skia2/tests/TextureBindingsResetTest.cpp
Brian Salomon 4e37751693 Make it easier to test rectangle textures by using createBackendTexture.
Also allows internal creation of rectangle textures, only used by unit
tests currently.

Previously GrContext::createBackendTexture() would ignore the request
for RECTANGLE or EXTERNAL and always make 2D. Now it makes RECTANGLE if
supported and always fails for EXTERNAL.

Change-Id: Iafbb3f5acddb37bfb8d39740f2590177a07dae78
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/297472
Commit-Queue: Brian Salomon <bsalomon@google.com>
Reviewed-by: Robert Phillips <robertphillips@google.com>
2020-06-19 17:50:18 +00:00

161 lines
6.2 KiB
C++

/*
* Copyright 2019 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "include/core/SkSurface.h"
#include "src/gpu/GrContextPriv.h"
#include "src/gpu/gl/GrGLDefines.h"
#include "src/gpu/gl/GrGLGpu.h"
#include "src/gpu/gl/GrGLUtil.h"
#include "tests/Test.h"
#ifdef SK_GL
DEF_GPUTEST_FOR_GL_RENDERING_CONTEXTS(TextureBindingsResetTest, reporter, ctxInfo) {
#define GL(F) GR_GL_CALL(ctxInfo.glContext()->gl(), F)
GrContext* context = ctxInfo.grContext();
GrGpu* gpu = context->priv().getGpu();
GrGLGpu* glGpu = static_cast<GrGLGpu*>(context->priv().getGpu());
struct Target {
GrGLenum fName;
GrGLenum fQuery;
};
SkTDArray<Target> targets;
targets.push_back({GR_GL_TEXTURE_2D, GR_GL_TEXTURE_BINDING_2D});
bool supportExternal;
if ((supportExternal = glGpu->glCaps().shaderCaps()->externalTextureSupport())) {
targets.push_back({GR_GL_TEXTURE_EXTERNAL, GR_GL_TEXTURE_BINDING_EXTERNAL});
}
bool supportRectangle;
if ((supportRectangle = glGpu->glCaps().rectangleTextureSupport())) {
targets.push_back({GR_GL_TEXTURE_RECTANGLE, GR_GL_TEXTURE_BINDING_RECTANGLE});
}
GrGLint numUnits;
GL(GetIntegerv(GR_GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &numUnits));
SkTDArray<GrGLuint> claimedIDs;
claimedIDs.setCount(numUnits * targets.count());
GL(GenTextures(claimedIDs.count(), claimedIDs.begin()));
auto resetBindings = [&] {
int i = 0;
for (int u = 0; u < numUnits; ++u) {
GL(ActiveTexture(GR_GL_TEXTURE0 + u));
for (auto target : targets) {
GL(BindTexture(target.fName, claimedIDs[i++]));
}
}
};
auto checkBindings = [&] {
int i = 0;
for (int u = 0; u < numUnits; ++u) {
GL(ActiveTexture(GR_GL_TEXTURE0 + u));
for (auto target : targets) {
GrGLuint boundID = ~0;
GL(GetIntegerv(target.fQuery, reinterpret_cast<GrGLint*>(&boundID)));
if (boundID != claimedIDs[i] && boundID != 0) {
ERRORF(reporter, "Unit %d, target 0x%04x has ID %d bound. Expected %d or 0.", u,
target.fName, boundID, claimedIDs[i]);
return;
}
++i;
}
}
};
// Initialize texture unit/target combo bindings to 0.
context->flushAndSubmit();
resetBindings();
context->resetContext();
// Test creating a texture and then resetting bindings.
static constexpr SkISize kDims = {10, 10};
auto format = gpu->caps()->getDefaultBackendFormat(GrColorType::kRGBA_8888, GrRenderable::kNo);
auto tex = gpu->createTexture(kDims, format, GrRenderable::kNo, 1, GrMipMapped::kNo,
SkBudgeted::kNo, GrProtected::kNo);
REPORTER_ASSERT(reporter, tex);
context->resetGLTextureBindings();
checkBindings();
resetBindings();
context->resetContext();
// Test drawing and then resetting bindings. This should force a MIP regeneration if MIP
// maps are supported as well.
auto info = SkImageInfo::Make(10, 10, kRGBA_8888_SkColorType, kPremul_SkAlphaType);
auto surf = SkSurface::MakeRenderTarget(context, SkBudgeted::kYes, info, 1, nullptr);
surf->getCanvas()->clear(0x80FF0000);
auto img = surf->makeImageSnapshot();
surf->getCanvas()->clear(SK_ColorBLUE);
surf->getCanvas()->save();
surf->getCanvas()->scale(0.25, 0.25);
SkPaint paint;
paint.setFilterQuality(kHigh_SkFilterQuality);
surf->getCanvas()->drawImage(img, 0, 0, &paint);
surf->getCanvas()->restore();
surf->flushAndSubmit();
context->resetGLTextureBindings();
checkBindings();
resetBindings();
context->resetContext();
if (supportExternal) {
GrBackendTexture texture2D = context->createBackendTexture(
10, 10, kRGBA_8888_SkColorType,
SkColors::kTransparent, GrMipMapped::kNo, GrRenderable::kNo, GrProtected::kNo);
GrGLTextureInfo info2D;
REPORTER_ASSERT(reporter, texture2D.getGLTextureInfo(&info2D));
GrEGLImage eglImage = ctxInfo.glContext()->texture2DToEGLImage(info2D.fID);
REPORTER_ASSERT(reporter, eglImage);
GrGLTextureInfo infoExternal;
infoExternal.fID = ctxInfo.glContext()->eglImageToExternalTexture(eglImage);
infoExternal.fTarget = GR_GL_TEXTURE_EXTERNAL;
infoExternal.fFormat = info2D.fFormat;
REPORTER_ASSERT(reporter, infoExternal.fID);
GrBackendTexture backendTexture(10, 10, GrMipMapped::kNo, infoExternal);
// Above texture creation will have messed with GL state and bindings.
resetBindings();
context->resetContext();
img = SkImage::MakeFromTexture(context, backendTexture, kTopLeft_GrSurfaceOrigin,
kRGBA_8888_SkColorType, kPremul_SkAlphaType, nullptr);
REPORTER_ASSERT(reporter, img);
surf->getCanvas()->drawImage(img, 0, 0);
img.reset();
surf->flushAndSubmit();
context->resetGLTextureBindings();
checkBindings();
resetBindings();
GL(DeleteTextures(1, &infoExternal.fID));
ctxInfo.glContext()->destroyEGLImage(eglImage);
context->deleteBackendTexture(texture2D);
context->resetContext();
}
if (supportRectangle) {
auto format = GrBackendFormat::MakeGL(GR_GL_RGBA8, GR_GL_TEXTURE_RECTANGLE);
GrBackendTexture rectangleTexture =
context->createBackendTexture(10, 10, format, GrMipMapped::kNo, GrRenderable::kNo);
if (rectangleTexture.isValid()) {
img = SkImage::MakeFromTexture(context, rectangleTexture, kTopLeft_GrSurfaceOrigin,
kRGBA_8888_SkColorType, kPremul_SkAlphaType, nullptr);
REPORTER_ASSERT(reporter, img);
surf->getCanvas()->drawImage(img, 0, 0);
img.reset();
surf->flushAndSubmit();
context->resetGLTextureBindings();
checkBindings();
resetBindings();
context->deleteBackendTexture(rectangleTexture);
}
}
GL(DeleteTextures(claimedIDs.count(), claimedIDs.begin()));
#undef GL
}
#endif // SK_GL