// Copyright 2015 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include #include "base/bind.h" #include "components/exo/buffer.h" #include "components/exo/surface_tree_host.h" #include "components/exo/test/exo_test_base.h" #include "components/exo/test/exo_test_helper.h" #include "components/viz/common/gpu/context_provider.h" #include "components/viz/common/resources/single_release_callback.h" #include "gpu/command_buffer/client/gles2_interface.h" #include "testing/gtest/include/gtest/gtest.h" #include "third_party/khronos/GLES2/gl2.h" #include "ui/aura/env.h" #include "ui/compositor/compositor.h" #include "ui/compositor/test/in_process_context_factory.h" #include "ui/gfx/gpu_memory_buffer.h" namespace exo { namespace { using BufferTest = test::ExoTestBase; void Release(int* release_call_count) { (*release_call_count)++; } TEST_F(BufferTest, ReleaseCallback) { gfx::Size buffer_size(256, 256); auto buffer = std::make_unique( exo_test_helper()->CreateGpuMemoryBuffer(buffer_size)); auto surface_tree_host = std::make_unique("BufferTest"); LayerTreeFrameSinkHolder* frame_sink_holder = surface_tree_host->layer_tree_frame_sink_holder(); // This is needed to ensure that RunAllPendingInMessageLoop() call below // is always sufficient for buffer to be released. buffer->set_wait_for_release_delay_for_testing(base::TimeDelta()); // Set the release callback. int release_call_count = 0; buffer->set_release_callback( base::Bind(&Release, base::Unretained(&release_call_count))); buffer->OnAttach(); viz::TransferableResource resource; // Produce a transferable resource for the contents of the buffer. bool rv = buffer->ProduceTransferableResource(frame_sink_holder, false, &resource); ASSERT_TRUE(rv); // Release buffer. viz::ReturnedResource returned_resource; returned_resource.id = resource.id; returned_resource.sync_token = resource.mailbox_holder.sync_token; returned_resource.lost = false; std::vector resources = {returned_resource}; frame_sink_holder->ReclaimResources(resources); RunAllPendingInMessageLoop(); ASSERT_EQ(release_call_count, 0); buffer->OnDetach(); // Release() should have been called exactly once. ASSERT_EQ(release_call_count, 1); } TEST_F(BufferTest, IsLost) { gfx::Size buffer_size(256, 256); auto buffer = std::make_unique( exo_test_helper()->CreateGpuMemoryBuffer(buffer_size)); auto surface_tree_host = std::make_unique("BufferTest"); LayerTreeFrameSinkHolder* frame_sink_holder = surface_tree_host->layer_tree_frame_sink_holder(); buffer->OnAttach(); // Acquire a texture transferable resource for the contents of the buffer. viz::TransferableResource resource; bool rv = buffer->ProduceTransferableResource(frame_sink_holder, false, &resource); ASSERT_TRUE(rv); scoped_refptr context_provider = aura::Env::GetInstance() ->context_factory() ->SharedMainThreadContextProvider(); if (context_provider) { gpu::gles2::GLES2Interface* gles2 = context_provider->ContextGL(); gles2->LoseContextCHROMIUM(GL_GUILTY_CONTEXT_RESET_ARB, GL_INNOCENT_CONTEXT_RESET_ARB); } // Release buffer. bool is_lost = true; viz::ReturnedResource returned_resource; returned_resource.id = resource.id; returned_resource.sync_token = gpu::SyncToken(); returned_resource.lost = is_lost; std::vector resources = {returned_resource}; frame_sink_holder->ReclaimResources(resources); RunAllPendingInMessageLoop(); // Producing a new texture transferable resource for the contents of the // buffer. viz::TransferableResource new_resource; rv = buffer->ProduceTransferableResource(frame_sink_holder, false, &new_resource); ASSERT_TRUE(rv); buffer->OnDetach(); viz::ReturnedResource returned_resource2; returned_resource2.id = new_resource.id; returned_resource2.sync_token = gpu::SyncToken(); returned_resource2.lost = false; std::vector resources2 = {returned_resource2}; frame_sink_holder->ReclaimResources(resources2); RunAllPendingInMessageLoop(); } // Buffer::Texture::OnLostResources is called when the gpu crashes. This test // verifies that the Texture is collected properly in such event. TEST_F(BufferTest, OnLostResources) { // Create a Buffer and use it to produce a Texture. constexpr gfx::Size buffer_size(256, 256); auto buffer = std::make_unique( exo_test_helper()->CreateGpuMemoryBuffer(buffer_size)); auto surface_tree_host = std::make_unique("BufferTest"); LayerTreeFrameSinkHolder* frame_sink_holder = surface_tree_host->layer_tree_frame_sink_holder(); buffer->OnAttach(); // Acquire a texture transferable resource for the contents of the buffer. viz::TransferableResource resource; bool rv = buffer->ProduceTransferableResource(frame_sink_holder, false, &resource); ASSERT_TRUE(rv); static_cast( aura::Env::GetInstance()->context_factory()) ->SendOnLostResources(); } TEST_F(BufferTest, SurfaceTreeHostDestruction) { gfx::Size buffer_size(256, 256); auto buffer = std::make_unique( exo_test_helper()->CreateGpuMemoryBuffer(buffer_size)); auto surface_tree_host = std::make_unique("BufferTest"); LayerTreeFrameSinkHolder* frame_sink_holder = surface_tree_host->layer_tree_frame_sink_holder(); // This is needed to ensure that RunAllPendingInMessageLoop() call below // is always sufficient for buffer to be released. buffer->set_wait_for_release_delay_for_testing(base::TimeDelta()); // Set the release callback. int release_call_count = 0; buffer->set_release_callback( base::Bind(&Release, base::Unretained(&release_call_count))); buffer->OnAttach(); viz::TransferableResource resource; // Produce a transferable resource for the contents of the buffer. bool rv = buffer->ProduceTransferableResource(frame_sink_holder, false, &resource); ASSERT_TRUE(rv); // Submit frame with resource. { viz::CompositorFrame frame; frame.metadata.begin_frame_ack.source_id = viz::BeginFrameArgs::kManualSourceId; frame.metadata.begin_frame_ack.sequence_number = viz::BeginFrameArgs::kStartingFrameNumber; frame.metadata.begin_frame_ack.has_damage = true; frame.metadata.device_scale_factor = 1; std::unique_ptr pass = viz::RenderPass::Create(); pass->SetNew(1, gfx::Rect(buffer_size), gfx::Rect(buffer_size), gfx::Transform()); frame.render_pass_list.push_back(std::move(pass)); frame.resource_list.push_back(resource); frame_sink_holder->SubmitCompositorFrame(std::move(frame)); } buffer->OnDetach(); ASSERT_EQ(release_call_count, 0); surface_tree_host.reset(); ASSERT_EQ(release_call_count, 1); } TEST_F(BufferTest, SurfaceTreeHostLastFrame) { gfx::Size buffer_size(256, 256); auto buffer = std::make_unique( exo_test_helper()->CreateGpuMemoryBuffer(buffer_size)); auto surface_tree_host = std::make_unique("BufferTest"); LayerTreeFrameSinkHolder* frame_sink_holder = surface_tree_host->layer_tree_frame_sink_holder(); // This is needed to ensure that RunAllPendingInMessageLoop() call below // is always sufficient for buffer to be released. buffer->set_wait_for_release_delay_for_testing(base::TimeDelta()); // Set the release callback. int release_call_count = 0; buffer->set_release_callback( base::Bind(&Release, base::Unretained(&release_call_count))); buffer->OnAttach(); viz::TransferableResource resource; // Produce a transferable resource for the contents of the buffer. bool rv = buffer->ProduceTransferableResource(frame_sink_holder, false, &resource); ASSERT_TRUE(rv); // Submit frame with resource. { viz::CompositorFrame frame; frame.metadata.begin_frame_ack.source_id = viz::BeginFrameArgs::kManualSourceId; frame.metadata.begin_frame_ack.sequence_number = viz::BeginFrameArgs::kStartingFrameNumber; frame.metadata.begin_frame_ack.has_damage = true; frame.metadata.device_scale_factor = 1; std::unique_ptr pass = viz::RenderPass::Create(); pass->SetNew(1, gfx::Rect(buffer_size), gfx::Rect(buffer_size), gfx::Transform()); frame.render_pass_list.push_back(std::move(pass)); frame.resource_list.push_back(resource); frame_sink_holder->SubmitCompositorFrame(std::move(frame)); // Try to release buffer in last frame. This can happen during a resize // when frame sink id changes. viz::ReturnedResource returned_resource; returned_resource.id = resource.id; returned_resource.sync_token = resource.mailbox_holder.sync_token; returned_resource.lost = false; std::vector resources = {returned_resource}; frame_sink_holder->ReclaimResources(resources); } RunAllPendingInMessageLoop(); buffer->OnDetach(); // Release() should not have been called as resource is used by last frame. ASSERT_EQ(release_call_count, 0); // Submit frame without resource. This should cause buffer to be released. { viz::CompositorFrame frame; frame.metadata.begin_frame_ack.source_id = viz::BeginFrameArgs::kManualSourceId; frame.metadata.begin_frame_ack.sequence_number = viz::BeginFrameArgs::kStartingFrameNumber; frame.metadata.begin_frame_ack.has_damage = true; frame.metadata.device_scale_factor = 1; std::unique_ptr pass = viz::RenderPass::Create(); pass->SetNew(1, gfx::Rect(buffer_size), gfx::Rect(buffer_size), gfx::Transform()); frame.render_pass_list.push_back(std::move(pass)); frame_sink_holder->SubmitCompositorFrame(std::move(frame)); } // Release() should have been called exactly once. ASSERT_EQ(release_call_count, 1); } } // namespace } // namespace exo