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kc3-lang/angle/src/libANGLE/ResourceManager_unittest.cpp

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  • Author : Jamie Madill
    Date : 2017-02-14 19:08:04
    Hash : 6c1f671b
    Message : Add destroy hooks for several GL objects. These hooks allow the back-end renderer to free object resources without having to store pointers to shared device handles for each and every object. This will allow us to save memory on back-ends that really care about memory overhead. There is a downside in that there is more boilerplate in passing gl::Context handles around everywhere. BUG=angleproject:1684 Change-Id: I89463bba8d23f92920e8956650cb73c7fc6d66b7 Reviewed-on: https://chromium-review.googlesource.com/426401 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/libANGLE/ResourceManager_unittest.cpp
  • //
    // Copyright 2015 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    // Unit tests for ResourceManager.
    //
    
    #include <gmock/gmock.h>
    #include <gtest/gtest.h>
    
    #include "libANGLE/ResourceManager.h"
    #include "tests/angle_unittests_utils.h"
    
    using namespace rx;
    using namespace gl;
    
    using ::testing::_;
    
    namespace
    {
    
    class ResourceManagerTest : public testing::Test
    {
      protected:
        void SetUp() override
        {
            mTextureManager      = new TextureManager();
            mBufferManager       = new BufferManager();
            mRenderbuffermanager = new RenderbufferManager();
        }
    
        void TearDown() override
        {
            mTextureManager->release(nullptr);
            mBufferManager->release(nullptr);
            mRenderbuffermanager->release(nullptr);
        }
    
        MockGLFactory mMockFactory;
        TextureManager *mTextureManager;
        BufferManager *mBufferManager;
        RenderbufferManager *mRenderbuffermanager;
    };
    
    TEST_F(ResourceManagerTest, ReallocateBoundTexture)
    {
        EXPECT_CALL(mMockFactory, createTexture(_)).Times(1).RetiresOnSaturation();
    
        mTextureManager->checkTextureAllocation(&mMockFactory, 1, GL_TEXTURE_2D);
        GLuint newTexture = mTextureManager->createTexture();
        EXPECT_NE(1u, newTexture);
    }
    
    TEST_F(ResourceManagerTest, ReallocateBoundBuffer)
    {
        EXPECT_CALL(mMockFactory, createBuffer(_)).Times(1).RetiresOnSaturation();
    
        mBufferManager->checkBufferAllocation(&mMockFactory, 1);
        GLuint newBuffer = mBufferManager->createBuffer();
        EXPECT_NE(1u, newBuffer);
    }
    
    TEST_F(ResourceManagerTest, ReallocateBoundRenderbuffer)
    {
        EXPECT_CALL(mMockFactory, createRenderbuffer()).Times(1).RetiresOnSaturation();
    
        mRenderbuffermanager->checkRenderbufferAllocation(&mMockFactory, 1);
        GLuint newRenderbuffer = mRenderbuffermanager->createRenderbuffer();
        EXPECT_NE(1u, newRenderbuffer);
    }
    
    }  // anonymous namespace