[test] Added GLContextMode.Shared utest
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@@ -23,6 +23,7 @@ set(MBGL_TEST_FILES
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# gl
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test/gl/bucket.test.cpp
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test/gl/object.test.cpp
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test/gl/context.test.cpp
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# include/mbgl
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test/include/mbgl/test.hpp
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test/fixtures/shared_context/expected.png
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test/fixtures/shared_context/expected.png
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114
test/gl/context.test.cpp
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114
test/gl/context.test.cpp
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@@ -0,0 +1,114 @@
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#include <mbgl/test/util.hpp>
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#include <mbgl/gl/gl.hpp>
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#include <mbgl/gl/context.hpp>
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#include <mbgl/map/map.hpp>
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#include <mbgl/util/default_thread_pool.hpp>
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#include <mbgl/storage/default_file_source.hpp>
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#include <mbgl/gl/headless_frontend.hpp>
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#include <mbgl/style/style.hpp>
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#include <mbgl/style/layers/custom_layer.hpp>
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#include <mbgl/style/layers/fill_layer.hpp>
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#include <mbgl/style/layers/background_layer.hpp>
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#include <mbgl/util/io.hpp>
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#include <mbgl/util/mat4.hpp>
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#include <mbgl/util/run_loop.hpp>
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using namespace mbgl;
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using namespace mbgl::style;
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static const GLchar* vertexShaderSource = R"MBGL_SHADER(
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#ifdef GL_ES
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precision mediump float;
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#endif
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attribute vec2 a_pos;
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void main() {
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gl_Position = vec4(a_pos, 0, 1);
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}
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)MBGL_SHADER";
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static const GLchar* fragmentShaderSource = R"MBGL_SHADER(
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#ifdef GL_ES
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precision mediump float;
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#endif
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void main() {
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gl_FragColor = vec4(0, 1, 0, 1);
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}
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)MBGL_SHADER";
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struct Shader {
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Shader(const GLchar* vertex, const GLchar* fragment) {
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program = MBGL_CHECK_ERROR(glCreateProgram());
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vertexShader = MBGL_CHECK_ERROR(glCreateShader(GL_VERTEX_SHADER));
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fragmentShader = MBGL_CHECK_ERROR(glCreateShader(GL_FRAGMENT_SHADER));
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MBGL_CHECK_ERROR(glShaderSource(vertexShader, 1, &vertex, nullptr));
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MBGL_CHECK_ERROR(glCompileShader(vertexShader));
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MBGL_CHECK_ERROR(glAttachShader(program, vertexShader));
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MBGL_CHECK_ERROR(glShaderSource(fragmentShader, 1, &fragment, nullptr));
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MBGL_CHECK_ERROR(glCompileShader(fragmentShader));
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MBGL_CHECK_ERROR(glAttachShader(program, fragmentShader));
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MBGL_CHECK_ERROR(glLinkProgram(program));
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a_pos = MBGL_CHECK_ERROR(glGetAttribLocation(program, "a_pos"));
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}
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~Shader() {
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MBGL_CHECK_ERROR(glDetachShader(program, vertexShader));
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MBGL_CHECK_ERROR(glDetachShader(program, fragmentShader));
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MBGL_CHECK_ERROR(glDeleteShader(vertexShader));
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MBGL_CHECK_ERROR(glDeleteShader(fragmentShader));
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MBGL_CHECK_ERROR(glDeleteProgram(program));
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}
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GLuint program = 0;
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GLuint vertexShader = 0;
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GLuint fragmentShader = 0;
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GLuint a_pos = 0;
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};
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struct Buffer {
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Buffer(std::vector<GLfloat> data) {
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MBGL_CHECK_ERROR(glGenBuffers(1, &buffer));
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MBGL_CHECK_ERROR(glBindBuffer(GL_ARRAY_BUFFER, buffer));
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MBGL_CHECK_ERROR(glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(GLfloat), data.data(),
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GL_STATIC_DRAW));
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}
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~Buffer() {
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MBGL_CHECK_ERROR(glDeleteBuffers(1, &buffer));
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}
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GLuint buffer = 0;
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};
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TEST(GLContextMode, Shared) {
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util::RunLoop loop;
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DefaultFileSource fileSource(":memory:", "test/fixtures/api/assets");
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ThreadPool threadPool(4);
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float pixelRatio { 1 };
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HeadlessFrontend frontend { pixelRatio, fileSource, threadPool, {}, GLContextMode::Shared };
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Map map(frontend, MapObserver::nullObserver(), frontend.getSize(), pixelRatio, fileSource, threadPool, MapMode::Still);
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map.getStyle().loadJSON(util::read_file("test/fixtures/api/water.json"));
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map.setLatLngZoom({ 37.8, -122.5 }, 10);
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// Set transparent background layer.
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map.getStyle().getLayer("background")->as<BackgroundLayer>()->setBackgroundColor( { { 1.0f, 0.0f, 0.0f, 0.5f } } );
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{
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// Custom rendering outside of GL Native render loop.
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BackendScope scope { *frontend.getBackend() };
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frontend.getBackend()->bind();
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Shader paintShader(vertexShaderSource, fragmentShaderSource);
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Buffer triangleBuffer({ 0, 0.5, 0.5, -0.5, -0.5, -0.5 });
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MBGL_CHECK_ERROR(glUseProgram(paintShader.program));
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MBGL_CHECK_ERROR(glBindBuffer(GL_ARRAY_BUFFER, triangleBuffer.buffer));
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MBGL_CHECK_ERROR(glEnableVertexAttribArray(paintShader.a_pos));
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MBGL_CHECK_ERROR(glVertexAttribPointer(paintShader.a_pos, 2, GL_FLOAT, GL_FALSE, 0, nullptr));
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MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, 3));
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}
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test::checkImage("test/fixtures/shared_context", frontend.render(map), 0.5, 0.1);
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}
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