c7ad40f76f
Most of this is (obviously) not necessary to do, but once I started, I figured I'd just get it all. Tools (nanobench, DM, skiaserve), all GMs, benches, and unit tests, plus support code (command line parsing and config stuff). This is almost entirely mechanical. Bug: skia: Change-Id: I209500f8df8c5bd43f8298ff26440d1c4d7425fb Reviewed-on: https://skia-review.googlesource.com/131153 Reviewed-by: Mike Klein <mtklein@google.com> Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
200 lines
7.8 KiB
C++
200 lines
7.8 KiB
C++
/*
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* Copyright 2015 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "Test.h"
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#include "TestUtils.h"
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#include "GrContext.h"
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#include "GrContextFactory.h"
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#include "GrContextPriv.h"
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#include "GrRenderTargetContext.h"
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#include "GrShaderCaps.h"
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#include "GrSurfacePriv.h"
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#include "GrTest.h"
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#include "GrTexture.h"
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#include "GrTextureContext.h"
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#include "GrTextureProxyPriv.h"
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#include "gl/GLTestContext.h"
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#include "gl/GrGLGpu.h"
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#include "gl/GrGLUtil.h"
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using sk_gpu_test::GLTestContext;
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static void cleanup(GLTestContext* glctx0, GrGLuint texID0, GLTestContext* glctx1,
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sk_sp<GrContext> grctx1, GrBackendTexture* backendTex1,
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GrEGLImage image1) {
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if (glctx1) {
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glctx1->makeCurrent();
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if (grctx1) {
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if (backendTex1 && backendTex1->isValid()) {
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GrGLGpu* gpu1 = static_cast<GrGLGpu*>(grctx1->contextPriv().getGpu());
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gpu1->deleteTestingOnlyBackendTexture(*backendTex1);
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}
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}
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if (GR_EGL_NO_IMAGE != image1) {
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glctx1->destroyEGLImage(image1);
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}
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}
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glctx0->makeCurrent();
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if (texID0) {
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GR_GL_CALL(glctx0->gl(), DeleteTextures(1, &texID0));
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}
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}
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DEF_GPUTEST_FOR_GL_RENDERING_CONTEXTS(EGLImageTest, reporter, ctxInfo) {
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GrContext* context0 = ctxInfo.grContext();
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sk_gpu_test::GLTestContext* glCtx0 = ctxInfo.glContext();
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// Try to create a second GL context and then check if the contexts have necessary
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// extensions to run this test.
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if (kGLES_GrGLStandard != glCtx0->gl()->fStandard) {
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return;
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}
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GrGLGpu* gpu0 = static_cast<GrGLGpu*>(context0->contextPriv().getGpu());
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if (!gpu0->glCaps().shaderCaps()->externalTextureSupport()) {
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return;
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}
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std::unique_ptr<GLTestContext> glCtx1 = glCtx0->makeNew();
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if (!glCtx1) {
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return;
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}
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sk_sp<GrContext> context1 = GrContext::MakeGL(sk_ref_sp(glCtx1->gl()));
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GrBackendTexture backendTexture1;
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GrEGLImage image = GR_EGL_NO_IMAGE;
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GrGLTextureInfo externalTexture;
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externalTexture.fID = 0;
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if (!context1) {
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cleanup(glCtx0, externalTexture.fID, glCtx1.get(), context1, &backendTexture1, image);
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return;
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}
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if (!glCtx1->gl()->hasExtension("EGL_KHR_image") ||
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!glCtx1->gl()->hasExtension("EGL_KHR_gl_texture_2D_image")) {
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cleanup(glCtx0, externalTexture.fID, glCtx1.get(), context1, &backendTexture1, image);
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return;
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}
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///////////////////////////////// CONTEXT 1 ///////////////////////////////////
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// Use GL Context 1 to create a texture unknown to GrContext.
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context1->flush();
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GrGpu* gpu1 = context1->contextPriv().getGpu();
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static const int kSize = 100;
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backendTexture1 =
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gpu1->createTestingOnlyBackendTexture(nullptr, kSize, kSize, kRGBA_8888_GrPixelConfig,
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false, GrMipMapped::kNo);
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if (!backendTexture1.isValid() || !gpu1->isTestingOnlyBackendTexture(backendTexture1)) {
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ERRORF(reporter, "Error creating texture for EGL Image");
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cleanup(glCtx0, externalTexture.fID, glCtx1.get(), context1, &backendTexture1, image);
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return;
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}
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GrGLTextureInfo texInfo;
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if (!backendTexture1.getGLTextureInfo(&texInfo)) {
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ERRORF(reporter, "Failed to get GrGLTextureInfo");
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return;
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}
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if (GR_GL_TEXTURE_2D != texInfo.fTarget) {
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ERRORF(reporter, "Expected backend texture to be 2D");
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cleanup(glCtx0, externalTexture.fID, glCtx1.get(), context1, &backendTexture1, image);
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return;
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}
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// Wrap the texture in an EGLImage
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image = glCtx1->texture2DToEGLImage(texInfo.fID);
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if (GR_EGL_NO_IMAGE == image) {
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ERRORF(reporter, "Error creating EGL Image from texture");
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cleanup(glCtx0, externalTexture.fID, glCtx1.get(), context1, &backendTexture1, image);
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return;
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}
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// Since we are dealing with two different GL contexts here, we need to call finish so that the
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// clearing of the texture that happens in createTextingOnlyBackendTexture occurs before we call
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// TexSubImage below on the other context. Otherwise, it is possible the calls get reordered and
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// the clearing overwrites the TexSubImage writes.
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GR_GL_CALL(glCtx1->gl(), Finish());
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// Populate the texture using GL context 1. Important to use TexSubImage as TexImage orphans
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// the EGL image. Also, this must be done after creating the EGLImage as the texture
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// contents may not be preserved when the image is created.
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SkAutoTMalloc<uint32_t> pixels(kSize * kSize);
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for (int i = 0; i < kSize*kSize; ++i) {
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pixels.get()[i] = 0xDDAABBCC;
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}
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GR_GL_CALL(glCtx1->gl(), ActiveTexture(GR_GL_TEXTURE0));
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GR_GL_CALL(glCtx1->gl(), BindTexture(texInfo.fTarget, texInfo.fID));
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GR_GL_CALL(glCtx1->gl(), TexSubImage2D(texInfo.fTarget, 0, 0, 0, kSize, kSize,
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GR_GL_RGBA, GR_GL_UNSIGNED_BYTE, pixels.get()));
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GR_GL_CALL(glCtx1->gl(), Finish());
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// We've been making direct GL calls in GL context 1, let GrContext 1 know its internal
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// state is invalid.
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context1->resetContext();
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///////////////////////////////// CONTEXT 0 ///////////////////////////////////
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// Make a new texture ID in GL Context 0 from the EGL Image
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glCtx0->makeCurrent();
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externalTexture.fTarget = GR_GL_TEXTURE_EXTERNAL;
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externalTexture.fID = glCtx0->eglImageToExternalTexture(image);
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if (0 == externalTexture.fID) {
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ERRORF(reporter, "Error converting EGL Image back to texture");
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cleanup(glCtx0, externalTexture.fID, glCtx1.get(), context1, &backendTexture1, image);
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return;
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}
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// Wrap this texture ID in a GrTexture
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GrBackendTexture backendTex(kSize, kSize, kRGBA_8888_GrPixelConfig, externalTexture);
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// TODO: If I make this TopLeft origin to match resolve_origin calls for kDefault, this test
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// fails on the Nexus5. Why?
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sk_sp<GrTextureContext> surfaceContext = context0->contextPriv().makeBackendTextureContext(
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backendTex, kBottomLeft_GrSurfaceOrigin, nullptr);
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if (!surfaceContext) {
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ERRORF(reporter, "Error wrapping external texture in GrSurfaceContext.");
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cleanup(glCtx0, externalTexture.fID, glCtx1.get(), context1, &backendTexture1, image);
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return;
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}
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GrTextureProxy* proxy = surfaceContext->asTextureProxy();
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REPORTER_ASSERT(reporter, proxy->texPriv().doesNotSupportMipMaps());
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REPORTER_ASSERT(reporter, proxy->priv().peekTexture()->surfacePriv().doesNotSupportMipMaps());
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REPORTER_ASSERT(reporter, proxy->texPriv().isGLTextureRectangleOrExternal());
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REPORTER_ASSERT(reporter,
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proxy->priv().peekTexture()->surfacePriv().isGLTextureRectangleOrExternal());
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REPORTER_ASSERT(reporter, proxy->texPriv().isClampOnly());
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REPORTER_ASSERT(reporter, proxy->priv().peekTexture()->surfacePriv().isClampOnly());
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// Should not be able to wrap as a RT
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{
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sk_sp<GrRenderTargetContext> temp =
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context0->contextPriv().makeBackendTextureRenderTargetContext(
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backendTex, kBottomLeft_GrSurfaceOrigin, 1, nullptr);
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if (temp) {
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ERRORF(reporter, "Should not be able to wrap an EXTERNAL texture as a RT.");
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}
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}
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test_read_pixels(reporter, surfaceContext.get(), pixels.get(), "EGLImageTest-read");
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// We should not be able to write to a EXTERNAL texture
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test_write_pixels(reporter, surfaceContext.get(), false, "EGLImageTest-write");
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// Only test RT-config
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// TODO: why do we always need to draw to copy from an external texture?
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test_copy_from_surface(reporter, context0, surfaceContext->asSurfaceProxy(),
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pixels.get(), true, "EGLImageTest-copy");
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cleanup(glCtx0, externalTexture.fID, glCtx1.get(), context1, &backendTexture1, image);
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}
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