Hash :
fc3463da
Author :
Date :
2018-01-03T13:46:21
HandleAllocator: Fix heap ordering using std::greater. The default heap ordering is to return the greatest element in the heap. Since the handle allocator expects a minimal return value on a new allocation, this caused a bug. The bug is triggered by reserving handles, allocating new handles, then freeing the handles and allocating again with the same allocator. Fix the bug by using std::greater instead of std::less, which will make the heap return the smallest value instead of largest. Also adds some logging debugging code for the handle allocators. Bug: angleproject:1458 Change-Id: Ibef5dcbed0a664ccad0e0335f081e2355162584b Reviewed-on: https://chromium-review.googlesource.com/848644 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
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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.
//
// Unit tests for HandleAllocator.
//
#include "gmock/gmock.h"
#include "gtest/gtest.h"
#include "libANGLE/HandleAllocator.h"
namespace
{
TEST(HandleAllocatorTest, ReservationsWithGaps)
{
gl::HandleAllocator allocator;
std::set<GLuint> allocationList;
for (GLuint id = 2; id < 50; id += 2)
{
allocationList.insert(id);
}
for (GLuint id : allocationList)
{
allocator.reserve(id);
}
std::set<GLuint> allocatedList;
for (size_t allocationNum = 0; allocationNum < allocationList.size() * 2; ++allocationNum)
{
GLuint handle = allocator.allocate();
EXPECT_EQ(0u, allocationList.count(handle));
EXPECT_EQ(0u, allocatedList.count(handle));
allocatedList.insert(handle);
}
}
TEST(HandleAllocatorTest, Random)
{
gl::HandleAllocator allocator;
std::set<GLuint> allocationList;
for (size_t iterationCount = 0; iterationCount < 40; ++iterationCount)
{
for (size_t randomCount = 0; randomCount < 40; ++randomCount)
{
GLuint randomHandle = (rand() % 1000) + 1;
if (allocationList.count(randomHandle) == 0)
{
allocator.reserve(randomHandle);
allocationList.insert(randomHandle);
}
}
for (size_t normalCount = 0; normalCount < 40; ++normalCount)
{
GLuint normalHandle = allocator.allocate();
EXPECT_EQ(0u, allocationList.count(normalHandle));
allocationList.insert(normalHandle);
}
}
}
TEST(HandleAllocatorTest, Reallocation)
{
// Note: no current test for overflow
gl::HandleAllocator limitedAllocator(10);
for (GLuint count = 1; count < 10; count++)
{
GLuint result = limitedAllocator.allocate();
EXPECT_EQ(count, result);
}
for (GLuint count = 1; count < 10; count++)
{
limitedAllocator.release(count);
}
for (GLuint count = 2; count < 10; count++)
{
limitedAllocator.reserve(count);
}
GLint finalResult = limitedAllocator.allocate();
EXPECT_EQ(finalResult, 1);
}
// The following test covers reserving a handle with max uint value. See http://anglebug.com/1052
TEST(HandleAllocatorTest, ReserveMaxUintHandle)
{
gl::HandleAllocator allocator;
GLuint maxUintHandle = std::numeric_limits<GLuint>::max();
allocator.reserve(maxUintHandle);
GLuint normalHandle = allocator.allocate();
EXPECT_EQ(1u, normalHandle);
}
// The following test covers reserving a handle with max uint value minus one then max uint value.
TEST(HandleAllocatorTest, ReserveMaxUintHandle2)
{
gl::HandleAllocator allocator;
GLuint maxUintHandle = std::numeric_limits<GLuint>::max();
allocator.reserve(maxUintHandle - 1);
allocator.reserve(maxUintHandle);
GLuint normalHandle = allocator.allocate();
EXPECT_EQ(1u, normalHandle);
}
// To test if the allocator keep the handle in a sorted order.
TEST(HandleAllocatorTest, SortedOrderHandle)
{
gl::HandleAllocator allocator;
allocator.reserve(3);
GLuint allocatedList[5];
for (GLuint count = 0; count < 5; count++)
{
allocatedList[count] = allocator.allocate();
}
EXPECT_EQ(1u, allocatedList[0]);
EXPECT_EQ(2u, allocatedList[1]);
EXPECT_EQ(4u, allocatedList[2]);
EXPECT_EQ(5u, allocatedList[3]);
EXPECT_EQ(6u, allocatedList[4]);
}
// Tests the reset method.
TEST(HandleAllocatorTest, Reset)
{
gl::HandleAllocator allocator;
for (int iteration = 0; iteration < 1; ++iteration)
{
allocator.reserve(3);
EXPECT_EQ(1u, allocator.allocate());
EXPECT_EQ(2u, allocator.allocate());
EXPECT_EQ(4u, allocator.allocate());
allocator.reset();
}
}
// Covers a particular bug with reserving and allocating sub ranges.
TEST(HandleAllocatorTest, ReserveAndAllocateIterated)
{
gl::HandleAllocator allocator;
for (int iteration = 0; iteration < 3; ++iteration)
{
allocator.reserve(5);
allocator.reserve(6);
GLuint a = allocator.allocate();
GLuint b = allocator.allocate();
GLuint c = allocator.allocate();
allocator.release(c);
allocator.release(a);
allocator.release(b);
allocator.release(5);
allocator.release(6);
}
}
} // anonymous namespace