Hash :
4928b7ca
Author :
Date :
2017-06-20T12:57:39
Proliferate gl::Context everywhere. This gives the D3D back-end access to the GL state almost anywhere. This uses the onDestroy hook for Textures to push errors up from destructors, although they still don't quite make it to the Context. There are places, such as in EGL object (Context/Surface) destruction, where we end up calling through to GL implementation internals without having access to a gl::Context. We handle this via a proxy Context to a Display, basically a null context, that has access to impl-side state like the Renderer pointer if necessary. It does not have access to the normal GL state. Also Pass gl::Context to RefCountObject::release(). Since we're using destroy() methods now, we should not ever call the destructor directly. BUG=angleproject:1156 Change-Id: Ie4c32ad6bf6caaff0289901f30b5c6bafa2ce259 Reviewed-on: https://chromium-review.googlesource.com/529707 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152
//
// Copyright (c) 2014 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.
//
#include "gmock/gmock.h"
#include "gtest/gtest.h"
#include "libANGLE/Fence.h"
#include "libANGLE/renderer/FenceNVImpl.h"
#include "libANGLE/renderer/FenceSyncImpl.h"
using ::testing::_;
using ::testing::Return;
using ::testing::SetArgumentPointee;
namespace {
//
// FenceNV tests
//
class MockFenceNVImpl : public rx::FenceNVImpl
{
public:
virtual ~MockFenceNVImpl() { destroy(); }
MOCK_METHOD1(set, gl::Error(GLenum));
MOCK_METHOD1(test, gl::Error(GLboolean *));
MOCK_METHOD0(finish, gl::Error());
MOCK_METHOD0(destroy, void());
};
class FenceNVTest : public testing::Test
{
protected:
virtual void SetUp()
{
mImpl = new MockFenceNVImpl;
EXPECT_CALL(*mImpl, destroy());
mFence = new gl::FenceNV(mImpl);
}
virtual void TearDown()
{
delete mFence;
}
MockFenceNVImpl *mImpl;
gl::FenceNV* mFence;
};
TEST_F(FenceNVTest, DestructionDeletesImpl)
{
MockFenceNVImpl* impl = new MockFenceNVImpl;
EXPECT_CALL(*impl, destroy()).Times(1).RetiresOnSaturation();
gl::FenceNV* fence = new gl::FenceNV(impl);
delete fence;
// Only needed because the mock is leaked if bugs are present,
// which logs an error, but does not cause the test to fail.
// Ordinarily mocks are verified when destroyed.
testing::Mock::VerifyAndClear(impl);
}
TEST_F(FenceNVTest, SetAndTestBehavior)
{
EXPECT_CALL(*mImpl, set(_)).WillOnce(Return(gl::NoError())).RetiresOnSaturation();
EXPECT_FALSE(mFence->isSet());
mFence->set(GL_ALL_COMPLETED_NV);
EXPECT_TRUE(mFence->isSet());
// Fake the behavior of testing the fence before and after it's passed.
EXPECT_CALL(*mImpl, test(_))
.WillOnce(DoAll(SetArgumentPointee<0>(GL_FALSE), Return(gl::NoError())))
.WillOnce(DoAll(SetArgumentPointee<0>(GL_TRUE), Return(gl::NoError())))
.RetiresOnSaturation();
GLboolean out;
mFence->test(&out);
EXPECT_EQ(GL_FALSE, out);
mFence->test(&out);
EXPECT_EQ(GL_TRUE, out);
}
//
// FenceSync tests
//
class MockFenceSyncImpl : public rx::FenceSyncImpl
{
public:
virtual ~MockFenceSyncImpl() { destroy(); }
MOCK_METHOD2(set, gl::Error(GLenum, GLbitfield));
MOCK_METHOD3(clientWait, gl::Error(GLbitfield, GLuint64, GLenum *));
MOCK_METHOD2(serverWait, gl::Error(GLbitfield, GLuint64));
MOCK_METHOD1(getStatus, gl::Error(GLint *));
MOCK_METHOD0(destroy, void());
};
class FenceSyncTest : public testing::Test
{
protected:
virtual void SetUp()
{
mImpl = new MockFenceSyncImpl;
EXPECT_CALL(*mImpl, destroy());
mFence = new gl::FenceSync(mImpl, 1);
mFence->addRef();
}
virtual void TearDown() { mFence->release(nullptr); }
MockFenceSyncImpl *mImpl;
gl::FenceSync* mFence;
};
TEST_F(FenceSyncTest, DestructionDeletesImpl)
{
MockFenceSyncImpl* impl = new MockFenceSyncImpl;
EXPECT_CALL(*impl, destroy()).Times(1).RetiresOnSaturation();
gl::FenceSync* fence = new gl::FenceSync(impl, 1);
fence->addRef();
fence->release(nullptr);
// Only needed because the mock is leaked if bugs are present,
// which logs an error, but does not cause the test to fail.
// Ordinarily mocks are verified when destroyed.
testing::Mock::VerifyAndClear(impl);
}
TEST_F(FenceSyncTest, SetAndGetStatusBehavior)
{
EXPECT_CALL(*mImpl, set(_, _)).WillOnce(Return(gl::NoError())).RetiresOnSaturation();
mFence->set(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
EXPECT_EQ(static_cast<GLenum>(GL_SYNC_GPU_COMMANDS_COMPLETE), mFence->getCondition());
// Fake the behavior of testing the fence before and after it's passed.
EXPECT_CALL(*mImpl, getStatus(_))
.WillOnce(DoAll(SetArgumentPointee<0>(GL_UNSIGNALED), Return(gl::NoError())))
.WillOnce(DoAll(SetArgumentPointee<0>(GL_SIGNALED), Return(gl::NoError())))
.RetiresOnSaturation();
GLint out;
mFence->getStatus(&out);
EXPECT_EQ(GL_UNSIGNALED, out);
mFence->getStatus(&out);
EXPECT_EQ(GL_SIGNALED, out);
}
} // namespace