[core] Merge TexturePool into ObjectStore; pool all textures (#5477)

This commit is contained in:
John Firebaugh
2016-06-27 13:44:46 -07:00
committed by GitHub
parent b8326870e1
commit 8956179ce0
22 changed files with 60 additions and 261 deletions

View File

@@ -6,7 +6,6 @@
#include <mbgl/gl/gl_helper.hpp>
#include <mbgl/gl/gl_config.hpp>
#include <mbgl/gl/object_store.hpp>
#include <mbgl/gl/texture_pool.hpp>
#include <memory>
@@ -99,6 +98,8 @@ TEST(GLObject, Store) {
texture.reset();
EXPECT_FALSE(store.empty());
store.performCleanup();
EXPECT_FALSE(store.empty());
store.reset();
EXPECT_TRUE(store.empty());
mbgl::gl::UniqueVAO vao = store.createVAO();
@@ -108,84 +109,7 @@ TEST(GLObject, Store) {
store.performCleanup();
EXPECT_TRUE(store.empty());
mbgl::gl::UniqueTexturePool texturePool = store.createTexturePool();
for (auto& id : texturePool.get()) {
EXPECT_NE(id, 0u);
}
EXPECT_TRUE(texturePool.get().size() == size_t(mbgl::gl::TextureMax));
texturePool.reset();
EXPECT_FALSE(store.empty());
store.performCleanup();
EXPECT_TRUE(store.empty());
view.deactivate();
}
TEST(GLObject, TexturePool) {
mbgl::HeadlessView view(std::make_shared<mbgl::HeadlessDisplay>(), 1);
view.activate();
mbgl::gl::ObjectStore store;
EXPECT_TRUE(store.empty());
mbgl::gl::TexturePool pool;
std::vector<mbgl::gl::PooledTexture> ids;
// Fill an entire texture pool.
for (auto i = 0; i != mbgl::gl::TextureMax; ++i) {
ids.push_back(pool.acquireTexture(store));
EXPECT_EQ(ids.back().get(), GLuint(i + 1));
EXPECT_TRUE(store.empty());
}
// Reuse texture ids from the same pool.
for (auto i = 0; i != mbgl::gl::TextureMax; ++i) {
ids[i].reset();
ids.push_back(pool.acquireTexture(store));
EXPECT_EQ(ids.back().get(), GLuint(i + 1));
EXPECT_TRUE(store.empty());
}
// Trigger a new texture pool creation.
{
mbgl::gl::PooledTexture id = pool.acquireTexture(store);
EXPECT_EQ(id, GLuint(mbgl::gl::TextureMax + 1));
EXPECT_TRUE(store.empty());
id.reset();
// Last used texture from pool triggers pool recycling.
EXPECT_FALSE(store.empty());
store.performCleanup();
EXPECT_TRUE(store.empty());
}
// First pool is still full, thus creating a new pool.
mbgl::gl::PooledTexture id1 = pool.acquireTexture(store);
EXPECT_GT(id1.get(), GLuint(mbgl::gl::TextureMax));
EXPECT_TRUE(store.empty());
// Release all textures from the first pool.
ids.clear();
EXPECT_FALSE(store.empty());
store.performCleanup();
EXPECT_TRUE(store.empty());
// The first pool is now gone, the next pool is now in use.
mbgl::gl::PooledTexture id2 = pool.acquireTexture(store);
EXPECT_GT(id2.get(), id1.get());
id2.reset();
EXPECT_TRUE(store.empty());
// Last used texture from the pool triggers pool recycling.
id1.reset();
EXPECT_FALSE(store.empty());
store.performCleanup();
store.reset();
EXPECT_TRUE(store.empty());
view.deactivate();