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authorBruno de Oliveira Abinader <bruno@mapbox.com>2017-10-31 15:30:10 +0200
committerBruno de Oliveira Abinader <bruno@mapbox.com>2017-11-01 17:45:37 +0200
commit0ef7b7154f6d4498077a83db5c486c61bc34938c (patch)
tree15b6b23770bfce35d5bde19a2741ea09b778bbae /test
parent68ab4f6cec316769fa600e4b69b09500d582eb4d (diff)
downloadqtlocation-mapboxgl-0ef7b7154f6d4498077a83db5c486c61bc34938c.tar.gz
[test] Added GLContextMode.Shared utest
Diffstat (limited to 'test')
-rw-r--r--test/fixtures/shared_context/expected.pngbin0 -> 6109 bytes
-rw-r--r--test/gl/context.test.cpp114
2 files changed, 114 insertions, 0 deletions
diff --git a/test/fixtures/shared_context/expected.png b/test/fixtures/shared_context/expected.png
new file mode 100644
index 0000000000..3b3fd0e315
--- /dev/null
+++ b/test/fixtures/shared_context/expected.png
Binary files differ
diff --git a/test/gl/context.test.cpp b/test/gl/context.test.cpp
new file mode 100644
index 0000000000..19e8ad5928
--- /dev/null
+++ b/test/gl/context.test.cpp
@@ -0,0 +1,114 @@
+#include <mbgl/test/util.hpp>
+
+#include <mbgl/gl/gl.hpp>
+#include <mbgl/gl/context.hpp>
+#include <mbgl/map/map.hpp>
+#include <mbgl/util/default_thread_pool.hpp>
+#include <mbgl/storage/default_file_source.hpp>
+#include <mbgl/gl/headless_frontend.hpp>
+#include <mbgl/style/style.hpp>
+#include <mbgl/style/layers/custom_layer.hpp>
+#include <mbgl/style/layers/fill_layer.hpp>
+#include <mbgl/style/layers/background_layer.hpp>
+#include <mbgl/util/io.hpp>
+#include <mbgl/util/mat4.hpp>
+#include <mbgl/util/run_loop.hpp>
+
+using namespace mbgl;
+using namespace mbgl::style;
+
+static const GLchar* vertexShaderSource = R"MBGL_SHADER(
+#ifdef GL_ES
+precision mediump float;
+#endif
+attribute vec2 a_pos;
+void main() {
+ gl_Position = vec4(a_pos, 0, 1);
+}
+)MBGL_SHADER";
+
+static const GLchar* fragmentShaderSource = R"MBGL_SHADER(
+#ifdef GL_ES
+precision mediump float;
+#endif
+void main() {
+ gl_FragColor = vec4(0, 1, 0, 1);
+}
+)MBGL_SHADER";
+
+struct Shader {
+ Shader(const GLchar* vertex, const GLchar* fragment) {
+ program = MBGL_CHECK_ERROR(glCreateProgram());
+ vertexShader = MBGL_CHECK_ERROR(glCreateShader(GL_VERTEX_SHADER));
+ fragmentShader = MBGL_CHECK_ERROR(glCreateShader(GL_FRAGMENT_SHADER));
+ MBGL_CHECK_ERROR(glShaderSource(vertexShader, 1, &vertex, nullptr));
+ MBGL_CHECK_ERROR(glCompileShader(vertexShader));
+ MBGL_CHECK_ERROR(glAttachShader(program, vertexShader));
+ MBGL_CHECK_ERROR(glShaderSource(fragmentShader, 1, &fragment, nullptr));
+ MBGL_CHECK_ERROR(glCompileShader(fragmentShader));
+ MBGL_CHECK_ERROR(glAttachShader(program, fragmentShader));
+ MBGL_CHECK_ERROR(glLinkProgram(program));
+ a_pos = MBGL_CHECK_ERROR(glGetAttribLocation(program, "a_pos"));
+ }
+
+ ~Shader() {
+ MBGL_CHECK_ERROR(glDetachShader(program, vertexShader));
+ MBGL_CHECK_ERROR(glDetachShader(program, fragmentShader));
+ MBGL_CHECK_ERROR(glDeleteShader(vertexShader));
+ MBGL_CHECK_ERROR(glDeleteShader(fragmentShader));
+ MBGL_CHECK_ERROR(glDeleteProgram(program));
+ }
+
+ GLuint program = 0;
+ GLuint vertexShader = 0;
+ GLuint fragmentShader = 0;
+ GLuint a_pos = 0;
+};
+
+struct Buffer {
+ Buffer(std::vector<GLfloat> data) {
+ MBGL_CHECK_ERROR(glGenBuffers(1, &buffer));
+ MBGL_CHECK_ERROR(glBindBuffer(GL_ARRAY_BUFFER, buffer));
+ MBGL_CHECK_ERROR(glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(GLfloat), data.data(),
+ GL_STATIC_DRAW));
+ }
+
+ ~Buffer() {
+ MBGL_CHECK_ERROR(glDeleteBuffers(1, &buffer));
+ }
+
+ GLuint buffer = 0;
+};
+
+TEST(GLContextMode, Shared) {
+ util::RunLoop loop;
+
+ DefaultFileSource fileSource(":memory:", "test/fixtures/api/assets");
+ ThreadPool threadPool(4);
+ float pixelRatio { 1 };
+
+ HeadlessFrontend frontend { pixelRatio, fileSource, threadPool, {}, GLContextMode::Shared };
+
+ Map map(frontend, MapObserver::nullObserver(), frontend.getSize(), pixelRatio, fileSource, threadPool, MapMode::Still);
+ map.getStyle().loadJSON(util::read_file("test/fixtures/api/water.json"));
+ map.setLatLngZoom({ 37.8, -122.5 }, 10);
+
+ // Set transparent background layer.
+ map.getStyle().getLayer("background")->as<BackgroundLayer>()->setBackgroundColor( { { 1.0f, 0.0f, 0.0f, 0.5f } } );
+
+ {
+ // Custom rendering outside of GL Native render loop.
+ BackendScope scope { *frontend.getBackend() };
+ frontend.getBackend()->bind();
+
+ Shader paintShader(vertexShaderSource, fragmentShaderSource);
+ Buffer triangleBuffer({ 0, 0.5, 0.5, -0.5, -0.5, -0.5 });
+ MBGL_CHECK_ERROR(glUseProgram(paintShader.program));
+ MBGL_CHECK_ERROR(glBindBuffer(GL_ARRAY_BUFFER, triangleBuffer.buffer));
+ MBGL_CHECK_ERROR(glEnableVertexAttribArray(paintShader.a_pos));
+ MBGL_CHECK_ERROR(glVertexAttribPointer(paintShader.a_pos, 2, GL_FLOAT, GL_FALSE, 0, nullptr));
+ MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, 3));
+ }
+
+ test::checkImage("test/fixtures/shared_context", frontend.render(map), 0.5, 0.1);
+}