skia2/tests/GpuLayerCacheTest.cpp

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/*
* Copyright 2014 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#if SK_SUPPORT_GPU
#include "GrContext.h"
#include "GrContextFactory.h"
#include "GrLayerCache.h"
#include "Test.h"
static const int kNumLayers = 5;
class GetNumLayers {
public:
static int NumLayers(GrLayerCache* cache) {
return cache->numLayers();
}
};
// Add several layers to the cache
static void create_layers(skiatest::Reporter* reporter,
GrLayerCache* cache,
const SkPicture& picture) {
GrCachedLayer* layers[kNumLayers];
for (int i = 0; i < kNumLayers; ++i) {
layers[i] = cache->findLayerOrCreate(&picture, i);
REPORTER_ASSERT(reporter, NULL != layers[i]);
GrCachedLayer* layer = cache->findLayer(&picture, i);
REPORTER_ASSERT(reporter, layer == layers[i]);
REPORTER_ASSERT(reporter, GetNumLayers::NumLayers(cache) == i+1);
REPORTER_ASSERT(reporter, picture.uniqueID() == layers[i]->pictureID());
REPORTER_ASSERT(reporter, layers[i]->layerID() == i);
REPORTER_ASSERT(reporter, NULL == layers[i]->texture());
REPORTER_ASSERT(reporter, layers[i]->rect().isEmpty());
}
}
// This test case exercises the public API of the GrLayerCache class.
// In particular it checks its interaction with the resource cache (w.r.t.
// locking & unlocking textures).
// TODO: need to add checks on VRAM usage!
DEF_GPUTEST(GpuLayerCache, reporter, factory) {
GrContext* context = factory->get(GrContextFactory::kNative_GLContextType);
if (NULL == context) {
return;
}
SkPicture picture;
GrLayerCache cache(context);
create_layers(reporter, &cache, picture);
// Lock the layers making them all 512x512
GrTextureDesc desc;
desc.fWidth = 512;
desc.fHeight = 512;
desc.fConfig = kSkia8888_GrPixelConfig;
for (int i = 0; i < kNumLayers; ++i) {
GrCachedLayer* layer = cache.findLayer(&picture, i);
REPORTER_ASSERT(reporter, NULL != layer);
bool foundInCache = cache.lock(layer, desc);
REPORTER_ASSERT(reporter, !foundInCache);
foundInCache = cache.lock(layer, desc);
REPORTER_ASSERT(reporter, foundInCache);
REPORTER_ASSERT(reporter, NULL != layer->texture());
#if USE_ATLAS
// The first 4 layers should be in the atlas (and thus have non-empty
// rects)
if (i < 4) {
REPORTER_ASSERT(reporter, !layer->rect().isEmpty());
} else {
#endif
REPORTER_ASSERT(reporter, layer->rect().isEmpty());
#if USE_ATLAS
}
#endif
}
// Unlock the textures
for (int i = 0; i < kNumLayers; ++i) {
GrCachedLayer* layer = cache.findLayer(&picture, i);
REPORTER_ASSERT(reporter, NULL != layer);
cache.unlock(layer);
}
for (int i = 0; i < kNumLayers; ++i) {
GrCachedLayer* layer = cache.findLayer(&picture, i);
REPORTER_ASSERT(reporter, NULL != layer);
#if USE_ATLAS
// The first 4 layers should be in the atlas (and thus do not
// currently unlock). The final layer should be unlocked.
if (i < 4) {
REPORTER_ASSERT(reporter, NULL != layer->texture());
REPORTER_ASSERT(reporter, !layer->rect().isEmpty());
} else {
#endif
REPORTER_ASSERT(reporter, NULL == layer->texture());
REPORTER_ASSERT(reporter, layer->rect().isEmpty());
#if USE_ATLAS
}
#endif
}
// Free them all SkGpuDevice-style. This will not free up the
// atlas' texture but will eliminate all the layers.
cache.purge(&picture);
REPORTER_ASSERT(reporter, GetNumLayers::NumLayers(&cache) == 0);
// TODO: add VRAM/resource cache check here
#if 0
// Re-create the layers
create_layers(reporter, &cache, picture);
// Free them again GrContext-style. This should free up everything.
cache.freeAll();
REPORTER_ASSERT(reporter, GetNumLayers::NumLayers(&cache) == 0);
// TODO: add VRAM/resource cache check here
#endif
}
#endif