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

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  • Author : Jamie Madill
    Date : 2017-06-20 12:57:39
    Hash : 4928b7ca
    Message : 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>

  • src/libANGLE/Image_unittest.cpp
  • //
    // Copyright (c) 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.
    //
    
    // Image_unittest.cpp : Unittets of the Image and ImageSibling classes.
    
    #include "gmock/gmock.h"
    #include "gtest/gtest.h"
    #include "libANGLE/Image.h"
    #include "libANGLE/Texture.h"
    #include "libANGLE/Renderbuffer.h"
    #include "libANGLE/renderer/ImageImpl_mock.h"
    #include "libANGLE/renderer/TextureImpl_mock.h"
    #include "libANGLE/renderer/RenderbufferImpl_mock.h"
    #include "tests/angle_unittests_utils.h"
    
    using ::testing::_;
    using ::testing::NiceMock;
    using ::testing::Return;
    
    namespace angle
    {
    ACTION(CreateMockImageImpl)
    {
        return new rx::MockImageImpl(arg0, arg1, arg2);
    }
    
    // Verify ref counts are maintained between images and their siblings when objects are deleted
    TEST(ImageTest, RefCounting)
    {
        NiceMock<rx::MockGLFactory> mockGLFactory;
        NiceMock<rx::MockEGLFactory> mockEGLFactory;
    
        // Create a texture and an EGL image that uses the texture as its source
        rx::MockTextureImpl *textureImpl = new rx::MockTextureImpl();
        EXPECT_CALL(mockGLFactory, createTexture(_)).WillOnce(Return(textureImpl));
        gl::Texture *texture = new gl::Texture(&mockGLFactory, 1, GL_TEXTURE_2D);
        texture->addRef();
    
        EXPECT_CALL(mockEGLFactory, createImage(_, _, _))
            .WillOnce(CreateMockImageImpl())
            .RetiresOnSaturation();
    
        egl::Image *image =
            new egl::Image(&mockEGLFactory, EGL_GL_TEXTURE_2D, texture, egl::AttributeMap());
        image->addRef();
    
        // Verify that the image added a ref to the texture and the texture has not added a ref to the
        // image
        EXPECT_EQ(2u, texture->getRefCount());
        EXPECT_EQ(1u, image->getRefCount());
    
        // Create a renderbuffer and set it as a target of the EGL image
        rx::MockRenderbufferImpl *renderbufferImpl = new rx::MockRenderbufferImpl();
        gl::Renderbuffer *renderbuffer = new gl::Renderbuffer(renderbufferImpl, 1);
        renderbuffer->addRef();
    
        EXPECT_CALL(*renderbufferImpl, setStorageEGLImageTarget(_))
            .WillOnce(Return(gl::NoError()))
            .RetiresOnSaturation();
        renderbuffer->setStorageEGLImageTarget(nullptr, image);
    
        // Verify that the renderbuffer added a ref to the image and the image did not add a ref to
        // the renderbuffer
        EXPECT_EQ(2u, texture->getRefCount());
        EXPECT_EQ(2u, image->getRefCount());
        EXPECT_EQ(1u, renderbuffer->getRefCount());
    
        // Simulate deletion of the texture and verify that it still exists because the image holds a
        // ref
        texture->release(nullptr);
        EXPECT_EQ(1u, texture->getRefCount());
        EXPECT_EQ(2u, image->getRefCount());
        EXPECT_EQ(1u, renderbuffer->getRefCount());
    
        // Simulate deletion of the image and verify that it still exists because the renderbuffer holds
        // a ref
        image->release(nullptr);
        EXPECT_EQ(1u, texture->getRefCount());
        EXPECT_EQ(1u, image->getRefCount());
        EXPECT_EQ(1u, renderbuffer->getRefCount());
    
        // Simulate deletion of the renderbuffer and verify that the deletion cascades to all objects
        rx::MockImageImpl *imageImpl = static_cast<rx::MockImageImpl *>(image->getImplementation());
        EXPECT_CALL(*imageImpl, destructor()).Times(1).RetiresOnSaturation();
        EXPECT_CALL(*imageImpl, orphan(_, _)).WillOnce(Return(gl::NoError())).RetiresOnSaturation();
    
        EXPECT_CALL(*textureImpl, destructor()).Times(1).RetiresOnSaturation();
        EXPECT_CALL(*renderbufferImpl, destructor()).Times(1).RetiresOnSaturation();
    
        renderbuffer->release(nullptr);
    }
    
    // Verify that respecifiying textures releases references to the Image.
    TEST(ImageTest, RespecificationReleasesReferences)
    {
        NiceMock<rx::MockGLFactory> mockGLFactory;
        NiceMock<rx::MockEGLFactory> mockEGLFactory;
    
        // Create a texture and an EGL image that uses the texture as its source
        rx::MockTextureImpl *textureImpl = new rx::MockTextureImpl();
        EXPECT_CALL(mockGLFactory, createTexture(_)).WillOnce(Return(textureImpl));
        gl::Texture *texture = new gl::Texture(&mockGLFactory, 1, GL_TEXTURE_2D);
        texture->addRef();
    
        gl::PixelUnpackState defaultUnpackState;
    
        EXPECT_CALL(*textureImpl, setImage(_, _, _, _, _, _, _, _, _))
            .WillOnce(Return(gl::NoError()))
            .RetiresOnSaturation();
        texture->setImage(nullptr, defaultUnpackState, GL_TEXTURE_2D, 0, GL_RGBA8, gl::Extents(1, 1, 1),
                          GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        EXPECT_CALL(mockEGLFactory, createImage(_, _, _))
            .WillOnce(CreateMockImageImpl())
            .RetiresOnSaturation();
    
        egl::Image *image =
            new egl::Image(&mockEGLFactory, EGL_GL_TEXTURE_2D, texture, egl::AttributeMap());
        image->addRef();
    
        // Verify that the image added a ref to the texture and the texture has not added a ref to the
        // image
        EXPECT_EQ(2u, texture->getRefCount());
        EXPECT_EQ(1u, image->getRefCount());
    
        // Respecify the texture and verify that the image releases its reference
        rx::MockImageImpl *imageImpl = static_cast<rx::MockImageImpl *>(image->getImplementation());
        EXPECT_CALL(*imageImpl, orphan(_, _)).WillOnce(Return(gl::NoError())).RetiresOnSaturation();
        EXPECT_CALL(*textureImpl, setImage(_, _, _, _, _, _, _, _, _))
            .WillOnce(Return(gl::NoError()))
            .RetiresOnSaturation();
    
        texture->setImage(nullptr, defaultUnpackState, GL_TEXTURE_2D, 0, GL_RGBA8, gl::Extents(1, 1, 1),
                          GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        EXPECT_EQ(1u, texture->getRefCount());
        EXPECT_EQ(1u, image->getRefCount());
    
        // Delete the texture and verify that the image still exists
        EXPECT_CALL(*textureImpl, destructor()).Times(1).RetiresOnSaturation();
        texture->release(nullptr);
    
        EXPECT_EQ(1u, image->getRefCount());
    
        // Delete the image
        EXPECT_CALL(*imageImpl, destructor()).Times(1).RetiresOnSaturation();
        image->release(nullptr);
    }
    }  // namespace angle