Hash :
60ec6ea7
Author :
Date :
2016-01-22T15:27:19
Implement dirty bits for Framebuffer. The dirty bits set the stage for performance improvements in D3D, but don't actually reduce any of the redundant work just yet. BUG=angleproject:1260 Change-Id: Ib84e6a9b7aa40c37c41790f492361b22faaf4742 Reviewed-on: https://chromium-review.googlesource.com/318730 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
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//
// 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.
//
// validationES unit tests:
// Unit tests for general ES validation functions.
//
#include <gmock/gmock.h>
#include <gtest/gtest.h>
#include "libANGLE/Data.h"
#include "libANGLE/renderer/FramebufferImpl_mock.h"
#include "libANGLE/renderer/ProgramImpl_mock.h"
#include "libANGLE/renderer/TextureImpl_mock.h"
#include "libANGLE/validationES.h"
#include "tests/angle_unittests_utils.h"
using namespace gl;
using namespace rx;
using testing::_;
using testing::NiceMock;
using testing::Return;
namespace
{
class MockFactory : public NullFactory
{
public:
MOCK_METHOD1(createFramebuffer, FramebufferImpl *(const gl::Framebuffer::Data &));
MOCK_METHOD1(createProgram, ProgramImpl *(const gl::Program::Data &));
MOCK_METHOD1(createVertexArray, VertexArrayImpl *(const gl::VertexArray::Data &));
};
class MockValidationContext : public ValidationContext
{
public:
MockValidationContext(GLint clientVersion,
const State &state,
const Caps &caps,
const TextureCapsMap &textureCaps,
const Extensions &extensions,
const ResourceManager *resourceManager,
const Limitations &limitations,
bool skipValidation);
MOCK_METHOD1(recordError, void(const Error &));
};
MockValidationContext::MockValidationContext(GLint clientVersion,
const State &state,
const Caps &caps,
const TextureCapsMap &textureCaps,
const Extensions &extensions,
const ResourceManager *resourceManager,
const Limitations &limitations,
bool skipValidation)
: ValidationContext(clientVersion,
state,
caps,
textureCaps,
extensions,
resourceManager,
limitations,
skipValidation)
{
}
// Test that ANGLE generates an INVALID_OPERATION when validating index data that uses a value
// larger than MAX_ELEMENT_INDEX. Not specified in the GLES 3 spec, it's undefined behaviour,
// but we want a test to ensure we maintain this behaviour.
TEST(ValidationESTest, DrawElementsWithMaxIndexGivesError)
{
auto framebufferImpl = MakeFramebufferMock();
auto programImpl = MakeProgramMock();
// TODO(jmadill): Generalize some of this code so we can re-use it for other tests.
NiceMock<MockFactory> mockFactory;
EXPECT_CALL(mockFactory, createFramebuffer(_)).WillOnce(Return(framebufferImpl));
EXPECT_CALL(mockFactory, createProgram(_)).WillOnce(Return(programImpl));
EXPECT_CALL(mockFactory, createVertexArray(_)).WillOnce(Return(nullptr));
State state;
Caps caps;
TextureCapsMap textureCaps;
Extensions extensions;
Limitations limitations;
// Set some basic caps.
caps.maxElementIndex = 100;
caps.maxDrawBuffers = 1;
caps.maxColorAttachments = 1;
state.initialize(caps, extensions, 3, false);
NiceMock<MockTextureImpl> *textureImpl = new NiceMock<MockTextureImpl>();
EXPECT_CALL(*textureImpl, setStorage(_, _, _, _)).WillOnce(Return(Error(GL_NO_ERROR)));
EXPECT_CALL(*textureImpl, destructor()).Times(1).RetiresOnSaturation();
Texture *texture = new Texture(textureImpl, 0, GL_TEXTURE_2D);
texture->addRef();
texture->setStorage(GL_TEXTURE_2D, 1, GL_RGBA8, Extents(1, 1, 0));
VertexArray *vertexArray = new VertexArray(&mockFactory, 0, 1);
Framebuffer *framebuffer = new Framebuffer(caps, &mockFactory, 1);
framebuffer->setAttachment(GL_FRAMEBUFFER_DEFAULT, GL_BACK, ImageIndex::Make2D(0), texture);
Program *program = new Program(&mockFactory, nullptr, 1);
state.setVertexArrayBinding(vertexArray);
state.setDrawFramebufferBinding(framebuffer);
state.setProgram(program);
NiceMock<MockValidationContext> testContext(3, state, caps, textureCaps, extensions, nullptr,
limitations, false);
// Set the expectation for the validation error here.
Error expectedError(GL_INVALID_OPERATION, g_ExceedsMaxElementErrorMessage);
EXPECT_CALL(testContext, recordError(expectedError)).Times(1);
// Call once with maximum index, and once with an excessive index.
GLuint indexData[] = {0, 1, static_cast<GLuint>(caps.maxElementIndex - 1),
3, 4, static_cast<GLuint>(caps.maxElementIndex)};
IndexRange indexRange;
EXPECT_TRUE(ValidateDrawElements(&testContext, GL_TRIANGLES, 3, GL_UNSIGNED_INT, indexData, 1,
&indexRange));
EXPECT_FALSE(ValidateDrawElements(&testContext, GL_TRIANGLES, 6, GL_UNSIGNED_INT, indexData, 2,
&indexRange));
texture->release();
state.setVertexArrayBinding(nullptr);
state.setDrawFramebufferBinding(nullptr);
state.setProgram(nullptr);
SafeDelete(vertexArray);
SafeDelete(framebuffer);
SafeDelete(program);
}
} // anonymous namespace