1// Copyright (c) 2012 The Chromium Authors. All rights reserved. 2// Use of this source code is governed by a BSD-style license that can be 3// found in the LICENSE file. 4 5#include <GLES2/gl2.h> 6#include <GLES2/gl2ext.h> 7 8#include "gpu/command_buffer/tests/gl_manager.h" 9#include "gpu/command_buffer/tests/gl_test_utils.h" 10#include "testing/gmock/include/gmock/gmock.h" 11#include "testing/gtest/include/gtest/gtest.h" 12 13namespace gpu { 14 15class OcclusionQueryTest : public testing::Test { 16 protected: 17 virtual void SetUp() { 18 GLManager::Options options; 19 options.size = gfx::Size(512, 512); 20 gl_.Initialize(options); 21 } 22 23 virtual void TearDown() { 24 gl_.Destroy(); 25 } 26 27 void DrawRect(float x, float z, float scale, float* color); 28 29 GLManager gl_; 30 31 GLint position_loc_; 32 GLint matrix_loc_; 33 GLint color_loc_; 34}; 35 36static void SetMatrix(float x, float z, float scale, float* matrix) { 37 matrix[0] = scale; 38 matrix[1] = 0.0f; 39 matrix[2] = 0.0f; 40 matrix[3] = 0.0f; 41 42 matrix[4] = 0.0f; 43 matrix[5] = scale; 44 matrix[6] = 0.0f; 45 matrix[7] = 0.0f; 46 47 matrix[8] = 0.0f; 48 matrix[9] = 0.0f; 49 matrix[10] = scale; 50 matrix[11] = 0.0f; 51 52 matrix[12] = x; 53 matrix[13] = 0.0f; 54 matrix[14] = z; 55 matrix[15] = 1.0f; 56} 57 58void OcclusionQueryTest::DrawRect(float x, float z, float scale, float* color) { 59 GLfloat matrix[16]; 60 61 SetMatrix(x, z, scale, matrix); 62 63 // Set up the model matrix 64 glUniformMatrix4fv(matrix_loc_, 1, GL_FALSE, matrix); 65 glUniform4fv(color_loc_, 1, color); 66 67 glDrawArrays(GL_TRIANGLES, 0, 6); 68} 69 70TEST_F(OcclusionQueryTest, Occlusion) { 71#if defined(OS_MACOSX) 72 EXPECT_TRUE(GLTestHelper::HasExtension("GL_EXT_occlusion_query_boolean")) 73 << "GL_EXT_occlusion_query_boolean is required on OSX"; 74#endif 75 76 if (!GLTestHelper::HasExtension("GL_EXT_occlusion_query_boolean")) { 77 return; 78 } 79 80 static const char* v_shader_str = 81 "uniform mat4 worldMatrix;\n" 82 "attribute vec3 g_Position;\n" 83 "void main()\n" 84 "{\n" 85 " gl_Position = worldMatrix *\n" 86 " vec4(g_Position.x, g_Position.y, g_Position.z, 1.0);\n" 87 "}\n"; 88 static const char* f_shader_str = 89 "precision mediump float;" 90 "uniform vec4 color;\n" 91 "void main()\n" 92 "{\n" 93 " gl_FragColor = color;\n" 94 "}\n"; 95 96 GLuint program = GLTestHelper::LoadProgram(v_shader_str, f_shader_str); 97 98 position_loc_ = glGetAttribLocation(program, "g_Position"); 99 matrix_loc_ = glGetUniformLocation(program, "worldMatrix"); 100 color_loc_ = glGetUniformLocation(program, "color"); 101 102 GLTestHelper::SetupUnitQuad(position_loc_); 103 104 GLuint query = 0; 105 glGenQueriesEXT(1, &query); 106 107 glEnable(GL_DEPTH_TEST); 108 glClearColor(0.0f, 0.1f, 0.2f, 1.0f); 109 110 // Use the program object 111 glUseProgram(program); 112 113 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 114 static float red[] = { 1.0f, 0.0f, 0.0f, 1.0f }; 115 DrawRect(0, 0.0f, 0.50f, red); 116 117 glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query); 118 static float blue[] = { 0.0f, 0.0f, 1.0f, 1.0f }; 119 DrawRect(-0.125f, 0.1f, 0.25f, blue); 120 glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT); 121 122 glFinish(); 123 124 GLuint query_status = 0; 125 GLuint result = 0; 126 glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_AVAILABLE_EXT, &result); 127 EXPECT_TRUE(result); 128 glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_EXT, &query_status); 129 EXPECT_FALSE(query_status); 130 131 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 132 DrawRect(1, 0.0f, 0.50f, red); 133 134 glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query); 135 DrawRect(-0.125f, 0.1f, 0.25f, blue); 136 glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT); 137 138 glFinish(); 139 140 query_status = 0; 141 result = 0; 142 glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_AVAILABLE_EXT, &result); 143 EXPECT_TRUE(result); 144 glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_EXT, &query_status); 145 EXPECT_TRUE(query_status); 146 GLTestHelper::CheckGLError("no errors", __LINE__); 147} 148 149} // namespace gpu 150 151 152