weston/tests/buffer-count-test.c
Emilio Pozuelo Monfort 08dbd31c4b tests: Skip buffer-count if EGL initialization fails
That is the case when using the headless backend. In the future
we may be able to use the mesa null egl platform but for now let's
just skip it.

Signed-off-by: Emilio Pozuelo Monfort <emilio.pozuelo@collabora.co.uk>
2014-02-18 13:49:37 -08:00

151 lines
4.5 KiB
C

/*
* 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>
#define fail(msg) { fprintf(stderr, "%s failed\n", msg); return -1; }
struct test_data {
struct client *client;
EGLDisplay egl_dpy;
EGLContext egl_ctx;
EGLConfig egl_conf;
EGLSurface egl_surface;
};
static int
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);
if (!test_data->egl_dpy)
fail("eglGetDisplay");
if (eglInitialize(test_data->egl_dpy, &major, &minor) != EGL_TRUE)
fail("eglInitialize");
if (eglBindAPI(EGL_OPENGL_ES_API) != EGL_TRUE)
fail("eglBindAPI");
ret = eglChooseConfig(test_data->egl_dpy, config_attribs,
&test_data->egl_conf, 1, &n);
if (!(ret && n == 1))
fail("eglChooseConfig");
test_data->egl_ctx = eglCreateContext(test_data->egl_dpy,
test_data->egl_conf,
EGL_NO_CONTEXT, context_attribs);
if (!test_data->egl_ctx)
fail("eglCreateContext");
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);
if (ret != EGL_TRUE)
fail("eglMakeCurrent");
/* 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);
return 0;
}
TEST(test_buffer_count)
{
struct test_data test_data;
uint32_t buffer_count;
int i;
test_data.client = client_create(10, 10, 10, 10);
if (init_egl(&test_data) < 0)
skip("could not initialize egl, "
"possibly using the headless backend\n");
/* 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);
}