Fixed offscreen unit tests (#1723)

This commit is contained in:
Alex Cristici
2023-10-04 19:12:38 +03:00
committed by GitHub
parent ef351964a1
commit 4001b1bb4d
3 changed files with 27 additions and 11 deletions

View File

@@ -24,11 +24,13 @@ void ImageSourceRenderData::upload(gfx::UploadPass& uploadPass) const {
bucket->upload(uploadPass); bucket->upload(uploadPass);
} }
#if MLN_LEGACY_RENDERER
if (!debugTexture) { if (!debugTexture) {
std::array<uint8_t, 4> data{{0, 0, 0, 0}}; std::array<uint8_t, 4> data{{0, 0, 0, 0}};
static const PremultipliedImage emptyImage{Size(1, 1), data.data(), data.size()}; static const PremultipliedImage emptyImage{Size(1, 1), data.data(), data.size()};
debugTexture = uploadPass.createTexture(emptyImage); debugTexture = uploadPass.createTexture(emptyImage);
} }
#endif
} }
void ImageSourceRenderData::render(PaintParameters& parameters) const { void ImageSourceRenderData::render(PaintParameters& parameters) const {

View File

@@ -207,7 +207,11 @@ TEST(ShaderRegistry, NamedReplace) {
} }
// Test replacing an actual program instance with a similar instance // Test replacing an actual program instance with a similar instance
#if MLN_LEGACY_RENDERER
TEST(ShaderRegistry, GLSLReplacement_NoOp) { TEST(ShaderRegistry, GLSLReplacement_NoOp) {
#else
TEST(ShaderRegistry, DISABLED_GLSLReplacement_NoOp) {
#endif
MapInstance::ShaderAndStyleObserver observer; MapInstance::ShaderAndStyleObserver observer;
util::RunLoop runLoop; util::RunLoop runLoop;
auto map = MapInstance(1.0f, observer); auto map = MapInstance(1.0f, observer);
@@ -233,7 +237,11 @@ TEST(ShaderRegistry, GLSLReplacement_NoOp) {
// Test replacing an actual program with a similar instance using a different // Test replacing an actual program with a similar instance using a different
// fragment shader // fragment shader
#if MLN_LEGACY_RENDERER
TEST(ShaderRegistry, GLSLReplacement1) { TEST(ShaderRegistry, GLSLReplacement1) {
#else
TEST(ShaderRegistry, DISABLED_GLSLReplacement1) {
#endif
MapInstance::ShaderAndStyleObserver observer; MapInstance::ShaderAndStyleObserver observer;
util::RunLoop runLoop; util::RunLoop runLoop;
auto map = MapInstance(1.0f, observer); auto map = MapInstance(1.0f, observer);
@@ -267,7 +275,11 @@ void main() {
// Test replacing an actual program with a similar instance using a different // Test replacing an actual program with a similar instance using a different
// fragment shader // fragment shader
#if MLN_LEGACY_RENDERER
TEST(ShaderRegistry, GLSLReplacement2) { TEST(ShaderRegistry, GLSLReplacement2) {
#else
TEST(ShaderRegistry, DISABLED_GLSLReplacement2) {
#endif
MapInstance::ShaderAndStyleObserver observer; MapInstance::ShaderAndStyleObserver observer;
util::RunLoop runLoop; util::RunLoop runLoop;
auto map = MapInstance(1.0f, observer); auto map = MapInstance(1.0f, observer);

View File

@@ -4,12 +4,17 @@
#include <mbgl/gfx/backend_scope.hpp> #include <mbgl/gfx/backend_scope.hpp>
#include <mbgl/gfx/render_pass.hpp> #include <mbgl/gfx/render_pass.hpp>
#include <mbgl/gl/context.hpp> #include <mbgl/gl/context.hpp>
#include <mbgl/gl/texture.hpp>
#include <mbgl/gl/defines.hpp> #include <mbgl/gl/defines.hpp>
#include <mbgl/gl/renderable_resource.hpp> #include <mbgl/gl/renderable_resource.hpp>
#include <mbgl/gl/headless_backend.hpp> #include <mbgl/gl/headless_backend.hpp>
#include <mbgl/gl/offscreen_texture.hpp> #include <mbgl/gl/offscreen_texture.hpp>
#if MLN_LEGACY_RENDERER
#include <mbgl/gl/texture.hpp>
#else
#include <mbgl/gl/texture2d.hpp>
#endif
using namespace mbgl; using namespace mbgl;
using namespace mbgl::platform; using namespace mbgl::platform;
@@ -75,11 +80,7 @@ struct Buffer {
GLuint buffer = 0; GLuint buffer = 0;
}; };
#if MLN_LEGACY_RENDERER
TEST(OffscreenTexture, RenderToTexture) { TEST(OffscreenTexture, RenderToTexture) {
#else
TEST(OffscreenTexture, DISABLED_RenderToTexture) {
#endif
if (gfx::Backend::GetType() != gfx::Backend::Type::OpenGL) { if (gfx::Backend::GetType() != gfx::Backend::Type::OpenGL) {
return; return;
} }
@@ -145,13 +146,13 @@ void main() {
// Then, create a texture, bind it, and render yellow to that texture. This // Then, create a texture, bind it, and render yellow to that texture. This
// should not affect the originally bound FBO. // should not affect the originally bound FBO.
gl::OffscreenTexture texture(context, {128, 128}); gl::OffscreenTexture offscreenTexture(context, {128, 128});
// Scissor test shouldn't leak after OffscreenTexture::bind(). // Scissor test shouldn't leak after OffscreenTexture::bind().
MBGL_CHECK_ERROR(glScissor(32, 32, 64, 64)); MBGL_CHECK_ERROR(glScissor(32, 32, 64, 64));
context.scissorTest.setCurrentValue(true); context.scissorTest.setCurrentValue(true);
texture.getResource<gl::RenderableResource>().bind(); offscreenTexture.getResource<gl::RenderableResource>().bind();
context.clear(Color(), {}, {}); context.clear(Color(), {}, {});
@@ -161,7 +162,7 @@ void main() {
MBGL_CHECK_ERROR(glVertexAttribPointer(paintShader.a_pos, 2, GL_FLOAT, GL_FALSE, 0, nullptr)); MBGL_CHECK_ERROR(glVertexAttribPointer(paintShader.a_pos, 2, GL_FLOAT, GL_FALSE, 0, nullptr));
MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, 3)); MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, 3));
auto image = texture.readStillImage(); auto image = offscreenTexture.readStillImage();
test::checkImage("test/fixtures/offscreen_texture/render-to-texture", image, 0, 0); test::checkImage("test/fixtures/offscreen_texture/render-to-texture", image, 0, 0);
// Now reset the FBO back to normal and retrieve the original (restored) framebuffer. // Now reset the FBO back to normal and retrieve the original (restored) framebuffer.
@@ -172,12 +173,13 @@ void main() {
// Now, composite the Framebuffer texture we've rendered to onto the main FBO. // Now, composite the Framebuffer texture we've rendered to onto the main FBO.
#if MLN_LEGACY_RENDERER #if MLN_LEGACY_RENDERER
gl::bindTexture(context, 0, {texture.getTexture().getResource(), gfx::TextureFilterType::Linear}); gl::bindTexture(context, 0, {offscreenTexture.getTexture().getResource(), gfx::TextureFilterType::Linear});
MBGL_CHECK_ERROR(glUniform1i(u_texture, 0));
#else #else
// TODO: Implement based on gfx::Texture2D offscreenTexture.getTexture()->setSamplerConfiguration({gfx::TextureFilterType::Linear});
std::static_pointer_cast<gl::Texture2D>(offscreenTexture.getTexture())->bind(u_texture, 0);
#endif #endif
MBGL_CHECK_ERROR(glUseProgram(compositeShader.program)); MBGL_CHECK_ERROR(glUseProgram(compositeShader.program));
MBGL_CHECK_ERROR(glUniform1i(u_texture, 0));
MBGL_CHECK_ERROR(glBindBuffer(GL_ARRAY_BUFFER, viewportBuffer.buffer)); MBGL_CHECK_ERROR(glBindBuffer(GL_ARRAY_BUFFER, viewportBuffer.buffer));
MBGL_CHECK_ERROR(glEnableVertexAttribArray(compositeShader.a_pos)); MBGL_CHECK_ERROR(glEnableVertexAttribArray(compositeShader.a_pos));
MBGL_CHECK_ERROR(glVertexAttribPointer(compositeShader.a_pos, 2, GL_FLOAT, GL_FALSE, 0, nullptr)); MBGL_CHECK_ERROR(glVertexAttribPointer(compositeShader.a_pos, 2, GL_FLOAT, GL_FALSE, 0, nullptr));