/* * Copyright 2014 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #if SK_SUPPORT_GPU #include "GrContext.h" #include "GrContextFactory.h" #include "GrLayerCache.h" #include "Test.h" static const int kNumLayers = 5; class GetNumLayers { public: static int NumLayers(GrLayerCache* cache) { return cache->numLayers(); } }; // Add several layers to the cache static void create_layers(skiatest::Reporter* reporter, GrLayerCache* cache, const SkPicture& picture) { GrCachedLayer* layers[kNumLayers]; for (int i = 0; i < kNumLayers; ++i) { layers[i] = cache->findLayerOrCreate(&picture, i); REPORTER_ASSERT(reporter, NULL != layers[i]); GrCachedLayer* layer = cache->findLayer(&picture, i); REPORTER_ASSERT(reporter, layer == layers[i]); REPORTER_ASSERT(reporter, GetNumLayers::NumLayers(cache) == i+1); REPORTER_ASSERT(reporter, picture.uniqueID() == layers[i]->pictureID()); REPORTER_ASSERT(reporter, layers[i]->layerID() == i); REPORTER_ASSERT(reporter, NULL == layers[i]->texture()); REPORTER_ASSERT(reporter, layers[i]->rect().isEmpty()); } } // This test case exercises the public API of the GrLayerCache class. // In particular it checks its interaction with the resource cache (w.r.t. // locking & unlocking textures). // TODO: need to add checks on VRAM usage! DEF_GPUTEST(GpuLayerCache, reporter, factory) { GrContext* context = factory->get(GrContextFactory::kNative_GLContextType); if (NULL == context) { return; } SkPicture picture; GrLayerCache cache(context); create_layers(reporter, &cache, picture); // Lock the layers making them all 512x512 GrTextureDesc desc; desc.fWidth = 512; desc.fHeight = 512; desc.fConfig = kSkia8888_GrPixelConfig; for (int i = 0; i < kNumLayers; ++i) { GrCachedLayer* layer = cache.findLayer(&picture, i); REPORTER_ASSERT(reporter, NULL != layer); bool foundInCache = cache.lock(layer, desc); REPORTER_ASSERT(reporter, !foundInCache); foundInCache = cache.lock(layer, desc); REPORTER_ASSERT(reporter, foundInCache); REPORTER_ASSERT(reporter, NULL != layer->texture()); #if USE_ATLAS // The first 4 layers should be in the atlas (and thus have non-empty // rects) if (i < 4) { REPORTER_ASSERT(reporter, !layer->rect().isEmpty()); } else { #endif REPORTER_ASSERT(reporter, layer->rect().isEmpty()); #if USE_ATLAS } #endif } // Unlock the textures for (int i = 0; i < kNumLayers; ++i) { GrCachedLayer* layer = cache.findLayer(&picture, i); REPORTER_ASSERT(reporter, NULL != layer); cache.unlock(layer); } for (int i = 0; i < kNumLayers; ++i) { GrCachedLayer* layer = cache.findLayer(&picture, i); REPORTER_ASSERT(reporter, NULL != layer); #if USE_ATLAS // The first 4 layers should be in the atlas (and thus do not // currently unlock). The final layer should be unlocked. if (i < 4) { REPORTER_ASSERT(reporter, NULL != layer->texture()); REPORTER_ASSERT(reporter, !layer->rect().isEmpty()); } else { #endif REPORTER_ASSERT(reporter, NULL == layer->texture()); REPORTER_ASSERT(reporter, layer->rect().isEmpty()); #if USE_ATLAS } #endif } // Free them all SkGpuDevice-style. This will not free up the // atlas' texture but will eliminate all the layers. cache.purge(&picture); REPORTER_ASSERT(reporter, GetNumLayers::NumLayers(&cache) == 0); // TODO: add VRAM/resource cache check here #if 0 // Re-create the layers create_layers(reporter, &cache, picture); // Free them again GrContext-style. This should free up everything. cache.freeAll(); REPORTER_ASSERT(reporter, GetNumLayers::NumLayers(&cache) == 0); // TODO: add VRAM/resource cache check here #endif } #endif