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#include <mbgl/test/util.hpp>
#include <mbgl/platform/default/headless_display.hpp>
#include <mbgl/platform/default/headless_view.hpp>
#include <mbgl/gl/gl.hpp>
#include <mbgl/gl/context.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, PreserveState) {
getFlag = false;
setFlag = false;
auto object = std::make_unique<mbgl::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<mbgl::gl::State<MockGLObject>>();
EXPECT_EQ(object->getCurrentValue(), false);
EXPECT_FALSE(object->isDirty());
EXPECT_FALSE(setFlag);
object->setDirty();
EXPECT_TRUE(object->isDirty());
*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);
object->reset();
EXPECT_EQ(object->getCurrentValue(), false);
EXPECT_FALSE(object->isDirty());
EXPECT_TRUE(setFlag);
}
TEST(GLObject, Store) {
mbgl::HeadlessView view(std::make_shared<mbgl::HeadlessDisplay>(), 1);
view.activate();
mbgl::gl::Context context;
EXPECT_TRUE(context.empty());
mbgl::gl::UniqueProgram program = context.createProgram();
EXPECT_NE(program.get(), 0u);
program.reset();
EXPECT_FALSE(context.empty());
context.performCleanup();
EXPECT_TRUE(context.empty());
mbgl::gl::UniqueShader shader = context.createShader(GL_VERTEX_SHADER);
EXPECT_NE(shader.get(), 0u);
shader.reset();
EXPECT_FALSE(context.empty());
context.performCleanup();
EXPECT_TRUE(context.empty());
mbgl::gl::UniqueBuffer buffer = context.createBuffer();
EXPECT_NE(buffer.get(), 0u);
buffer.reset();
EXPECT_FALSE(context.empty());
context.performCleanup();
EXPECT_TRUE(context.empty());
mbgl::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());
mbgl::gl::UniqueVAO vao = context.createVAO();
EXPECT_NE(vao.get(), 0u);
vao.reset();
EXPECT_FALSE(context.empty());
context.performCleanup();
EXPECT_TRUE(context.empty());
context.reset();
EXPECT_TRUE(context.empty());
view.deactivate();
}
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