Files
MapLibreParticleLab/test/gl/object.cpp
Konstantin Käfer 2e10c0a866 [core] don't force GL state to be set when calling .reset()
We are using Value::reset() to change a piece of GL state to its default value. However, the current implementation always executes the GL call, even if our state tracking system knows that it's already at that value. The new implementation of Value::reset() now respects that, resulting in a lot fewer GL calls.
2016-07-07 16:29:34 +02:00

119 lines
2.9 KiB
C++

#include <mbgl/test/util.hpp>
#include <mbgl/platform/default/headless_display.hpp>
#include <mbgl/platform/default/headless_view.hpp>
#include <mbgl/gl/gl_helper.hpp>
#include <mbgl/gl/gl_config.hpp>
#include <mbgl/gl/object_store.hpp>
#include <memory>
namespace {
static bool getFlag = false;
static bool setFlag = false;
} // namespace
struct MockGLObject {
using Type = bool;
static const Type Default;
static Type Get() { getFlag = true; return true; }
static void Set(const Type&) { setFlag = true; }
};
const bool MockGLObject::Default = false;
TEST(GLObject, Preserve) {
getFlag = false;
setFlag = false;
auto object = std::make_unique<mbgl::gl::Preserve<MockGLObject>>();
EXPECT_TRUE(getFlag);
EXPECT_FALSE(setFlag);
getFlag = false;
object.reset();
EXPECT_FALSE(getFlag);
EXPECT_TRUE(setFlag);
}
TEST(GLObject, Value) {
setFlag = false;
auto object = std::make_unique<mbgl::gl::Value<MockGLObject>>();
EXPECT_EQ(object->getCurrent(), false);
EXPECT_FALSE(object->getDirty());
EXPECT_FALSE(setFlag);
object->setDirty();
EXPECT_TRUE(object->getDirty());
*object = false;
EXPECT_EQ(object->getCurrent(), false);
EXPECT_FALSE(object->getDirty());
EXPECT_TRUE(setFlag);
setFlag = false;
*object = true;
EXPECT_EQ(object->getCurrent(), true);
EXPECT_FALSE(object->getDirty());
EXPECT_TRUE(setFlag);
object->reset();
EXPECT_EQ(object->getCurrent(), false);
EXPECT_FALSE(object->getDirty());
EXPECT_TRUE(setFlag);
}
TEST(GLObject, Store) {
mbgl::HeadlessView view(std::make_shared<mbgl::HeadlessDisplay>(), 1);
view.activate();
mbgl::gl::ObjectStore store;
EXPECT_TRUE(store.empty());
mbgl::gl::UniqueProgram program = store.createProgram();
EXPECT_NE(program.get(), 0u);
program.reset();
EXPECT_FALSE(store.empty());
store.performCleanup();
EXPECT_TRUE(store.empty());
mbgl::gl::UniqueShader shader = store.createShader(GL_VERTEX_SHADER);
EXPECT_NE(shader.get(), 0u);
shader.reset();
EXPECT_FALSE(store.empty());
store.performCleanup();
EXPECT_TRUE(store.empty());
mbgl::gl::UniqueBuffer buffer = store.createBuffer();
EXPECT_NE(buffer.get(), 0u);
buffer.reset();
EXPECT_FALSE(store.empty());
store.performCleanup();
EXPECT_TRUE(store.empty());
mbgl::gl::UniqueTexture texture = store.createTexture();
EXPECT_NE(texture.get(), 0u);
texture.reset();
EXPECT_FALSE(store.empty());
store.performCleanup();
EXPECT_FALSE(store.empty());
store.reset();
EXPECT_TRUE(store.empty());
mbgl::gl::UniqueVAO vao = store.createVAO();
EXPECT_NE(vao.get(), 0u);
vao.reset();
EXPECT_FALSE(store.empty());
store.performCleanup();
EXPECT_TRUE(store.empty());
store.reset();
EXPECT_TRUE(store.empty());
view.deactivate();
}