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kc3-lang/angle/src/tests/gl_tests/ObjectAllocationTest.cpp

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  • Author : Jamie Madill
    Date : 2016-02-01 11:13:03
    Hash : 5bf9ff4a
    Message : Fix leak with binding Framebuffers directly. Using BindFramebuffer(1) then GenFramebuffers would return 1. This leads to a memory leak and was something that was obscuring debugging a bug in my ReadPixels fix for ES3. This also fixes a bug where running the texture tests along produces some random failures. BUG=angleproject:1290 BUG=angleproject:1299 Change-Id: If11e8c743d2ddde725b12749ac012f670cd290e1 Reviewed-on: https://chromium-review.googlesource.com/324820 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>

  • src/tests/gl_tests/ObjectAllocationTest.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.
    //
    // ObjectAllocationTest
    //   Tests for object allocations and lifetimes.
    //
    
    #include "test_utils/ANGLETest.h"
    
    using namespace angle;
    
    namespace
    {
    
    class ObjectAllocationTest : public ANGLETest
    {
      protected:
        ObjectAllocationTest() {}
    };
    
    // Test that we don't re-allocate a bound framebuffer ID.
    TEST_P(ObjectAllocationTest, BindFramebufferBeforeGen)
    {
        glBindFramebuffer(GL_FRAMEBUFFER, 1);
        GLuint fbo = 0;
        glGenFramebuffers(1, &fbo);
        EXPECT_NE(1u, fbo);
        glDeleteFramebuffers(1, &fbo);
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that we don't re-allocate a bound framebuffer ID, other pattern.
    TEST_P(ObjectAllocationTest, BindFramebufferAfterGen)
    {
        GLuint firstFBO = 0;
        glGenFramebuffers(1, &firstFBO);
        glBindFramebuffer(GL_FRAMEBUFFER, 1);
        glDeleteFramebuffers(1, &firstFBO);
    
        glBindFramebuffer(GL_FRAMEBUFFER, 2);
        GLuint secondFBOs[2] = {0};
        glGenFramebuffers(2, secondFBOs);
        EXPECT_NE(2u, secondFBOs[0]);
        EXPECT_NE(2u, secondFBOs[1]);
        glDeleteFramebuffers(2, secondFBOs);
    
        EXPECT_GL_NO_ERROR();
    }
    
    }  // anonymous namespace
    
    ANGLE_INSTANTIATE_TEST(ObjectAllocationTest, ES3_OPENGL(), ES3_D3D11());