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/*
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* Copyright © 2013 Intel Corporation
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*
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* Permission to use, copy, modify, distribute, and sell this software and
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* its documentation for any purpose is hereby granted without fee, provided
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* that the above copyright notice appear in all copies and that both that
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* copyright notice and this permission notice appear in supporting
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* documentation, and that the name of the copyright holders not be used in
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* advertising or publicity pertaining to distribution of the software
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* without specific, written prior permission. The copyright holders make
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* no representations about the suitability of this software for any
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* purpose. It is provided "as is" without express or implied warranty.
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*
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* THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS
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* SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
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* FITNESS, IN NO EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY
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* SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER
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* RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF
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* CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN
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* CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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#include "config.h"
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#include <string.h>
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#include <stdio.h>
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#include <EGL/egl.h>
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#include <wayland-egl.h>
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#include <GLES2/gl2.h>
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#include "weston-test-client-helper.h"
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#include "../shared/platform.h"
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#define fail(msg) { fprintf(stderr, "%s failed\n", msg); return -1; }
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struct test_data {
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struct client *client;
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EGLDisplay egl_dpy;
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EGLContext egl_ctx;
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EGLConfig egl_conf;
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EGLSurface egl_surface;
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};
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static int
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init_egl(struct test_data *test_data)
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{
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struct wl_egl_window *native_window;
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struct surface *surface = test_data->client->surface;
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const char *str, *mesa;
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static const EGLint context_attribs[] = {
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EGL_CONTEXT_CLIENT_VERSION, 2,
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EGL_NONE
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};
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EGLint config_attribs[] = {
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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EGL_RED_SIZE, 1,
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EGL_GREEN_SIZE, 1,
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EGL_BLUE_SIZE, 1,
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EGL_ALPHA_SIZE, 0,
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
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EGL_NONE
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};
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EGLint major, minor, n;
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EGLBoolean ret;
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test_data->egl_dpy =
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weston_platform_get_egl_display(EGL_PLATFORM_WAYLAND_KHR,
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test_data->client->wl_display,
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NULL);
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if (!test_data->egl_dpy)
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fail("eglGetPlatformDisplay or eglGetDisplay");
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if (eglInitialize(test_data->egl_dpy, &major, &minor) != EGL_TRUE)
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fail("eglInitialize");
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if (eglBindAPI(EGL_OPENGL_ES_API) != EGL_TRUE)
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fail("eglBindAPI");
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ret = eglChooseConfig(test_data->egl_dpy, config_attribs,
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&test_data->egl_conf, 1, &n);
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if (!(ret && n == 1))
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fail("eglChooseConfig");
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test_data->egl_ctx = eglCreateContext(test_data->egl_dpy,
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test_data->egl_conf,
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EGL_NO_CONTEXT, context_attribs);
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if (!test_data->egl_ctx)
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fail("eglCreateContext");
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native_window =
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wl_egl_window_create(surface->wl_surface,
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surface->width,
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surface->height);
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test_data->egl_surface =
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weston_platform_create_egl_window(test_data->egl_dpy,
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test_data->egl_conf,
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native_window, NULL);
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ret = eglMakeCurrent(test_data->egl_dpy, test_data->egl_surface,
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test_data->egl_surface, test_data->egl_ctx);
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if (ret != EGL_TRUE)
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fail("eglMakeCurrent");
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/* This test is specific to mesa 10.1 and later, which is the
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* first release that doesn't accidentally triple-buffer. */
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str = (const char *) glGetString(GL_VERSION);
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mesa = strstr(str, "Mesa ");
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if (mesa == NULL)
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skip("unknown EGL implementation (%s)\n", str);
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if (sscanf(mesa + 5, "%d.%d", &major, &minor) != 2)
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skip("unrecognized mesa version (%s)\n", str);
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if (major < 10 || (major == 10 && minor < 1))
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skip("mesa version too old (%s)\n", str);
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return 0;
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}
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TEST(test_buffer_count)
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{
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struct test_data test_data;
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uint32_t buffer_count;
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int i;
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test_data.client = client_create(10, 10, 10, 10);
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if (!test_data.client->has_wl_drm)
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skip("compositor has not bound its display to EGL\n");
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if (init_egl(&test_data) < 0)
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skip("could not initialize egl, "
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"possibly using the headless backend\n");
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/* This is meant to represent a typical game loop which is
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* expecting eglSwapBuffers to block and throttle the
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* rendering to a sensible frame rate. Therefore it doesn't
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* expect to have to install a frame callback itself. I'd
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* imagine this is what a typical SDL game would end up
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* doing */
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for (i = 0; i < 10; i++) {
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glClear(GL_COLOR_BUFFER_BIT);
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eglSwapBuffers(test_data.egl_dpy, test_data.egl_surface);
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}
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buffer_count = get_n_egl_buffers(test_data.client);
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printf("buffers used = %i\n", buffer_count);
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/* The implementation should only end up creating two buffers
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* and cycling between them */
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assert(buffer_count == 2);
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}
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