Files
gio-patched/gpu/headless/driver_test.go
T
Elias Naur 7d84e419c9 gpu,gpu/headless,app/internal/wm: add explicit RenderTarget API
Both the OpenGL and the Direct3D API are stateful and gpu.GPU renders to
the render target current when Frame is called.

Modern GPU API such as Metal don't have a concept of a current render
target, and the target even changes each frame.

Add RenderTarget and add an explicit target argument to GPU.Frame as
well as the underlying driver.Device.BeginFrame.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-08-08 13:45:23 +01:00

207 lines
5.1 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package headless
import (
"bytes"
"flag"
"image"
"image/color"
"image/png"
"io/ioutil"
"runtime"
"testing"
"gioui.org/gpu/internal/driver"
"gioui.org/internal/byteslice"
"gioui.org/internal/f32color"
)
var dumpImages = flag.Bool("saveimages", false, "save test images")
var clearCol = color.NRGBA{A: 0xff, R: 0xde, G: 0xad, B: 0xbe}
var clearColExpect = f32color.NRGBAToRGBA(clearCol)
func TestFramebufferClear(t *testing.T) {
b := newDriver(t)
sz := image.Point{X: 800, Y: 600}
fbo := setupFBO(t, b, sz)
img := screenshot(t, b, fbo, sz)
if got := img.RGBAAt(0, 0); got != clearColExpect {
t.Errorf("got color %v, expected %v", got, clearColExpect)
}
}
func TestSimpleShader(t *testing.T) {
b := newDriver(t)
sz := image.Point{X: 800, Y: 600}
fbo := setupFBO(t, b, sz)
p, err := b.NewProgram(shader_simple_vert, shader_simple_frag)
if err != nil {
t.Fatal(err)
}
defer p.Release()
b.BindProgram(p)
b.DrawArrays(driver.DrawModeTriangles, 0, 3)
img := screenshot(t, b, fbo, sz)
if got := img.RGBAAt(0, 0); got != clearColExpect {
t.Errorf("got color %v, expected %v", got, clearColExpect)
}
// Just off the center to catch inverted triangles.
cx, cy := 300, 400
shaderCol := f32color.RGBA{R: .25, G: .55, B: .75, A: 1.0}
if got, exp := img.RGBAAt(cx, cy), shaderCol.SRGB(); got != f32color.NRGBAToRGBA(exp) {
t.Errorf("got color %v, expected %v", got, f32color.NRGBAToRGBA(exp))
}
}
func TestInputShader(t *testing.T) {
b := newDriver(t)
sz := image.Point{X: 800, Y: 600}
fbo := setupFBO(t, b, sz)
p, err := b.NewProgram(shader_input_vert, shader_simple_frag)
if err != nil {
t.Fatal(err)
}
defer p.Release()
b.BindProgram(p)
buf, err := b.NewImmutableBuffer(driver.BufferBindingVertices,
byteslice.Slice([]float32{
0, .5, .5, 1,
-.5, -.5, .5, 1,
.5, -.5, .5, 1,
}),
)
if err != nil {
t.Fatal(err)
}
defer buf.Release()
b.BindVertexBuffer(buf, 4*4, 0)
layout, err := b.NewInputLayout(shader_input_vert, []driver.InputDesc{
{
Type: driver.DataTypeFloat,
Size: 4,
Offset: 0,
},
})
if err != nil {
t.Fatal(err)
}
defer layout.Release()
b.BindInputLayout(layout)
b.DrawArrays(driver.DrawModeTriangles, 0, 3)
img := screenshot(t, b, fbo, sz)
if got := img.RGBAAt(0, 0); got != clearColExpect {
t.Errorf("got color %v, expected %v", got, clearColExpect)
}
cx, cy := 300, 400
shaderCol := f32color.RGBA{R: .25, G: .55, B: .75, A: 1.0}
if got, exp := img.RGBAAt(cx, cy), shaderCol.SRGB(); got != f32color.NRGBAToRGBA(exp) {
t.Errorf("got color %v, expected %v", got, f32color.NRGBAToRGBA(exp))
}
}
func TestFramebuffers(t *testing.T) {
b := newDriver(t)
sz := image.Point{X: 800, Y: 600}
fbo1 := newFBO(t, b, sz)
fbo2 := newFBO(t, b, sz)
var (
col1 = color.NRGBA{R: 0xac, G: 0xbd, B: 0xef, A: 0xde}
col2 = color.NRGBA{R: 0xfe, G: 0xba, B: 0xbe, A: 0xca}
)
fcol1, fcol2 := f32color.LinearFromSRGB(col1), f32color.LinearFromSRGB(col2)
b.BindFramebuffer(fbo1)
b.Clear(fcol1.Float32())
b.BindFramebuffer(fbo2)
b.Clear(fcol2.Float32())
img := screenshot(t, b, fbo1, sz)
if got := img.RGBAAt(0, 0); got != f32color.NRGBAToRGBA(col1) {
t.Errorf("got color %v, expected %v", got, f32color.NRGBAToRGBA(col1))
}
img = screenshot(t, b, fbo2, sz)
if got := img.RGBAAt(0, 0); got != f32color.NRGBAToRGBA(col2) {
t.Errorf("got color %v, expected %v", got, f32color.NRGBAToRGBA(col2))
}
}
func setupFBO(t *testing.T, b driver.Device, size image.Point) driver.Framebuffer {
fbo := newFBO(t, b, size)
b.BindFramebuffer(fbo)
// ClearColor accepts linear RGBA colors, while 8-bit colors
// are in the sRGB color space.
col := f32color.LinearFromSRGB(clearCol)
b.Clear(col.Float32())
b.ClearDepth(0.0)
b.Viewport(0, 0, size.X, size.Y)
return fbo
}
func newFBO(t *testing.T, b driver.Device, size image.Point) driver.Framebuffer {
fboTex, err := b.NewTexture(
driver.TextureFormatSRGBA,
size.X, size.Y,
driver.FilterNearest, driver.FilterNearest,
driver.BufferBindingFramebuffer,
)
if err != nil {
t.Fatal(err)
}
t.Cleanup(func() {
fboTex.Release()
})
const depthBits = 16
fbo, err := b.NewFramebuffer(fboTex, depthBits)
if err != nil {
t.Fatal(err)
}
t.Cleanup(func() {
fbo.Release()
})
return fbo
}
func newDriver(t *testing.T) driver.Device {
ctx, err := newContext()
if err != nil {
t.Skipf("no context available: %v", err)
}
runtime.LockOSThread()
if err := ctx.MakeCurrent(); err != nil {
t.Fatal(err)
}
b, err := driver.NewDevice(ctx.API())
if err != nil {
t.Fatal(err)
}
b.BeginFrame(nil, true, image.Pt(1, 1))
t.Cleanup(func() {
b.EndFrame()
ctx.ReleaseCurrent()
runtime.UnlockOSThread()
ctx.Release()
})
return b
}
func screenshot(t *testing.T, d driver.Device, fbo driver.Framebuffer, size image.Point) *image.RGBA {
img, err := driver.DownloadImage(d, fbo, image.Rectangle{Max: size})
if err != nil {
t.Fatal(err)
}
if *dumpImages {
if err := saveImage(t.Name()+".png", img); err != nil {
t.Error(err)
}
}
return img
}
func saveImage(file string, img image.Image) error {
var buf bytes.Buffer
if err := png.Encode(&buf, img); err != nil {
return err
}
return ioutil.WriteFile(file, buf.Bytes(), 0666)
}