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- // Copyright 2014 The Chromium Authors. All rights reserved.
- // Use of this source code is governed by a BSD-style license that can be
- // found in the LICENSE file.
- #include <GLES2/gl2.h>
- #include <GLES2/gl2ext.h>
- #include "build/build_config.h"
- #include "gpu/command_buffer/tests/gl_manager.h"
- #include "gpu/command_buffer/tests/gl_test_utils.h"
- #include "testing/gmock/include/gmock/gmock.h"
- #include "testing/gtest/include/gtest/gtest.h"
- namespace gpu {
- class OcclusionQueryTest : public testing::Test {
- protected:
- void SetUp() override {
- GLManager::Options options;
- options.size = gfx::Size(512, 512);
- gl_.Initialize(options);
- }
- void TearDown() override { gl_.Destroy(); }
- void DrawRect(float x, float z, float scale, float* color);
- GLManager gl_;
- GLint position_loc_;
- GLint matrix_loc_;
- GLint color_loc_;
- };
- static void SetMatrix(float x, float z, float scale, float* matrix) {
- matrix[0] = scale;
- matrix[1] = 0.0f;
- matrix[2] = 0.0f;
- matrix[3] = 0.0f;
- matrix[4] = 0.0f;
- matrix[5] = scale;
- matrix[6] = 0.0f;
- matrix[7] = 0.0f;
- matrix[8] = 0.0f;
- matrix[9] = 0.0f;
- matrix[10] = scale;
- matrix[11] = 0.0f;
- matrix[12] = x;
- matrix[13] = 0.0f;
- matrix[14] = z;
- matrix[15] = 1.0f;
- }
- void OcclusionQueryTest::DrawRect(float x, float z, float scale, float* color) {
- GLfloat matrix[16];
- SetMatrix(x, z, scale, matrix);
- // Set up the model matrix
- glUniformMatrix4fv(matrix_loc_, 1, GL_FALSE, matrix);
- glUniform4fv(color_loc_, 1, color);
- glDrawArrays(GL_TRIANGLES, 0, 6);
- }
- TEST_F(OcclusionQueryTest, Occlusion) {
- #if BUILDFLAG(IS_MAC)
- EXPECT_TRUE(GLTestHelper::HasExtension("GL_EXT_occlusion_query_boolean"))
- << "GL_EXT_occlusion_query_boolean is required on OSX";
- #endif
- if (!GLTestHelper::HasExtension("GL_EXT_occlusion_query_boolean")) {
- return;
- }
- static const char* v_shader_str =
- "uniform mat4 worldMatrix;\n"
- "attribute vec3 g_Position;\n"
- "void main()\n"
- "{\n"
- " gl_Position = worldMatrix *\n"
- " vec4(g_Position.x, g_Position.y, g_Position.z, 1.0);\n"
- "}\n";
- static const char* f_shader_str =
- "precision mediump float;"
- "uniform vec4 color;\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = color;\n"
- "}\n";
- GLuint program = GLTestHelper::LoadProgram(v_shader_str, f_shader_str);
- position_loc_ = glGetAttribLocation(program, "g_Position");
- matrix_loc_ = glGetUniformLocation(program, "worldMatrix");
- color_loc_ = glGetUniformLocation(program, "color");
- GLTestHelper::SetupUnitQuad(position_loc_);
- GLuint query = 0;
- glGenQueriesEXT(1, &query);
- glEnable(GL_DEPTH_TEST);
- glClearColor(0.0f, 0.1f, 0.2f, 1.0f);
- // Use the program object
- glUseProgram(program);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- static float red[] = { 1.0f, 0.0f, 0.0f, 1.0f };
- DrawRect(0, 0.0f, 0.50f, red);
- glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
- static float blue[] = { 0.0f, 0.0f, 1.0f, 1.0f };
- DrawRect(-0.125f, 0.1f, 0.25f, blue);
- glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
- glFinish();
- GLuint query_status = 0;
- GLuint result = 0;
- glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_AVAILABLE_EXT, &result);
- EXPECT_TRUE(result);
- glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_EXT, &query_status);
- EXPECT_FALSE(query_status);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- DrawRect(1, 0.0f, 0.50f, red);
- glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
- DrawRect(-0.125f, 0.1f, 0.25f, blue);
- glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
- glFinish();
- query_status = 0;
- result = 0;
- glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_AVAILABLE_EXT, &result);
- EXPECT_TRUE(result);
- glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_EXT, &query_status);
- EXPECT_TRUE(query_status);
- GLTestHelper::CheckGLError("no errors", __LINE__);
- }
- } // namespace gpu
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