Hash :
5fd73782
Author :
Date :
2019-08-09T11:46:46
Vulkan: Use volk to load vk* func ptrs Thanks to Jamie Madill for some fixes to get all CI test passing w/ volk. This change updates all ANGLE targets that use Vulkan to dyanmically link all of the VK entrypoints using the volk OSS library from https://github.com/zeux/volk. It's only two source files so baking them directly into ANGLE repo. Also it's used in both the tests and libANGLE trees so added to src/common/third_party/volk dir. Updated volk and the renderer to track latest instance and device that were loaded and renderer will refresh vk* function pointers if the current and previous device and/or instance don't match. This prevents errors in the test framework as we transition between backends, especially between VK HW & SwiftShader ICDs. This change rolls the Vulkan Loader forward to use the latest loader version which no longer allows static linking but requires dynamic linking. Bug: angleproject:3740 Bug: angleproject:4092 Bug: angleproject:4162 Bug: angleproject:4210 Bug: angleproject:4225 Change-Id: I8a0b7d24c9545bbfdfaa4b9357a9bfe6793e0140 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1965640 Commit-Queue: Tobin Ehlis <tobine@google.com> Reviewed-by: Tobin Ehlis <tobine@google.com> Reviewed-by: Jamie Madill <jmadill@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.
//
// PackUnpackTest:
// Tests the corrrectness of opengl 4.1 emulation of pack/unpack built-in functions.
//
#include "test_utils/ANGLETest.h"
using namespace angle;
namespace
{
class PackUnpackTest : public ANGLETest
{
protected:
PackUnpackTest()
{
setWindowWidth(16);
setWindowHeight(16);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
void testSetUp() override
{
// Fragment Shader source
constexpr char kSNormFS[] = R"(#version 300 es
precision mediump float;
uniform mediump vec2 v;
layout(location = 0) out mediump vec4 fragColor;
void main()
{
uint u = packSnorm2x16(v);
vec2 r = unpackSnorm2x16(u);
fragColor = vec4(r, 0.0, 1.0);
})";
// Fragment Shader source
constexpr char kUNormFS[] = R"(#version 300 es
precision mediump float;
uniform mediump vec2 v;
layout(location = 0) out mediump vec4 fragColor;
void main()
{
uint u = packUnorm2x16(v);
vec2 r = unpackUnorm2x16(u);
fragColor = vec4(r, 0.0, 1.0);
})";
// Fragment Shader source
constexpr char kHalfFS[] = R"(#version 300 es
precision mediump float;
uniform mediump vec2 v;
layout(location = 0) out mediump vec4 fragColor;
void main()
{
uint u = packHalf2x16(v);
vec2 r = unpackHalf2x16(u);
fragColor = vec4(r, 0.0, 1.0);
})";
mSNormProgram = CompileProgram(essl3_shaders::vs::Simple(), kSNormFS);
mUNormProgram = CompileProgram(essl3_shaders::vs::Simple(), kUNormFS);
mHalfProgram = CompileProgram(essl3_shaders::vs::Simple(), kHalfFS);
if (mSNormProgram == 0 || mUNormProgram == 0 || mHalfProgram == 0)
{
FAIL() << "shader compilation failed.";
}
glGenTextures(1, &mOffscreenTexture2D);
glBindTexture(GL_TEXTURE_2D, mOffscreenTexture2D);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RG32F, getWindowWidth(), getWindowHeight());
glGenFramebuffers(1, &mOffscreenFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
mOffscreenTexture2D, 0);
glViewport(0, 0, 16, 16);
const GLfloat color[] = {1.0f, 1.0f, 0.0f, 1.0f};
glClearBufferfv(GL_COLOR, 0, color);
}
void testTearDown() override
{
glDeleteTextures(1, &mOffscreenTexture2D);
glDeleteFramebuffers(1, &mOffscreenFramebuffer);
glDeleteProgram(mSNormProgram);
glDeleteProgram(mUNormProgram);
glDeleteProgram(mHalfProgram);
}
void compareBeforeAfter(GLuint program, float input1, float input2)
{
compareBeforeAfter(program, input1, input2, input1, input2);
}
void compareBeforeAfter(GLuint program,
float input1,
float input2,
float expect1,
float expect2)
{
GLint vec2Location = glGetUniformLocation(program, "v");
glUseProgram(program);
glUniform2f(vec2Location, input1, input2);
drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
GLfloat p[2] = {0};
glReadPixels(8, 8, 1, 1, GL_RG, GL_FLOAT, p);
ASSERT_GL_NO_ERROR();
static const double epsilon = 0.0005;
EXPECT_NEAR(p[0], expect1, epsilon);
EXPECT_NEAR(p[1], expect2, epsilon);
}
GLuint mSNormProgram;
GLuint mUNormProgram;
GLuint mHalfProgram;
GLuint mOffscreenFramebuffer;
GLuint mOffscreenTexture2D;
};
// Test the correctness of packSnorm2x16 and unpackSnorm2x16 functions calculating normal floating
// numbers.
TEST_P(PackUnpackTest, PackUnpackSnormNormal)
{
// Expect the shader to output the same value as the input
compareBeforeAfter(mSNormProgram, 0.5f, -0.2f);
compareBeforeAfter(mSNormProgram, -0.35f, 0.75f);
compareBeforeAfter(mSNormProgram, 0.00392f, -0.99215f);
compareBeforeAfter(mSNormProgram, 1.0f, -0.00392f);
}
// Test the correctness of packSnorm2x16 and unpackSnorm2x16 functions calculating normal floating
// numbers.
TEST_P(PackUnpackTest, PackUnpackUnormNormal)
{
// Expect the shader to output the same value as the input
compareBeforeAfter(mUNormProgram, 0.5f, 0.2f, 0.5f, 0.2f);
compareBeforeAfter(mUNormProgram, 0.35f, 0.75f, 0.35f, 0.75f);
compareBeforeAfter(mUNormProgram, 0.00392f, 0.99215f, 0.00392f, 0.99215f);
compareBeforeAfter(mUNormProgram, 1.0f, 0.00392f, 1.0f, 0.00392f);
}
// Test the correctness of packHalf2x16 and unpackHalf2x16 functions calculating normal floating
// numbers.
TEST_P(PackUnpackTest, PackUnpackHalfNormal)
{
// Expect the shader to output the same value as the input
compareBeforeAfter(mHalfProgram, 0.5f, -0.2f);
compareBeforeAfter(mHalfProgram, -0.35f, 0.75f);
compareBeforeAfter(mHalfProgram, 0.00392f, -0.99215f);
compareBeforeAfter(mHalfProgram, 1.0f, -0.00392f);
}
// Test the correctness of packSnorm2x16 and unpackSnorm2x16 functions calculating subnormal
// floating numbers.
TEST_P(PackUnpackTest, PackUnpackSnormSubnormal)
{
// Expect the shader to output the same value as the input
compareBeforeAfter(mSNormProgram, 0.00001f, -0.00001f);
}
// Test the correctness of packUnorm2x16 and unpackUnorm2x16 functions calculating subnormal
// floating numbers.
TEST_P(PackUnpackTest, PackUnpackUnormSubnormal)
{
// Expect the shader to output the same value as the input for positive numbers and clamp
// to [0, 1]
compareBeforeAfter(mUNormProgram, 0.00001f, -0.00001f, 0.00001f, 0.0f);
}
// Test the correctness of packHalf2x16 and unpackHalf2x16 functions calculating subnormal floating
// numbers.
TEST_P(PackUnpackTest, PackUnpackHalfSubnormal)
{
// Expect the shader to output the same value as the input
compareBeforeAfter(mHalfProgram, 0.00001f, -0.00001f);
}
// Test the correctness of packSnorm2x16 and unpackSnorm2x16 functions calculating zero floating
// numbers.
TEST_P(PackUnpackTest, PackUnpackSnormZero)
{
// Expect the shader to output the same value as the input
compareBeforeAfter(mSNormProgram, 0.00000f, -0.00000f);
}
// Test the correctness of packUnorm2x16 and unpackUnorm2x16 functions calculating zero floating
// numbers.
TEST_P(PackUnpackTest, PackUnpackUnormZero)
{
compareBeforeAfter(mUNormProgram, 0.00000f, -0.00000f, 0.00000f, 0.00000f);
}
// Test the correctness of packHalf2x16 and unpackHalf2x16 functions calculating zero floating
// numbers.
TEST_P(PackUnpackTest, PackUnpackHalfZero)
{
// Expect the shader to output the same value as the input
compareBeforeAfter(mHalfProgram, 0.00000f, -0.00000f);
}
// Test the correctness of packUnorm2x16 and unpackUnorm2x16 functions calculating overflow floating
// numbers.
TEST_P(PackUnpackTest, PackUnpackUnormOverflow)
{
// Expect the shader to clamp the input to [0, 1]
compareBeforeAfter(mUNormProgram, 67000.0f, -67000.0f, 1.0f, 0.0f);
}
// Test the correctness of packSnorm2x16 and unpackSnorm2x16 functions calculating overflow floating
// numbers.
TEST_P(PackUnpackTest, PackUnpackSnormOverflow)
{
// Expect the shader to clamp the input to [-1, 1]
compareBeforeAfter(mSNormProgram, 67000.0f, -67000.0f, 1.0f, -1.0f);
}
ANGLE_INSTANTIATE_TEST(PackUnpackTest, ES3_OPENGL(), ES3_OPENGLES());
// http://anglebug.com/4092 Not instantiating on other backends currently
} // namespace