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//
// Copyright 2015 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// ObjectAllocationTest
// Tests for object allocations and lifetimes.
//
#include "test_utils/ANGLETest.h"
using namespace angle;
namespace
{
class ObjectAllocationTest : public ANGLETest<>
{
protected:
ObjectAllocationTest() {}
};
class ObjectAllocationTestES3 : public ObjectAllocationTest
{};
// Test that we don't re-allocate a bound framebuffer ID.
TEST_P(ObjectAllocationTestES3, BindFramebufferBeforeGen)
{
glBindFramebuffer(GL_FRAMEBUFFER, 1);
GLuint fbo = 0;
glGenFramebuffers(1, &fbo);
EXPECT_NE(1u, fbo);
glDeleteFramebuffers(1, &fbo);
EXPECT_GL_NO_ERROR();
}
// Test that we don't re-allocate a bound framebuffer ID, other pattern.
TEST_P(ObjectAllocationTestES3, BindFramebufferAfterGen)
{
GLuint reservedFBO1 = 1;
GLuint reservedFBO2 = 2;
GLuint firstFBO = 0;
glGenFramebuffers(1, &firstFBO);
glBindFramebuffer(GL_FRAMEBUFFER, reservedFBO1);
glDeleteFramebuffers(1, &firstFBO);
glBindFramebuffer(GL_FRAMEBUFFER, reservedFBO2);
GLuint secondFBOs[2] = {0};
glGenFramebuffers(2, secondFBOs);
EXPECT_NE(reservedFBO2, secondFBOs[0]);
EXPECT_NE(reservedFBO2, secondFBOs[1]);
glDeleteFramebuffers(2, secondFBOs);
// Clean up
glDeleteFramebuffers(1, &reservedFBO1);
glDeleteFramebuffers(1, &reservedFBO2);
EXPECT_GL_NO_ERROR();
}
// Test that we don't re-allocate a bound framebuffer ID.
TEST_P(ObjectAllocationTest, BindRenderbuffer)
{
GLuint rbId;
glGenRenderbuffers(1, &rbId);
glBindRenderbuffer(GL_RENDERBUFFER, rbId);
EXPECT_GL_NO_ERROR();
// Swap now to trigger the serialization of the renderbuffer that
// was initialized with the default values
swapBuffers();
glDeleteRenderbuffers(1, &rbId);
EXPECT_GL_NO_ERROR();
}
// Renderbuffers can be created on the fly by calling glBindRenderbuffer,
// so// check that the call doesn't fail that the renderbuffer is also deleted
TEST_P(ObjectAllocationTest, BindRenderbufferBeforeGenAndDelete)
{
GLuint rbId = 1;
glBindRenderbuffer(GL_RENDERBUFFER, rbId);
EXPECT_GL_NO_ERROR();
// Swap now to trigger the serialization of the renderbuffer that
// was initialized with the default values
swapBuffers();
glDeleteRenderbuffers(1, &rbId);
EXPECT_GL_NO_ERROR();
}
// Buffers can be created on the fly by calling glBindBuffer, so
// check that the call doesn't fail that the buffer is also deleted
TEST_P(ObjectAllocationTest, BindBufferBeforeGenAndDelete)
{
GLuint id = 1;
glBindBuffer(GL_ARRAY_BUFFER, id);
EXPECT_GL_NO_ERROR();
// trigger serialization to capture the created buffer ID
swapBuffers();
glDeleteBuffers(1, &id);
EXPECT_GL_NO_ERROR();
}
// Textures can be created on the fly by calling glBindTexture, so
// check that the call doesn't fail that the texture is also deleted
TEST_P(ObjectAllocationTest, BindTextureBeforeGenAndDelete)
{
GLuint id = 1;
glBindTexture(GL_TEXTURE_2D, id);
EXPECT_GL_NO_ERROR();
// trigger serialization to capture the created texture ID
swapBuffers();
glDeleteTextures(1, &id);
EXPECT_GL_NO_ERROR();
}
} // anonymous namespace
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ObjectAllocationTest);
ANGLE_INSTANTIATE_TEST_ES2(ObjectAllocationTest);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ObjectAllocationTestES3);
ANGLE_INSTANTIATE_TEST_ES3(ObjectAllocationTestES3);