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// Copyright 2014 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifdef UNSAFE_BUFFERS_BUILD
// TODO(crbug.com/40285824): Remove this and convert code to safer constructs.
#pragma allow_unsafe_buffers
#endif
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include "build/build_config.h"
#include "gpu/command_buffer/tests/gl_manager.h"
#include "gpu/command_buffer/tests/gl_test_utils.h"
#include "testing/gmock/include/gmock/gmock.h"
#include "testing/gtest/include/gtest/gtest.h"
namespace gpu {
class OcclusionQueryTest : public testing::Test {
protected:
void SetUp() override {
GLManager::Options options;
options.size = gfx::Size(512, 512);
gl_.Initialize(options);
}
void TearDown() override { gl_.Destroy(); }
void DrawRect(float x, float z, float scale, float* color);
GLManager gl_;
GLint position_loc_;
GLint matrix_loc_;
GLint color_loc_;
};
static void SetMatrix(float x, float z, float scale, float* matrix) {
matrix[0] = scale;
matrix[1] = 0.0f;
matrix[2] = 0.0f;
matrix[3] = 0.0f;
matrix[4] = 0.0f;
matrix[5] = scale;
matrix[6] = 0.0f;
matrix[7] = 0.0f;
matrix[8] = 0.0f;
matrix[9] = 0.0f;
matrix[10] = scale;
matrix[11] = 0.0f;
matrix[12] = x;
matrix[13] = 0.0f;
matrix[14] = z;
matrix[15] = 1.0f;
}
void OcclusionQueryTest::DrawRect(float x, float z, float scale, float* color) {
GLfloat matrix[16];
SetMatrix(x, z, scale, matrix);
// Set up the model matrix
glUniformMatrix4fv(matrix_loc_, 1, GL_FALSE, matrix);
glUniform4fv(color_loc_, 1, color);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
TEST_F(OcclusionQueryTest, Occlusion) {
#if BUILDFLAG(IS_MAC)
EXPECT_TRUE(GLTestHelper::HasExtension("GL_EXT_occlusion_query_boolean"))
<< "GL_EXT_occlusion_query_boolean is required on OSX";
#endif
if (!GLTestHelper::HasExtension("GL_EXT_occlusion_query_boolean")) {
return;
}
static const char* v_shader_str =
"uniform mat4 worldMatrix;\n"
"attribute vec3 g_Position;\n"
"void main()\n"
"{\n"
" gl_Position = worldMatrix *\n"
" vec4(g_Position.x, g_Position.y, g_Position.z, 1.0);\n"
"}\n";
static const char* f_shader_str =
"precision mediump float;"
"uniform vec4 color;\n"
"void main()\n"
"{\n"
" gl_FragColor = color;\n"
"}\n";
GLuint program = GLTestHelper::LoadProgram(v_shader_str, f_shader_str);
position_loc_ = glGetAttribLocation(program, "g_Position");
matrix_loc_ = glGetUniformLocation(program, "worldMatrix");
color_loc_ = glGetUniformLocation(program, "color");
GLTestHelper::SetupUnitQuad(position_loc_);
GLuint query = 0;
glGenQueriesEXT(1, &query);
glEnable(GL_DEPTH_TEST);
glClearColor(0.0f, 0.1f, 0.2f, 1.0f);
// Use the program object
glUseProgram(program);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
static float red[] = { 1.0f, 0.0f, 0.0f, 1.0f };
DrawRect(0, 0.0f, 0.50f, red);
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
static float blue[] = { 0.0f, 0.0f, 1.0f, 1.0f };
DrawRect(-0.125f, 0.1f, 0.25f, blue);
glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
glFinish();
GLuint query_status = 0;
GLuint result = 0;
glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_AVAILABLE_EXT, &result);
EXPECT_TRUE(result);
glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_EXT, &query_status);
EXPECT_FALSE(query_status);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
DrawRect(1, 0.0f, 0.50f, red);
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
DrawRect(-0.125f, 0.1f, 0.25f, blue);
glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
glFinish();
query_status = 0;
result = 0;
glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_AVAILABLE_EXT, &result);
EXPECT_TRUE(result);
glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_EXT, &query_status);
EXPECT_TRUE(query_status);
GLTestHelper::CheckGLError("no errors", __LINE__);
}
} // namespace gpu
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