Hash :
e02a6834
Author :
Date :
2016-06-09T06:52:41
Refactor how we signal dependent state changes. Dependent state changes happen when the user calls TexImage on a Texture attached to a Framebuffer. The Framebuffer should be told 'hey, you should know about this'. Other objects also have dependent relationships, like VertexArrays and Buffers. This refactoring uses a binding pointer design, similar to the type 'RefCountObject'. This design fixes the need for manual decoupling when one or the other is destroyed. The pointers are cleaned up in destructors, and do no-ops when either the source or dest is missing. Also move these new classes to a location where they are accessible to the GL layer; they will be important for framebuffer completeness. BUG=angleproject:1388 Change-Id: I92610acb85dae6f9c009b8f071e121fde53782ae Reviewed-on: https://chromium-review.googlesource.com/348953 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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//
// Copyright (c) 2016 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.
//
// signal_utils_unittest:
// Unit tests for signals and related utils.
#include <gtest/gtest.h>
#include "libANGLE/signal_utils.h"
using namespace angle;
using namespace testing;
namespace
{
struct SignalThing : public SignalReceiver
{
void signal(SignalToken token) override { wasSignaled = true; }
bool wasSignaled = false;
};
// Test that broadcast signals work.
TEST(SignalTest, BroadcastSignals)
{
BroadcastChannel channel;
SignalThing thing;
ChannelBinding binding(&thing, 0u);
binding.bind(&channel);
ASSERT_FALSE(thing.wasSignaled);
channel.signal();
ASSERT_TRUE(thing.wasSignaled);
}
} // anonymous namespace