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// 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 <GLES2/gl2extchromium.h>
#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<Buffer>(
exo_test_helper()->CreateGpuMemoryBuffer(buffer_size));
auto surface_tree_host = std::make_unique<SurfaceTreeHost>("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<viz::ReturnedResource> 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<Buffer>(
exo_test_helper()->CreateGpuMemoryBuffer(buffer_size));
auto surface_tree_host = std::make_unique<SurfaceTreeHost>("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<viz::ContextProvider> 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<viz::ReturnedResource> 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<viz::ReturnedResource> 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<Buffer>(
exo_test_helper()->CreateGpuMemoryBuffer(buffer_size));
auto surface_tree_host = std::make_unique<SurfaceTreeHost>("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<ui::InProcessContextFactory*>(
aura::Env::GetInstance()->context_factory())
->SendOnLostResources();
}
TEST_F(BufferTest, SurfaceTreeHostDestruction) {
gfx::Size buffer_size(256, 256);
auto buffer = std::make_unique<Buffer>(
exo_test_helper()->CreateGpuMemoryBuffer(buffer_size));
auto surface_tree_host = std::make_unique<SurfaceTreeHost>("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<viz::RenderPass> 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<Buffer>(
exo_test_helper()->CreateGpuMemoryBuffer(buffer_size));
auto surface_tree_host = std::make_unique<SurfaceTreeHost>("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<viz::RenderPass> 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<viz::ReturnedResource> 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<viz::RenderPass> 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
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