Edit

kc3-lang/angle/src/tests/gl_tests/ProgramBinaryTest.cpp

Branch :

  • Show log

    Commit

  • Author : Austin Kinross
    Date : 2015-06-17 16:14:53
    Hash : 137b1517
    Message : Improve D3D GetProgramBinary chipset validation - Check chipset identifying info before trying to compile shaders - Check device feature level when loading a binary - Use chipset VendorID/DeviceID etc instead of LUID so that program binaries remain valid across system reboots Change-Id: I88ba4543bb990956d1d8fb324abf9784d72950cd Reviewed-on: https://chromium-review.googlesource.com/280428 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>

  • src/tests/gl_tests/ProgramBinaryTest.cpp
  • //
    // 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.
    //
    
    #include "test_utils/ANGLETest.h"
    
    #include <memory>
    #include <stdint.h>
    
    #include "EGLWindow.h"
    #include "OSWindow.h"
    #include "test_utils/angle_test_configs.h"
    
    using namespace angle;
    
    class ProgramBinaryTest : public ANGLETest
    {
      protected:
        ProgramBinaryTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        virtual void SetUp()
        {
            ANGLETest::SetUp();
    
            const std::string vertexShaderSource = SHADER_SOURCE
            (
                attribute vec4 inputAttribute;
                void main()
                {
                    gl_Position = inputAttribute;
                }
            );
    
            const std::string fragmentShaderSource = SHADER_SOURCE
            (
                void main()
                {
                    gl_FragColor = vec4(1,0,0,1);
                }
            );
    
            mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
            if (mProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            glGenBuffers(1, &mBuffer);
            glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
            glBufferData(GL_ARRAY_BUFFER, 128, NULL, GL_STATIC_DRAW);
            glBindBuffer(GL_ARRAY_BUFFER, 0);
    
            ASSERT_GL_NO_ERROR();
        }
    
        virtual void TearDown()
        {
            glDeleteProgram(mProgram);
            glDeleteBuffers(1, &mBuffer);
    
            ANGLETest::TearDown();
        }
    
        GLuint mProgram;
        GLuint mBuffer;
    };
    
    // This tests the assumption that float attribs of different size
    // should not internally cause a vertex shader recompile (for conversion).
    TEST_P(ProgramBinaryTest, FloatDynamicShaderSize)
    {
        glUseProgram(mProgram);
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
    
        glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 8, NULL);
        glEnableVertexAttribArray(0);
        glDrawArrays(GL_POINTS, 0, 1);
    
        GLint programLength;
        glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
    
        EXPECT_GL_NO_ERROR();
    
        for (GLsizei size = 1; size <= 3; size++)
        {
            glVertexAttribPointer(0, size, GL_FLOAT, GL_FALSE, 8, NULL);
            glEnableVertexAttribArray(0);
            glDrawArrays(GL_POINTS, 0, 1);
    
            GLint newProgramLength;
            glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &newProgramLength);
            EXPECT_GL_NO_ERROR();
            EXPECT_EQ(programLength, newProgramLength);
        }
    }
    
    // This tests the ability to successfully save and load a program binary.
    TEST_P(ProgramBinaryTest, SaveAndLoadBinary)
    {
        GLint programLength = 0;
        GLint writtenLength = 0;
        GLenum binaryFormat = 0;
    
        glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
        EXPECT_GL_NO_ERROR();
    
        std::vector<uint8_t> binary(programLength);
        glGetProgramBinaryOES(mProgram, programLength, &writtenLength, &binaryFormat, binary.data());
        EXPECT_GL_NO_ERROR();
    
        // The lengths reported by glGetProgramiv and glGetProgramBinaryOES should match
        EXPECT_EQ(programLength, writtenLength);
    
        if (writtenLength)
        {
            GLuint program2 = glCreateProgram();
            glProgramBinaryOES(program2, binaryFormat, binary.data(), writtenLength);
    
            EXPECT_GL_NO_ERROR();
    
            GLint linkStatus;
            glGetProgramiv(program2, GL_LINK_STATUS, &linkStatus);
            if (linkStatus == 0)
            {
                GLint infoLogLength;
                glGetProgramiv(program2, GL_INFO_LOG_LENGTH, &infoLogLength);
    
                if (infoLogLength > 0)
                {
                    std::vector<GLchar> infoLog(infoLogLength);
                    glGetProgramInfoLog(program2, infoLog.size(), NULL, &infoLog[0]);
                    FAIL() << "program link failed: " << &infoLog[0];
                }
                else
                {
                    FAIL() << "program link failed.";
                }
            }
            else
            {
                glUseProgram(program2);
                glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
    
                glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 8, NULL);
                glEnableVertexAttribArray(0);
                glDrawArrays(GL_POINTS, 0, 1);
    
                EXPECT_GL_NO_ERROR();
            }
    
            glDeleteProgram(program2);
        }
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_INSTANTIATE_TEST(ProgramBinaryTest, ES2_D3D9(), ES2_D3D11());
    
    // For the ProgramBinariesAcrossPlatforms tests, we need two sets of params:
    // - a set to save the program binary
    // - a set to load the program binary
    // We combine these into one struct extending PlatformParameters so we can reuse existing ANGLE test macros
    struct PlatformsWithLinkResult : PlatformParameters
    {
        PlatformsWithLinkResult(PlatformParameters saveParams, PlatformParameters loadParamsIn, bool expectedLinkResultIn)
        {
            majorVersion = saveParams.majorVersion;
            minorVersion = saveParams.minorVersion;
            eglParameters = saveParams.eglParameters;
            loadParams = loadParamsIn;
            expectedLinkResult = expectedLinkResultIn;
        }
    
        PlatformParameters loadParams;
        bool expectedLinkResult;
    };
    
    class ProgramBinariesAcrossPlatforms : public testing::TestWithParam<PlatformsWithLinkResult>
    {
      public:
        void SetUp() override
        {
            mOSWindow = CreateOSWindow();
            bool result = mOSWindow->initialize("ProgramBinariesAcrossRenderersTests", 100, 100);
    
            if (result == false)
            {
                FAIL() << "Failed to create OS window";
            }
        }
    
        EGLWindow *createAndInitEGLWindow(angle::PlatformParameters &param)
        {
            EGLWindow *eglWindow = new EGLWindow(1, 1, param.majorVersion, param.eglParameters);
            bool result = eglWindow->initializeGL(mOSWindow);
            if (result == false)
            {
                SafeDelete(eglWindow);
                eglWindow = nullptr;
            }
    
            return eglWindow;
        }
    
        void destroyEGLWindow(EGLWindow **eglWindow)
        {
            ASSERT(*eglWindow != nullptr);
            (*eglWindow)->destroyGL();
            SafeDelete(*eglWindow);
            *eglWindow = nullptr;
        }
    
        GLuint createES2ProgramFromSource()
        {
            const std::string testVertexShaderSource = SHADER_SOURCE
            (
                attribute highp vec4 position;
    
                void main(void)
                {
                    gl_Position = position;
                }
            );
    
            const std::string testFragmentShaderSource = SHADER_SOURCE
            (
                void main(void)
                {
                    gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
                }
            );
    
            return CompileProgram(testVertexShaderSource, testFragmentShaderSource);
        }
    
        GLuint createES3ProgramFromSource()
        {
            const std::string testVertexShaderSource = SHADER_SOURCE
            (   #version 300 es\n
                precision highp float;
                in highp vec4 position;
    
                void main(void)
                {
                    gl_Position = position;
                }
            );
    
            const std::string testFragmentShaderSource = SHADER_SOURCE
            (   #version 300 es \n
                precision highp float;
                out vec4 out_FragColor;
    
                void main(void)
                {
                    out_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
                }
            );
    
            return CompileProgram(testVertexShaderSource, testFragmentShaderSource);
        }
    
        void drawWithProgram(GLuint program)
        {
            glClearColor(0, 0, 0, 1);
            glClear(GL_COLOR_BUFFER_BIT);
    
            GLint positionLocation = glGetAttribLocation(program, "position");
    
            glUseProgram(program);
    
            const GLfloat vertices[] =
            {
                -1.0f,  1.0f, 0.5f,
                -1.0f, -1.0f, 0.5f,
                 1.0f, -1.0f, 0.5f,
    
                -1.0f,  1.0f, 0.5f,
                 1.0f, -1.0f, 0.5f,
                 1.0f,  1.0f, 0.5f,
            };
    
            glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, vertices);
            glEnableVertexAttribArray(positionLocation);
    
            glDrawArrays(GL_TRIANGLES, 0, 6);
    
            glDisableVertexAttribArray(positionLocation);
            glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, NULL);
    
            EXPECT_PIXEL_EQ(mOSWindow->getWidth() / 2, mOSWindow->getHeight() / 2, 255, 0, 0, 255);
        }
    
        void TearDown() override
        {
            mOSWindow->destroy();
            SafeDelete(mOSWindow);
        }
    
        OSWindow *mOSWindow;
    };
    
    // Tries to create a program binary using one set of platform params, then load it using a different sent of params
    TEST_P(ProgramBinariesAcrossPlatforms, CreateAndReloadBinary)
    {
        angle::PlatformParameters firstRenderer  = GetParam();
        angle::PlatformParameters secondRenderer = GetParam().loadParams;
        bool expectedLinkResult                  = GetParam().expectedLinkResult;
    
        if (!(IsPlatformAvailable(firstRenderer)))
        {
            std::cout << "First renderer not supported, skipping test";
            return;
        }
    
        if (!(IsPlatformAvailable(secondRenderer)))
        {
            std::cout << "Second renderer not supported, skipping test";
            return;
        }
    
        EGLWindow *eglWindow = nullptr;
        std::vector<uint8_t> binary(0);
        GLuint program = 0;
    
        GLint programLength = 0;
        GLint writtenLength = 0;
        GLenum binaryFormat = 0;
    
        // Create a EGL window with the first renderer
        eglWindow = createAndInitEGLWindow(firstRenderer);
        if (eglWindow == nullptr)
        {
            FAIL() << "Failed to create EGL window";
            return;
        }
    
        // If the test is trying to use both the default GPU and WARP, but the default GPU *IS* WARP,
        // then our expectations for the test results will be invalid.
        if (firstRenderer.eglParameters.deviceType != EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE &&
            secondRenderer.eglParameters.deviceType == EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE)
        {
            std::string rendererString = std::string(reinterpret_cast<const char*>(glGetString(GL_RENDERER)));
            std::transform(rendererString.begin(), rendererString.end(), rendererString.begin(), ::tolower);
    
            auto basicRenderPos = rendererString.find(std::string("microsoft basic render"));
            auto softwareAdapterPos = rendererString.find(std::string("software adapter"));
    
            if (basicRenderPos != std::string::npos || softwareAdapterPos != std::string::npos)
            {
                // The first renderer is using WARP, even though we didn't explictly request it
                // We should skip this test
                std::cout << "Test skipped on when default GPU is WARP." << std::endl;
                return;
            }
        }
    
        // Create a program
        if (firstRenderer.majorVersion == 3)
        {
            program = createES3ProgramFromSource();
        }
        else
        {
            program = createES2ProgramFromSource();
        }
    
        if (program == 0)
        {
            FAIL() << "Failed to create program from source";
            destroyEGLWindow(&eglWindow);
            return;
        }
    
        // Draw using the program to ensure it works as expected
        drawWithProgram(program);
        EXPECT_GL_NO_ERROR();
    
        // Save the program binary out from this renderer
        glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
        EXPECT_GL_NO_ERROR();
        binary.resize(programLength);
        glGetProgramBinaryOES(program, programLength, &writtenLength, &binaryFormat, binary.data());
        EXPECT_GL_NO_ERROR();
    
        // Destroy the first renderer
        glDeleteProgram(program);
        destroyEGLWindow(&eglWindow);
    
        // Create an EGL window with the second renderer
        eglWindow = createAndInitEGLWindow(secondRenderer);
        if (eglWindow == nullptr)
        {
            FAIL() << "Failed to create EGL window";
            return;
        }
    
        program = glCreateProgram();
        glProgramBinaryOES(program, binaryFormat, binary.data(), writtenLength);
    
        GLint linkStatus;
        glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
        EXPECT_EQ(expectedLinkResult, (linkStatus != 0));
    
        if (linkStatus != 0)
        {
            // If the link was successful, then we should try to draw using the program to ensure it works as expected
            drawWithProgram(program);
            EXPECT_GL_NO_ERROR();
        }
    
        // Destroy the second renderer
        glDeleteProgram(program);
        destroyEGLWindow(&eglWindow);
    }
    
    ANGLE_INSTANTIATE_TEST(ProgramBinariesAcrossPlatforms,
                           //                     | Save the program   | Load the program      | Expected
                           //                     | using these params | using these params    | link result
                           PlatformsWithLinkResult(ES2_D3D11(),         ES2_D3D11(),            true         ), // Loading + reloading binary should work
                           PlatformsWithLinkResult(ES3_D3D11(),         ES3_D3D11(),            true         ), // Loading + reloading binary should work
                           PlatformsWithLinkResult(ES2_D3D11_FL11_0(),  ES2_D3D11_FL9_3(),      false        ), // Switching feature level shouldn't work
                           PlatformsWithLinkResult(ES2_D3D11(),         ES2_D3D11_WARP(),       false        ), // Switching from hardware to software shouldn't work
                           PlatformsWithLinkResult(ES2_D3D11_FL9_3(),   ES2_D3D11_FL9_3_WARP(), false        ), // Switching from hardware to software shouldn't work for FL9 either
                           PlatformsWithLinkResult(ES2_D3D11(),         ES2_D3D9(),             false        ), // Switching from D3D11 to D3D9 shouldn't work
                           PlatformsWithLinkResult(ES2_D3D9(),          ES2_D3D11(),            false        ), // Switching from D3D9 to D3D11 shouldn't work
                           PlatformsWithLinkResult(ES2_D3D11(),         ES3_D3D11(),            true         )  // Switching to newer client version should work
    
                           // TODO: ANGLE issue 523
                           // Compiling a program with client version 3, saving the binary, then loading it with client version 2 should not work
                           // PlatformsWithLinkResult(ES3_D3D11(),         ES2_D3D11(),            false       )
                           );