Files
gio/gpu/headless/driver_test.go
Elias Naur 8d8aeef66b app,gpu,internal/egl: lock OS thread when making OpenGL context current
OpenGL stores the current context in thread-local memory, but commit
4f5baa9a51 removed a runtime.LockOSThread from app.Window that ensured
the goroutine that drives the context stays on the operating thread that
has the context current. This change restores the thread lock.

As a bonus, this change makes the OpenGL contexts responsible for locking
the thread at MakeCurrent, thereby removing LockOSThread calls from GPU
backend-agnostic code.

Fixes: https://todo.sr.ht/~eliasnaur/gio/334
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2022-01-05 11:49:29 +01:00

207 lines
5.0 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"
"gioui.org/shader"
"gioui.org/shader/gio"
)
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 := newFBO(t, b, sz)
d := driver.LoadDesc{
// ClearColor accepts linear RGBA colors, while 8-bit colors
// are in the sRGB color space.
ClearColor: f32color.LinearFromSRGB(clearCol),
Action: driver.LoadActionClear,
}
b.BeginRenderPass(fbo, d)
b.EndRenderPass()
img := screenshot(t, b, fbo, sz)
if got := img.RGBAAt(0, 0); got != clearColExpect {
t.Errorf("got color %v, expected %v", got, clearColExpect)
}
}
func TestInputShader(t *testing.T) {
b := newDriver(t)
sz := image.Point{X: 800, Y: 600}
vsh, fsh, err := newShaders(b, gio.Shader_input_vert, gio.Shader_simple_frag)
if err != nil {
t.Fatal(err)
}
defer vsh.Release()
defer fsh.Release()
layout := driver.VertexLayout{
Inputs: []driver.InputDesc{
{
Type: shader.DataTypeFloat,
Size: 4,
Offset: 0,
},
},
Stride: 4 * 4,
}
fbo := newFBO(t, b, sz)
pipe, err := b.NewPipeline(driver.PipelineDesc{
VertexShader: vsh,
FragmentShader: fsh,
VertexLayout: layout,
PixelFormat: driver.TextureFormatSRGBA,
Topology: driver.TopologyTriangles,
})
if err != nil {
t.Fatal(err)
}
defer pipe.Release()
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()
d := driver.LoadDesc{
ClearColor: f32color.LinearFromSRGB(clearCol),
Action: driver.LoadActionClear,
}
b.BeginRenderPass(fbo, d)
b.Viewport(0, 0, sz.X, sz.Y)
b.BindPipeline(pipe)
b.BindVertexBuffer(buf, 0)
b.DrawArrays(0, 3)
b.EndRenderPass()
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 newShaders(ctx driver.Device, vsrc, fsrc shader.Sources) (vert driver.VertexShader, frag driver.FragmentShader, err error) {
vert, err = ctx.NewVertexShader(vsrc)
if err != nil {
return
}
frag, err = ctx.NewFragmentShader(fsrc)
if err != nil {
vert.Release()
}
return
}
func TestFramebuffers(t *testing.T) {
b := newDriver(t)
sz := image.Point{X: 800, Y: 600}
var (
col1 = color.NRGBA{R: 0xac, G: 0xbd, B: 0xef, A: 0xde}
col2 = color.NRGBA{R: 0xfe, G: 0xba, B: 0xbe, A: 0xca}
)
fbo1 := newFBO(t, b, sz)
fbo2 := newFBO(t, b, sz)
fcol1, fcol2 := f32color.LinearFromSRGB(col1), f32color.LinearFromSRGB(col2)
d := driver.LoadDesc{Action: driver.LoadActionClear}
d.ClearColor = fcol1
b.BeginRenderPass(fbo1, d)
b.EndRenderPass()
d.ClearColor = fcol2
b.BeginRenderPass(fbo2, d)
b.EndRenderPass()
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 newFBO(t *testing.T, b driver.Device, size image.Point) driver.Texture {
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()
})
return fboTex
}
func newDriver(t *testing.T) driver.Device {
ctx, err := newContext()
if err != nil {
t.Skipf("no context available: %v", err)
}
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()
b.Release()
ctx.ReleaseCurrent()
runtime.UnlockOSThread()
ctx.Release()
})
return b
}
func screenshot(t *testing.T, d driver.Device, fbo driver.Texture, size image.Point) *image.RGBA {
img := image.NewRGBA(image.Rectangle{Max: size})
err := driver.DownloadImage(d, fbo, img)
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)
}