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