1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2019 Google Inc.
3*c8dee2aaSAndroid Build Coastguard Worker *
4*c8dee2aaSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker */
7*c8dee2aaSAndroid Build Coastguard Worker
8*c8dee2aaSAndroid Build Coastguard Worker #include "tests/Test.h"
9*c8dee2aaSAndroid Build Coastguard Worker
10*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_GL
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkAlphaType.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkCanvas.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColor.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColorSpace.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColorType.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkImage.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkImageInfo.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSamplingOptions.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSize.h"
21*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSurface.h"
22*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTypes.h"
23*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/GpuTypes.h"
24*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrBackendSurface.h"
25*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrDirectContext.h"
26*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrTypes.h"
27*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/SkImageGanesh.h"
28*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/SkSurfaceGanesh.h"
29*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/gl/GrGLBackendSurface.h"
30*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/gl/GrGLFunctions.h"
31*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/gl/GrGLInterface.h"
32*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/gl/GrGLTypes.h"
33*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTDArray.h"
34*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/gpu/ganesh/GrTypesPriv.h"
35*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrCaps.h"
36*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrDirectContextPriv.h"
37*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrGpu.h"
38*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrShaderCaps.h"
39*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/gl/GrGLCaps.h"
40*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/gl/GrGLDefines.h"
41*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/gl/GrGLGpu.h"
42*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/gl/GrGLUtil.h"
43*c8dee2aaSAndroid Build Coastguard Worker #include "tests/CtsEnforcement.h"
44*c8dee2aaSAndroid Build Coastguard Worker #include "tools/gpu/gl/GLTestContext.h"
45*c8dee2aaSAndroid Build Coastguard Worker
46*c8dee2aaSAndroid Build Coastguard Worker struct GrContextOptions;
47*c8dee2aaSAndroid Build Coastguard Worker
DEF_GANESH_TEST_FOR_GL_CONTEXT(TextureBindingsResetTest,reporter,ctxInfo,CtsEnforcement::kApiLevel_T)48*c8dee2aaSAndroid Build Coastguard Worker DEF_GANESH_TEST_FOR_GL_CONTEXT(TextureBindingsResetTest,
49*c8dee2aaSAndroid Build Coastguard Worker reporter,
50*c8dee2aaSAndroid Build Coastguard Worker ctxInfo,
51*c8dee2aaSAndroid Build Coastguard Worker CtsEnforcement::kApiLevel_T) {
52*c8dee2aaSAndroid Build Coastguard Worker #define GL(F) GR_GL_CALL(ctxInfo.glContext()->gl(), F)
53*c8dee2aaSAndroid Build Coastguard Worker
54*c8dee2aaSAndroid Build Coastguard Worker auto dContext = ctxInfo.directContext();
55*c8dee2aaSAndroid Build Coastguard Worker GrGpu* gpu = dContext->priv().getGpu();
56*c8dee2aaSAndroid Build Coastguard Worker GrGLGpu* glGpu = static_cast<GrGLGpu*>(dContext->priv().getGpu());
57*c8dee2aaSAndroid Build Coastguard Worker
58*c8dee2aaSAndroid Build Coastguard Worker struct Target {
59*c8dee2aaSAndroid Build Coastguard Worker GrGLenum fName;
60*c8dee2aaSAndroid Build Coastguard Worker GrGLenum fQuery;
61*c8dee2aaSAndroid Build Coastguard Worker };
62*c8dee2aaSAndroid Build Coastguard Worker SkTDArray<Target> targets;
63*c8dee2aaSAndroid Build Coastguard Worker targets.push_back({GR_GL_TEXTURE_2D, GR_GL_TEXTURE_BINDING_2D});
64*c8dee2aaSAndroid Build Coastguard Worker bool supportExternal;
65*c8dee2aaSAndroid Build Coastguard Worker if ((supportExternal = glGpu->glCaps().shaderCaps()->fExternalTextureSupport)) {
66*c8dee2aaSAndroid Build Coastguard Worker targets.push_back({GR_GL_TEXTURE_EXTERNAL, GR_GL_TEXTURE_BINDING_EXTERNAL});
67*c8dee2aaSAndroid Build Coastguard Worker }
68*c8dee2aaSAndroid Build Coastguard Worker bool supportRectangle;
69*c8dee2aaSAndroid Build Coastguard Worker if ((supportRectangle = glGpu->glCaps().rectangleTextureSupport())) {
70*c8dee2aaSAndroid Build Coastguard Worker targets.push_back({GR_GL_TEXTURE_RECTANGLE, GR_GL_TEXTURE_BINDING_RECTANGLE});
71*c8dee2aaSAndroid Build Coastguard Worker }
72*c8dee2aaSAndroid Build Coastguard Worker GrGLint numUnits = 0;
73*c8dee2aaSAndroid Build Coastguard Worker GL(GetIntegerv(GR_GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &numUnits));
74*c8dee2aaSAndroid Build Coastguard Worker SkTDArray<GrGLuint> claimedIDs;
75*c8dee2aaSAndroid Build Coastguard Worker claimedIDs.resize(numUnits * targets.size());
76*c8dee2aaSAndroid Build Coastguard Worker GL(GenTextures(claimedIDs.size(), claimedIDs.begin()));
77*c8dee2aaSAndroid Build Coastguard Worker
78*c8dee2aaSAndroid Build Coastguard Worker auto resetBindings = [&] {
79*c8dee2aaSAndroid Build Coastguard Worker int i = 0;
80*c8dee2aaSAndroid Build Coastguard Worker for (int u = 0; u < numUnits; ++u) {
81*c8dee2aaSAndroid Build Coastguard Worker GL(ActiveTexture(GR_GL_TEXTURE0 + u));
82*c8dee2aaSAndroid Build Coastguard Worker for (auto target : targets) {
83*c8dee2aaSAndroid Build Coastguard Worker GL(BindTexture(target.fName, claimedIDs[i++]));
84*c8dee2aaSAndroid Build Coastguard Worker }
85*c8dee2aaSAndroid Build Coastguard Worker }
86*c8dee2aaSAndroid Build Coastguard Worker };
87*c8dee2aaSAndroid Build Coastguard Worker auto checkBindings = [&] {
88*c8dee2aaSAndroid Build Coastguard Worker int i = 0;
89*c8dee2aaSAndroid Build Coastguard Worker for (int u = 0; u < numUnits; ++u) {
90*c8dee2aaSAndroid Build Coastguard Worker GL(ActiveTexture(GR_GL_TEXTURE0 + u));
91*c8dee2aaSAndroid Build Coastguard Worker for (auto target : targets) {
92*c8dee2aaSAndroid Build Coastguard Worker GrGLint boundID = -1;
93*c8dee2aaSAndroid Build Coastguard Worker GL(GetIntegerv(target.fQuery, &boundID));
94*c8dee2aaSAndroid Build Coastguard Worker if (boundID != (int) claimedIDs[i] && boundID != 0) {
95*c8dee2aaSAndroid Build Coastguard Worker ERRORF(reporter, "Unit %d, target 0x%04x has ID %d bound. Expected %u or 0.", u,
96*c8dee2aaSAndroid Build Coastguard Worker target.fName, boundID, claimedIDs[i]);
97*c8dee2aaSAndroid Build Coastguard Worker return;
98*c8dee2aaSAndroid Build Coastguard Worker }
99*c8dee2aaSAndroid Build Coastguard Worker ++i;
100*c8dee2aaSAndroid Build Coastguard Worker }
101*c8dee2aaSAndroid Build Coastguard Worker }
102*c8dee2aaSAndroid Build Coastguard Worker };
103*c8dee2aaSAndroid Build Coastguard Worker
104*c8dee2aaSAndroid Build Coastguard Worker // Initialize texture unit/target combo bindings to 0.
105*c8dee2aaSAndroid Build Coastguard Worker dContext->flushAndSubmit();
106*c8dee2aaSAndroid Build Coastguard Worker resetBindings();
107*c8dee2aaSAndroid Build Coastguard Worker dContext->resetContext();
108*c8dee2aaSAndroid Build Coastguard Worker
109*c8dee2aaSAndroid Build Coastguard Worker // Test creating a texture and then resetting bindings.
110*c8dee2aaSAndroid Build Coastguard Worker static constexpr SkISize kDims = {10, 10};
111*c8dee2aaSAndroid Build Coastguard Worker GrBackendFormat format = gpu->caps()->getDefaultBackendFormat(GrColorType::kRGBA_8888,
112*c8dee2aaSAndroid Build Coastguard Worker GrRenderable::kNo);
113*c8dee2aaSAndroid Build Coastguard Worker auto tex = gpu->createTexture(kDims,
114*c8dee2aaSAndroid Build Coastguard Worker format,
115*c8dee2aaSAndroid Build Coastguard Worker GrTextureType::k2D,
116*c8dee2aaSAndroid Build Coastguard Worker GrRenderable::kNo,
117*c8dee2aaSAndroid Build Coastguard Worker 1,
118*c8dee2aaSAndroid Build Coastguard Worker skgpu::Mipmapped::kNo,
119*c8dee2aaSAndroid Build Coastguard Worker skgpu::Budgeted::kNo,
120*c8dee2aaSAndroid Build Coastguard Worker GrProtected::kNo,
121*c8dee2aaSAndroid Build Coastguard Worker /*label=*/"TextureBindingsResetTest");
122*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, tex);
123*c8dee2aaSAndroid Build Coastguard Worker dContext->resetGLTextureBindings();
124*c8dee2aaSAndroid Build Coastguard Worker checkBindings();
125*c8dee2aaSAndroid Build Coastguard Worker resetBindings();
126*c8dee2aaSAndroid Build Coastguard Worker dContext->resetContext();
127*c8dee2aaSAndroid Build Coastguard Worker
128*c8dee2aaSAndroid Build Coastguard Worker // Test drawing and then resetting bindings. This should force a MIP regeneration if MIP
129*c8dee2aaSAndroid Build Coastguard Worker // maps are supported as well.
130*c8dee2aaSAndroid Build Coastguard Worker auto info = SkImageInfo::Make(10, 10, kRGBA_8888_SkColorType, kPremul_SkAlphaType);
131*c8dee2aaSAndroid Build Coastguard Worker auto surf = SkSurfaces::RenderTarget(dContext, skgpu::Budgeted::kYes, info, 1, nullptr);
132*c8dee2aaSAndroid Build Coastguard Worker surf->getCanvas()->clear(0x80FF0000);
133*c8dee2aaSAndroid Build Coastguard Worker auto img = surf->makeImageSnapshot();
134*c8dee2aaSAndroid Build Coastguard Worker surf->getCanvas()->clear(SK_ColorBLUE);
135*c8dee2aaSAndroid Build Coastguard Worker surf->getCanvas()->save();
136*c8dee2aaSAndroid Build Coastguard Worker surf->getCanvas()->scale(0.25, 0.25);
137*c8dee2aaSAndroid Build Coastguard Worker surf->getCanvas()->drawImage(img.get(), 0, 0, SkSamplingOptions({1.0f/3, 1.0f/3}), nullptr);
138*c8dee2aaSAndroid Build Coastguard Worker surf->getCanvas()->restore();
139*c8dee2aaSAndroid Build Coastguard Worker dContext->flushAndSubmit(surf.get(), GrSyncCpu::kNo);
140*c8dee2aaSAndroid Build Coastguard Worker dContext->resetGLTextureBindings();
141*c8dee2aaSAndroid Build Coastguard Worker checkBindings();
142*c8dee2aaSAndroid Build Coastguard Worker resetBindings();
143*c8dee2aaSAndroid Build Coastguard Worker dContext->resetContext();
144*c8dee2aaSAndroid Build Coastguard Worker
145*c8dee2aaSAndroid Build Coastguard Worker if (supportExternal) {
146*c8dee2aaSAndroid Build Coastguard Worker GrBackendTexture texture2D = dContext->createBackendTexture(10,
147*c8dee2aaSAndroid Build Coastguard Worker 10,
148*c8dee2aaSAndroid Build Coastguard Worker kRGBA_8888_SkColorType,
149*c8dee2aaSAndroid Build Coastguard Worker SkColors::kTransparent,
150*c8dee2aaSAndroid Build Coastguard Worker skgpu::Mipmapped::kNo,
151*c8dee2aaSAndroid Build Coastguard Worker GrRenderable::kNo,
152*c8dee2aaSAndroid Build Coastguard Worker GrProtected::kNo);
153*c8dee2aaSAndroid Build Coastguard Worker GrGLTextureInfo info2D;
154*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GrBackendTextures::GetGLTextureInfo(texture2D, &info2D));
155*c8dee2aaSAndroid Build Coastguard Worker GrEGLImage eglImage = ctxInfo.glContext()->texture2DToEGLImage(info2D.fID);
156*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, eglImage);
157*c8dee2aaSAndroid Build Coastguard Worker GrGLTextureInfo infoExternal;
158*c8dee2aaSAndroid Build Coastguard Worker infoExternal.fID = ctxInfo.glContext()->eglImageToExternalTexture(eglImage);
159*c8dee2aaSAndroid Build Coastguard Worker infoExternal.fTarget = GR_GL_TEXTURE_EXTERNAL;
160*c8dee2aaSAndroid Build Coastguard Worker infoExternal.fFormat = info2D.fFormat;
161*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, infoExternal.fID);
162*c8dee2aaSAndroid Build Coastguard Worker infoExternal.fProtected = info2D.fProtected;
163*c8dee2aaSAndroid Build Coastguard Worker GrBackendTexture backendTexture =
164*c8dee2aaSAndroid Build Coastguard Worker GrBackendTextures::MakeGL(10, 10, skgpu::Mipmapped::kNo, infoExternal);
165*c8dee2aaSAndroid Build Coastguard Worker // Above texture creation will have messed with GL state and bindings.
166*c8dee2aaSAndroid Build Coastguard Worker resetBindings();
167*c8dee2aaSAndroid Build Coastguard Worker dContext->resetContext();
168*c8dee2aaSAndroid Build Coastguard Worker img = SkImages::BorrowTextureFrom(dContext,
169*c8dee2aaSAndroid Build Coastguard Worker backendTexture,
170*c8dee2aaSAndroid Build Coastguard Worker kTopLeft_GrSurfaceOrigin,
171*c8dee2aaSAndroid Build Coastguard Worker kRGBA_8888_SkColorType,
172*c8dee2aaSAndroid Build Coastguard Worker kPremul_SkAlphaType,
173*c8dee2aaSAndroid Build Coastguard Worker nullptr);
174*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, img);
175*c8dee2aaSAndroid Build Coastguard Worker surf->getCanvas()->drawImage(img, 0, 0);
176*c8dee2aaSAndroid Build Coastguard Worker img.reset();
177*c8dee2aaSAndroid Build Coastguard Worker dContext->flushAndSubmit(surf.get(), GrSyncCpu::kNo);
178*c8dee2aaSAndroid Build Coastguard Worker dContext->resetGLTextureBindings();
179*c8dee2aaSAndroid Build Coastguard Worker checkBindings();
180*c8dee2aaSAndroid Build Coastguard Worker resetBindings();
181*c8dee2aaSAndroid Build Coastguard Worker GL(DeleteTextures(1, &infoExternal.fID));
182*c8dee2aaSAndroid Build Coastguard Worker ctxInfo.glContext()->destroyEGLImage(eglImage);
183*c8dee2aaSAndroid Build Coastguard Worker dContext->deleteBackendTexture(texture2D);
184*c8dee2aaSAndroid Build Coastguard Worker dContext->resetContext();
185*c8dee2aaSAndroid Build Coastguard Worker }
186*c8dee2aaSAndroid Build Coastguard Worker
187*c8dee2aaSAndroid Build Coastguard Worker if (supportRectangle) {
188*c8dee2aaSAndroid Build Coastguard Worker format = GrBackendFormats::MakeGL(GR_GL_RGBA8, GR_GL_TEXTURE_RECTANGLE);
189*c8dee2aaSAndroid Build Coastguard Worker GrBackendTexture rectangleTexture = dContext->createBackendTexture(
190*c8dee2aaSAndroid Build Coastguard Worker 10, 10, format, skgpu::Mipmapped::kNo, GrRenderable::kNo);
191*c8dee2aaSAndroid Build Coastguard Worker if (rectangleTexture.isValid()) {
192*c8dee2aaSAndroid Build Coastguard Worker img = SkImages::BorrowTextureFrom(dContext,
193*c8dee2aaSAndroid Build Coastguard Worker rectangleTexture,
194*c8dee2aaSAndroid Build Coastguard Worker kTopLeft_GrSurfaceOrigin,
195*c8dee2aaSAndroid Build Coastguard Worker kRGBA_8888_SkColorType,
196*c8dee2aaSAndroid Build Coastguard Worker kPremul_SkAlphaType,
197*c8dee2aaSAndroid Build Coastguard Worker nullptr);
198*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, img);
199*c8dee2aaSAndroid Build Coastguard Worker surf->getCanvas()->drawImage(img, 0, 0);
200*c8dee2aaSAndroid Build Coastguard Worker img.reset();
201*c8dee2aaSAndroid Build Coastguard Worker dContext->flushAndSubmit(surf.get(), GrSyncCpu::kNo);
202*c8dee2aaSAndroid Build Coastguard Worker dContext->resetGLTextureBindings();
203*c8dee2aaSAndroid Build Coastguard Worker checkBindings();
204*c8dee2aaSAndroid Build Coastguard Worker resetBindings();
205*c8dee2aaSAndroid Build Coastguard Worker dContext->deleteBackendTexture(rectangleTexture);
206*c8dee2aaSAndroid Build Coastguard Worker }
207*c8dee2aaSAndroid Build Coastguard Worker }
208*c8dee2aaSAndroid Build Coastguard Worker
209*c8dee2aaSAndroid Build Coastguard Worker GL(DeleteTextures(claimedIDs.size(), claimedIDs.begin()));
210*c8dee2aaSAndroid Build Coastguard Worker
211*c8dee2aaSAndroid Build Coastguard Worker #undef GL
212*c8dee2aaSAndroid Build Coastguard Worker }
213*c8dee2aaSAndroid Build Coastguard Worker
214*c8dee2aaSAndroid Build Coastguard Worker #endif // SK_GL
215