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#include <mbgl/test/util.hpp>
#include <mbgl/map/backend_scope.hpp>
#include <mbgl/gl/headless_backend.hpp>
#include <mbgl/gl/offscreen_view.hpp>
#include <mbgl/gl/context.hpp>
#include <memory>
using namespace mbgl;
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, PreserveState) {
getFlag = false;
setFlag = false;
auto object = std::make_unique<gl::PreserveState<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<gl::State<MockGLObject>>();
EXPECT_EQ(object->getCurrentValue(), false);
EXPECT_TRUE(object->isDirty());
EXPECT_FALSE(setFlag);
*object = false;
EXPECT_EQ(object->getCurrentValue(), false);
EXPECT_FALSE(object->isDirty());
EXPECT_TRUE(setFlag);
setFlag = false;
*object = true;
EXPECT_EQ(object->getCurrentValue(), true);
EXPECT_FALSE(object->isDirty());
EXPECT_TRUE(setFlag);
}
TEST(GLObject, Store) {
HeadlessBackend backend { test::sharedDisplay() };
BackendScope scope { backend };
OffscreenView view(backend.getContext());
gl::Context context;
EXPECT_TRUE(context.empty());
gl::UniqueTexture texture = context.createTexture();
EXPECT_NE(texture.get(), 0u);
texture.reset();
EXPECT_FALSE(context.empty());
context.performCleanup();
EXPECT_FALSE(context.empty());
context.reset();
EXPECT_TRUE(context.empty());
context.reset();
EXPECT_TRUE(context.empty());
}
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