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							4.2 KiB
						
					
					
				
			
		
		
	
	
							141 lines
						
					
					
						
							4.2 KiB
						
					
					
				| /*
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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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| 
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| #include <string.h>
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| 
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| #include "weston-test-client-helper.h"
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| #include <stdio.h>
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| #include <poll.h>
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| #include <time.h>
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| 
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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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| 
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| struct test_data {
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| 	struct client *client;
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| 
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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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| 
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| static void
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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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| 
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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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| 
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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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| 
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| 	EGLint major, minor, n;
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| 	EGLBoolean ret;
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| 
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| 	test_data->egl_dpy = eglGetDisplay((EGLNativeDisplayType)
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| 					   test_data->client->wl_display);
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| 	assert(test_data->egl_dpy);
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| 
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| 	ret = eglInitialize(test_data->egl_dpy, &major, &minor);
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| 	assert(ret == EGL_TRUE);
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| 	ret = eglBindAPI(EGL_OPENGL_ES_API);
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| 	assert(ret == EGL_TRUE);
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| 
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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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| 	assert(ret && n == 1);
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| 
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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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| 	assert(test_data->egl_ctx);
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| 
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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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| 		eglCreateWindowSurface(test_data->egl_dpy,
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| 				       test_data->egl_conf,
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| 				       (EGLNativeWindowType) native_window,
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| 				       NULL);
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| 
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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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| 	assert(ret == EGL_TRUE);
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| 
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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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| 
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| }
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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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| 
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| 	test_data.client = client_create(10, 10, 10, 10);
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| 	init_egl(&test_data);
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| 
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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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| 
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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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| 
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| 	buffer_count = get_n_egl_buffers(test_data.client);
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| 
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| 	printf("buffers used = %i\n", buffer_count);
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| 
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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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| 
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