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[chromium-blink-merge.git] / gpu / command_buffer / service / shader_manager_unittest.cc
blob3103e88cff5c2873cf9167ab8baf1f58088f4f2d
1 // Copyright (c) 2012 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 #include "gpu/command_buffer/service/shader_manager.h"
7 #include "base/memory/scoped_ptr.h"
8 #include "gpu/command_buffer/service/gpu_service_test.h"
9 #include "gpu/command_buffer/service/mocks.h"
10 #include "gpu/command_buffer/service/test_helper.h"
11 #include "testing/gtest/include/gtest/gtest.h"
12 #include "ui/gl/gl_mock.h"
14 using ::testing::Return;
15 using ::testing::ReturnRef;
17 namespace gpu {
18 namespace gles2 {
20 class ShaderManagerTest : public GpuServiceTest {
21 public:
22 ShaderManagerTest() {
25 ~ShaderManagerTest() override { manager_.Destroy(false); }
27 protected:
28 ShaderManager manager_;
31 TEST_F(ShaderManagerTest, Basic) {
32 const GLuint kClient1Id = 1;
33 const GLuint kService1Id = 11;
34 const GLenum kShader1Type = GL_VERTEX_SHADER;
35 const GLuint kClient2Id = 2;
36 // Check we can create shader.
37 Shader* info0 = manager_.CreateShader(
38 kClient1Id, kService1Id, kShader1Type);
39 // Check shader got created.
40 ASSERT_TRUE(info0 != NULL);
41 Shader* shader1 = manager_.GetShader(kClient1Id);
42 ASSERT_EQ(info0, shader1);
43 // Check we get nothing for a non-existent shader.
44 EXPECT_TRUE(manager_.GetShader(kClient2Id) == NULL);
45 // Check we can't get the shader after we remove it.
46 EXPECT_CALL(*gl_, DeleteShader(kService1Id))
47 .Times(1)
48 .RetiresOnSaturation();
49 manager_.Delete(shader1);
50 EXPECT_TRUE(manager_.GetShader(kClient1Id) == NULL);
53 TEST_F(ShaderManagerTest, Destroy) {
54 const GLuint kClient1Id = 1;
55 const GLuint kService1Id = 11;
56 const GLenum kShader1Type = GL_VERTEX_SHADER;
57 // Check we can create shader.
58 Shader* shader1 = manager_.CreateShader(
59 kClient1Id, kService1Id, kShader1Type);
60 // Check shader got created.
61 ASSERT_TRUE(shader1 != NULL);
62 EXPECT_CALL(*gl_, DeleteShader(kService1Id))
63 .Times(1)
64 .RetiresOnSaturation();
65 manager_.Destroy(true);
66 // Check that resources got freed.
67 shader1 = manager_.GetShader(kClient1Id);
68 ASSERT_TRUE(shader1 == NULL);
71 TEST_F(ShaderManagerTest, DeleteBug) {
72 const GLuint kClient1Id = 1;
73 const GLuint kClient2Id = 2;
74 const GLuint kService1Id = 11;
75 const GLuint kService2Id = 12;
76 const GLenum kShaderType = GL_VERTEX_SHADER;
77 // Check we can create shader.
78 scoped_refptr<Shader> shader1(
79 manager_.CreateShader(kClient1Id, kService1Id, kShaderType));
80 scoped_refptr<Shader> shader2(
81 manager_.CreateShader(kClient2Id, kService2Id, kShaderType));
82 ASSERT_TRUE(shader1.get());
83 ASSERT_TRUE(shader2.get());
84 manager_.UseShader(shader1.get());
85 manager_.Delete(shader1.get());
87 EXPECT_CALL(*gl_, DeleteShader(kService2Id))
88 .Times(1)
89 .RetiresOnSaturation();
90 manager_.Delete(shader2.get());
91 EXPECT_TRUE(manager_.IsOwned(shader1.get()));
92 EXPECT_FALSE(manager_.IsOwned(shader2.get()));
94 EXPECT_CALL(*gl_, DeleteShader(kService1Id))
95 .Times(1)
96 .RetiresOnSaturation();
97 manager_.UnuseShader(shader1.get());
100 TEST_F(ShaderManagerTest, DoCompile) {
101 const GLuint kClient1Id = 1;
102 const GLuint kService1Id = 11;
103 const GLenum kShader1Type = GL_VERTEX_SHADER;
104 const char* kClient1Source = "hello world";
105 const GLenum kAttrib1Type = GL_FLOAT_VEC2;
106 const GLint kAttrib1Size = 2;
107 const GLenum kAttrib1Precision = GL_MEDIUM_FLOAT;
108 const char* kAttrib1Name = "attr1";
109 const GLenum kAttrib2Type = GL_FLOAT_VEC3;
110 const GLint kAttrib2Size = 4;
111 const GLenum kAttrib2Precision = GL_HIGH_FLOAT;
112 const char* kAttrib2Name = "attr2";
113 const bool kAttribStaticUse = false;
114 const GLenum kUniform1Type = GL_FLOAT_MAT2;
115 const GLint kUniform1Size = 3;
116 const GLenum kUniform1Precision = GL_LOW_FLOAT;
117 const bool kUniform1StaticUse = true;
118 const char* kUniform1Name = "uni1";
119 const GLenum kUniform2Type = GL_FLOAT_MAT3;
120 const GLint kUniform2Size = 5;
121 const GLenum kUniform2Precision = GL_MEDIUM_FLOAT;
122 const bool kUniform2StaticUse = false;
123 const char* kUniform2Name = "uni2";
124 const GLenum kVarying1Type = GL_FLOAT_VEC4;
125 const GLint kVarying1Size = 1;
126 const GLenum kVarying1Precision = GL_HIGH_FLOAT;
127 const bool kVarying1StaticUse = false;
128 const char* kVarying1Name = "varying1";
130 // Check we can create shader.
131 Shader* shader1 = manager_.CreateShader(
132 kClient1Id, kService1Id, kShader1Type);
133 // Check shader got created.
134 ASSERT_TRUE(shader1 != NULL);
135 EXPECT_EQ(kService1Id, shader1->service_id());
136 // Check if the shader has correct type.
137 EXPECT_EQ(kShader1Type, shader1->shader_type());
138 EXPECT_FALSE(shader1->valid());
139 EXPECT_FALSE(shader1->InUse());
140 EXPECT_TRUE(shader1->source().empty());
141 EXPECT_TRUE(shader1->log_info().empty());
142 EXPECT_TRUE(shader1->last_compiled_source().empty());
143 EXPECT_TRUE(shader1->translated_source().empty());
144 EXPECT_EQ(0u, shader1->attrib_map().size());
145 EXPECT_EQ(0u, shader1->uniform_map().size());
146 EXPECT_EQ(0u, shader1->varying_map().size());
147 EXPECT_EQ(Shader::kShaderStateWaiting, shader1->shader_state());
149 // Check we can set its source.
150 shader1->set_source(kClient1Source);
151 EXPECT_STREQ(kClient1Source, shader1->source().c_str());
152 EXPECT_TRUE(shader1->last_compiled_source().empty());
154 // Check that DoCompile() will not work if RequestCompile() was not called.
155 shader1->DoCompile();
156 EXPECT_EQ(Shader::kShaderStateWaiting, shader1->shader_state());
157 EXPECT_FALSE(shader1->valid());
159 // Check RequestCompile() will update the state and last compiled source, but
160 // still keep the actual compile state invalid.
161 scoped_refptr<ShaderTranslatorInterface> translator(new MockShaderTranslator);
162 shader1->RequestCompile(translator, Shader::kANGLE);
163 EXPECT_EQ(Shader::kShaderStateCompileRequested, shader1->shader_state());
164 EXPECT_STREQ(kClient1Source, shader1->last_compiled_source().c_str());
165 EXPECT_FALSE(shader1->valid());
167 // Check DoCompile() will set compilation states, log, translated source,
168 // shader variables, and name mapping.
169 const std::string kLog = "foo";
170 const std::string kTranslatedSource = "poo";
172 AttributeMap attrib_map;
173 attrib_map[kAttrib1Name] = TestHelper::ConstructAttribute(
174 kAttrib1Type, kAttrib1Size, kAttrib1Precision,
175 kAttribStaticUse, kAttrib1Name);
176 attrib_map[kAttrib2Name] = TestHelper::ConstructAttribute(
177 kAttrib2Type, kAttrib2Size, kAttrib2Precision,
178 kAttribStaticUse, kAttrib2Name);
179 UniformMap uniform_map;
180 uniform_map[kUniform1Name] = TestHelper::ConstructUniform(
181 kUniform1Type, kUniform1Size, kUniform1Precision,
182 kUniform1StaticUse, kUniform1Name);
183 uniform_map[kUniform2Name] = TestHelper::ConstructUniform(
184 kUniform2Type, kUniform2Size, kUniform2Precision,
185 kUniform2StaticUse, kUniform2Name);
186 VaryingMap varying_map;
187 varying_map[kVarying1Name] = TestHelper::ConstructVarying(
188 kVarying1Type, kVarying1Size, kVarying1Precision,
189 kVarying1StaticUse, kVarying1Name);
191 TestHelper::SetShaderStates(
192 gl_.get(), shader1, true, &kLog, &kTranslatedSource,
193 &attrib_map, &uniform_map, &varying_map, NULL);
194 EXPECT_TRUE(shader1->valid());
195 // When compilation succeeds, no log is recorded.
196 EXPECT_STREQ("", shader1->log_info().c_str());
197 EXPECT_STREQ(kClient1Source, shader1->last_compiled_source().c_str());
198 EXPECT_STREQ(kTranslatedSource.c_str(), shader1->translated_source().c_str());
200 // Check varying infos got copied.
201 EXPECT_EQ(attrib_map.size(), shader1->attrib_map().size());
202 for (AttributeMap::const_iterator it = attrib_map.begin();
203 it != attrib_map.end(); ++it) {
204 const sh::Attribute* variable_info = shader1->GetAttribInfo(it->first);
205 ASSERT_TRUE(variable_info != NULL);
206 EXPECT_EQ(it->second.type, variable_info->type);
207 EXPECT_EQ(it->second.arraySize, variable_info->arraySize);
208 EXPECT_EQ(it->second.precision, variable_info->precision);
209 EXPECT_EQ(it->second.staticUse, variable_info->staticUse);
210 EXPECT_STREQ(it->second.name.c_str(), variable_info->name.c_str());
212 // Check uniform infos got copied.
213 EXPECT_EQ(uniform_map.size(), shader1->uniform_map().size());
214 for (UniformMap::const_iterator it = uniform_map.begin();
215 it != uniform_map.end(); ++it) {
216 const sh::Uniform* variable_info = shader1->GetUniformInfo(it->first);
217 ASSERT_TRUE(variable_info != NULL);
218 EXPECT_EQ(it->second.type, variable_info->type);
219 EXPECT_EQ(it->second.arraySize, variable_info->arraySize);
220 EXPECT_EQ(it->second.precision, variable_info->precision);
221 EXPECT_EQ(it->second.staticUse, variable_info->staticUse);
222 EXPECT_STREQ(it->second.name.c_str(), variable_info->name.c_str());
224 // Check varying infos got copied.
225 EXPECT_EQ(varying_map.size(), shader1->varying_map().size());
226 for (VaryingMap::const_iterator it = varying_map.begin();
227 it != varying_map.end(); ++it) {
228 const sh::Varying* variable_info = shader1->GetVaryingInfo(it->first);
229 ASSERT_TRUE(variable_info != NULL);
230 EXPECT_EQ(it->second.type, variable_info->type);
231 EXPECT_EQ(it->second.arraySize, variable_info->arraySize);
232 EXPECT_EQ(it->second.precision, variable_info->precision);
233 EXPECT_EQ(it->second.staticUse, variable_info->staticUse);
234 EXPECT_STREQ(it->second.name.c_str(), variable_info->name.c_str());
237 // Compile failure case.
238 TestHelper::SetShaderStates(
239 gl_.get(), shader1, false, &kLog, &kTranslatedSource,
240 &attrib_map, &uniform_map, &varying_map, NULL);
241 EXPECT_FALSE(shader1->valid());
242 EXPECT_STREQ(kLog.c_str(), shader1->log_info().c_str());
243 EXPECT_STREQ("", shader1->translated_source().c_str());
244 EXPECT_TRUE(shader1->attrib_map().empty());
245 EXPECT_TRUE(shader1->uniform_map().empty());
246 EXPECT_TRUE(shader1->varying_map().empty());
249 TEST_F(ShaderManagerTest, ShaderInfoUseCount) {
250 const GLuint kClient1Id = 1;
251 const GLuint kService1Id = 11;
252 const GLenum kShader1Type = GL_VERTEX_SHADER;
253 // Check we can create shader.
254 Shader* shader1 = manager_.CreateShader(
255 kClient1Id, kService1Id, kShader1Type);
256 // Check shader got created.
257 ASSERT_TRUE(shader1 != NULL);
258 EXPECT_FALSE(shader1->InUse());
259 EXPECT_FALSE(shader1->IsDeleted());
260 manager_.UseShader(shader1);
261 EXPECT_TRUE(shader1->InUse());
262 manager_.UseShader(shader1);
263 EXPECT_TRUE(shader1->InUse());
264 EXPECT_CALL(*gl_, DeleteShader(kService1Id))
265 .Times(1)
266 .RetiresOnSaturation();
267 manager_.Delete(shader1);
268 EXPECT_TRUE(shader1->IsDeleted());
269 Shader* shader2 = manager_.GetShader(kClient1Id);
270 EXPECT_EQ(shader1, shader2);
271 manager_.UnuseShader(shader1);
272 EXPECT_TRUE(shader1->InUse());
273 manager_.UnuseShader(shader1); // this should delete the info.
274 shader2 = manager_.GetShader(kClient1Id);
275 EXPECT_TRUE(shader2 == NULL);
277 shader1 = manager_.CreateShader(kClient1Id, kService1Id, kShader1Type);
278 ASSERT_TRUE(shader1 != NULL);
279 EXPECT_FALSE(shader1->InUse());
280 manager_.UseShader(shader1);
281 EXPECT_TRUE(shader1->InUse());
282 manager_.UseShader(shader1);
283 EXPECT_TRUE(shader1->InUse());
284 manager_.UnuseShader(shader1);
285 EXPECT_TRUE(shader1->InUse());
286 manager_.UnuseShader(shader1);
287 EXPECT_FALSE(shader1->InUse());
288 shader2 = manager_.GetShader(kClient1Id);
289 EXPECT_EQ(shader1, shader2);
290 EXPECT_CALL(*gl_, DeleteShader(kService1Id))
291 .Times(1)
292 .RetiresOnSaturation();
293 manager_.Delete(shader1); // this should delete the shader.
294 shader2 = manager_.GetShader(kClient1Id);
295 EXPECT_TRUE(shader2 == NULL);
298 } // namespace gles2
299 } // namespace gpu