUE(NULL == texture);
}

// Tests that a render surface can be created from a texture 2d.
TEST_F(RenderSurfaceTest, CreateRenderSurfaceFromTexture2D) {
  Texture2D *texture = pack()->CreateTexture2D(16, 32, Texture::ARGB8, 2, true);
  ASSERT_TRUE(NULL != texture);

  RenderSurface::Ref render_surface = texture->GetRenderSurface(0);
  ASSERT_TRUE(NULL != render_surface);
  ASSERT_TRUE(NULL != render_surface->texture());
  ASSERT_EQ(render_surface->width(), 16);
  ASSERT_EQ(render_surface->height(), 32);
}

// Tests that a render surface can be created from a cube texture.
TEST_F(RenderSurfaceTest, CreateRenderSurfaceFromTextureCUBE) {
  TextureCUBE *texture = pack()->CreateTextureCUBE(16, Texture::ARGB8, 2, true);
  ASSERT_TRUE(NULL != texture);

  RenderSurface::Ref render_surface = texture->GetRenderSurface(
    TextureCUBE::FACE_POSITIVE_X, 0);
  ASSERT_TRUE(NULL != render_surface);
  ASSERT_TRUE(NULL != render_surface->texture());
  ASSERT_EQ(render_surface->width(), 16);
  ASSERT_EQ(render_surface->height(), 16);
}

// Tests the renderer's functionality to swap render surfaces and that
// the correct render surfaces are set.
TEST_F(RenderSurfaceTest, SwapRenderSurfaces) {
  Texture2D *texture = pack()->CreateTexture2D(16, 32, Texture::ARGB8, 2, true);
  ASSERT_TRUE(NULL != texture);

  RenderSurface::Ref render_surface = texture->GetRenderSurface(0);
  ASSERT_TRUE(NULL != render_surface);
  ASSERT_TRUE(texture == render_surface->texture());

  RenderDepthStencilSurface *depth_surface =
    pack()->CreateDepthStencilSurface(16, 32);

  // Now swap surfaces.
  renderer()->SetRenderSurfaces(render_surface, depth_surface, false);
  const RenderSurface *test_render_surface = NULL;
  const RenderDepthStencilSurface *test_depth_surface = NULL;
  bool test_is_back_buffer;
  renderer()->GetRenderSurfaces(&test_render_surface, &test_depth_surface,
                                &test_is_back_buffer);
  ASSERT_TRUE(test_render_surface == render_surface);
  ASSERT_TRUE(test_depth_surface == depth_surface);
  ASSERT_FALSE(test_is_back_buffer);
}

// Tests the renderer's functionality to swap render surfaces and return
// the old one to the main rendering surface.
TEST_F(RenderSurfaceTest, SetBackSurfaces) {
  Texture2D *texture = pack()->CreateTexture2D(16, 32, Texture::ARGB8, 2, true);
  ASSERT_TRUE(NULL != texture);

  RenderSurface::Ref render_surface = texture->GetRenderSurface(0);
  ASSERT_TRUE(NULL != render_surface);
  ASSERT_TRUE(texture == render_surface->texture());

  RenderDepthStencilSurface *depth_surface =
    pack()->CreateDepthStencilSurface(16, 32);

  // Save the original surfaces for comparison.
  const RenderSurface *original_render_surface = NULL;
  const RenderDepthStencilSurface *original_depth_surface = NULL;
  bool original_is_back_buffer;
  renderer()->GetRenderSurfaces(&original_render_surface,
                                &original_depth_surface,
                                &original_is_back_buffer);
  // Now swap surfaces.
  renderer()->SetRenderSurfaces(render_surface, depth_surface, false);
  // Return the back buffers
  renderer()->SetRenderSurfaces(NULL, NULL, true);
  // Get the original surfaces again for comparison.
  const RenderSurface *restored_render_surface = NULL;
  const RenderDepthStencilSurface *restored_depth_surface = NULL;
  bool restored_is_back_buffer;
  renderer()->GetRenderSurfaces(&original_render_surface,
                                &original_depth_surface,
                                &restored_is_back_buffer);
  ASSERT_TRUE(original_render_surface == restored_render_surface);
  ASSERT_TRUE(original_depth_surface == restored_depth_surface);
  ASSERT_TRUE(restored_is_back_buffer);
}

// Tests the render surfaces interaction as part of a render surface set
// which is how they are commonly used in practice.
TEST_F(RenderSurfaceTest, RenderSurfaceSetTest) {
  Texture2D *texture = pack()->CreateTexture2D(16, 32, Texture::ARGB8, 2, true);
  ASSERT_TRUE(NULL != texture);

  RenderSurface::Ref render_surface = texture->GetRenderSurface(0);
  ASSERT_TRUE(NULL != render_surface);
  ASSERT_TRUE(texture == render_surface->texture());

  RenderDepthStencilSurface *depth_surface =
    pack()->CreateDepthStencilSurface(16, 32);
  ASSERT_TRUE(depth_surface != NULL);

  RenderSurfaceSet *render_surface_set = pack()->Create<RenderSurfaceSet>();
  ASSERT_TRUE(render_surface_set != NULL);
  render_surface_set->set_render_surface(render_surface);
  render_surface_set->set_render_depth_stencil_surface(depth_surface);
  ASSERT_TRUE(render_surface_set->ValidateBoundSurfaces());

  RenderContext render_context(g_renderer);

  const RenderSurface *old_render_surface = NULL;
  const RenderDepthStencilSurface *old_depth_surface = NULL;
  bool old_is_back_buffer = false;
  renderer()->GetRenderSurfaces(&old_render_surface, &old_depth_surface,
                                &old_is_back_buffer);

  render_surface_set->Render(&render_context);
  const RenderSurface *test_render_surface = NULL;
  const RenderDepthStencilSurface *test_depth_surface = NULL;
  bool test_is_back_buffer = false;
  renderer()->GetRenderSurfaces(&test_render_surface, &test_depth_surface,
                                &test_is_back_buffer);
  ASSERT_TRUE(test_render_surface == render_surface);
  ASSERT_TRUE(test_depth_surface == depth_surface);
  ASSERT_FALSE(test_is_back_buffer);

  render_surface_set->PostRender(&render_context);
  renderer()->GetRenderSurfaces(&test_render_surface, &test_depth_surface,
                                &test_is_back_buffer);
  ASSERT_TRUE(test_render_surface == old_render_surface);
  ASSERT_TRUE(test_depth_surface == old_depth_surface);
  ASSERT_TRUE(test_is_back_buffer == old_is_back_buffer);
}

}  // namespace o3d