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//
// Copyright 2018 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.
//
// MulithreadingTest.cpp : Tests of multithreaded rendering
#include "platform/FeaturesVk.h"
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
#include "util/EGLWindow.h"
#include <atomic>
#include <mutex>
#include <thread>
#include "libANGLE/renderer/vulkan/vk_helpers.h"
namespace angle
{
constexpr char kExtensionName[] = "GL_ANGLE_get_image";
static constexpr int kSize = 256;
class MultithreadingTest : public ANGLETest
{
protected:
MultithreadingTest()
{
setWindowWidth(kSize);
setWindowHeight(kSize);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
void testSetUp() override
{
mMaxSetsPerPool = rx::vk::DynamicDescriptorPool::GetMaxSetsPerPoolForTesting();
mMaxSetsPerPoolMultiplier =
rx::vk::DynamicDescriptorPool::GetMaxSetsPerPoolMultiplierForTesting();
}
void testTearDown() override
{
rx::vk::DynamicDescriptorPool::SetMaxSetsPerPoolForTesting(mMaxSetsPerPool);
rx::vk::DynamicDescriptorPool::SetMaxSetsPerPoolMultiplierForTesting(
mMaxSetsPerPoolMultiplier);
}
static constexpr uint32_t kMaxSetsForTesting = 1;
static constexpr uint32_t kMaxSetsMultiplierForTesting = 1;
void limitMaxSets()
{
rx::vk::DynamicDescriptorPool::SetMaxSetsPerPoolForTesting(kMaxSetsForTesting);
rx::vk::DynamicDescriptorPool::SetMaxSetsPerPoolMultiplierForTesting(
kMaxSetsMultiplierForTesting);
}
void runMultithreadedGLTest(
std::function<void(EGLSurface surface, size_t threadIndex)> testBody,
size_t threadCount)
{
std::mutex mutex;
EGLWindow *window = getEGLWindow();
EGLDisplay dpy = window->getDisplay();
EGLConfig config = window->getConfig();
constexpr EGLint kPBufferSize = kSize;
std::vector<std::thread> threads(threadCount);
for (size_t threadIdx = 0; threadIdx < threadCount; threadIdx++)
{
threads[threadIdx] = std::thread([&, threadIdx]() {
EGLSurface surface = EGL_NO_SURFACE;
EGLContext ctx = EGL_NO_CONTEXT;
{
std::lock_guard<decltype(mutex)> lock(mutex);
// Initialize the pbuffer and context
EGLint pbufferAttributes[] = {
EGL_WIDTH, kPBufferSize, EGL_HEIGHT, kPBufferSize, EGL_NONE, EGL_NONE,
};
surface = eglCreatePbufferSurface(dpy, config, pbufferAttributes);
EXPECT_EGL_SUCCESS();
ctx = window->createContext(EGL_NO_CONTEXT);
EXPECT_NE(EGL_NO_CONTEXT, ctx);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, ctx));
EXPECT_EGL_SUCCESS();
}
testBody(surface, threadIdx);
{
std::lock_guard<decltype(mutex)> lock(mutex);
// Clean up
EXPECT_EGL_TRUE(
eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
EXPECT_EGL_SUCCESS();
eglDestroySurface(dpy, surface);
eglDestroyContext(dpy, ctx);
}
});
}
for (std::thread &thread : threads)
{
thread.join();
}
}
private:
uint32_t mMaxSetsPerPool;
uint32_t mMaxSetsPerPoolMultiplier;
};
// Test that it's possible to make one context current on different threads
TEST_P(MultithreadingTest, MakeCurrentSingleContext)
{
ANGLE_SKIP_TEST_IF(!platformSupportsMultithreading());
std::mutex mutex;
EGLWindow *window = getEGLWindow();
EGLDisplay dpy = window->getDisplay();
EGLContext ctx = window->getContext();
EGLSurface surface = window->getSurface();
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
EXPECT_EGL_SUCCESS();
constexpr size_t kThreadCount = 16;
std::array<std::thread, kThreadCount> threads;
for (std::thread &thread : threads)
{
thread = std::thread([&]() {
std::lock_guard<decltype(mutex)> lock(mutex);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, ctx));
EXPECT_EGL_SUCCESS();
EXPECT_EGL_TRUE(eglSwapBuffers(dpy, surface));
EXPECT_EGL_SUCCESS();
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
EXPECT_EGL_SUCCESS();
});
}
for (std::thread &thread : threads)
{
thread.join();
}
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, ctx));
EXPECT_EGL_SUCCESS();
}
// Test that multiple threads can clear and readback pixels successfully at the same time
TEST_P(MultithreadingTest, MultiContextClear)
{
ANGLE_SKIP_TEST_IF(!platformSupportsMultithreading());
auto testBody = [](EGLSurface surface, size_t thread) {
constexpr size_t kIterationsPerThread = 32;
for (size_t iteration = 0; iteration < kIterationsPerThread; iteration++)
{
// Base the clear color on the thread and iteration indexes so every clear color is
// unique
const GLColor color(static_cast<GLubyte>(thread % 255),
static_cast<GLubyte>(iteration % 255), 0, 255);
const angle::Vector4 floatColor = color.toNormalizedVector();
glClearColor(floatColor[0], floatColor[1], floatColor[2], floatColor[3]);
EXPECT_GL_NO_ERROR();
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, color);
}
};
runMultithreadedGLTest(testBody, 72);
}
// Test that multiple threads can draw and readback pixels successfully at the same time
TEST_P(MultithreadingTest, MultiContextDraw)
{
ANGLE_SKIP_TEST_IF(!platformSupportsMultithreading());
auto testBody = [](EGLSurface surface, size_t thread) {
constexpr size_t kIterationsPerThread = 32;
constexpr size_t kDrawsPerIteration = 500;
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(program);
GLint colorLocation = glGetUniformLocation(program, essl1_shaders::ColorUniform());
auto quadVertices = GetQuadVertices();
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 3 * 6, quadVertices.data(), GL_STATIC_DRAW);
GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
glEnableVertexAttribArray(positionLocation);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
for (size_t iteration = 0; iteration < kIterationsPerThread; iteration++)
{
// Base the clear color on the thread and iteration indexes so every clear color is
// unique
const GLColor color(static_cast<GLubyte>(thread % 255),
static_cast<GLubyte>(iteration % 255), 0, 255);
const angle::Vector4 floatColor = color.toNormalizedVector();
glUniform4fv(colorLocation, 1, floatColor.data());
for (size_t draw = 0; draw < kDrawsPerIteration; draw++)
{
glDrawArrays(GL_TRIANGLES, 0, 6);
}
EXPECT_PIXEL_COLOR_EQ(0, 0, color);
}
};
runMultithreadedGLTest(testBody, 4);
}
// Test that multiple threads can draw and readback pixels successfully at the same time with small
// descriptor pools.
TEST_P(MultithreadingTest, MultiContextDrawSmallDescriptorPools)
{
ANGLE_SKIP_TEST_IF(!platformSupportsMultithreading());
// Verify the extension is enabled.
ASSERT_TRUE(IsGLExtensionEnabled(kExtensionName));
// Must be before program creation to limit the descriptor pool sizes when creating the pipeline
// layout.
limitMaxSets();
auto testBody = [](EGLSurface surface, size_t thread) {
constexpr size_t kIterationsPerThread = 16;
constexpr size_t kDrawsPerIteration = 16;
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(program);
GLTexture copyTexture;
glBindTexture(GL_TEXTURE_2D, copyTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
ASSERT_GL_NO_ERROR();
GLint colorLocation = glGetUniformLocation(program, essl1_shaders::ColorUniform());
auto quadVertices = GetQuadVertices();
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 3 * 6, quadVertices.data(), GL_STATIC_DRAW);
GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
glEnableVertexAttribArray(positionLocation);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
// Pack pixels tightly.
glPixelStorei(GL_PACK_ALIGNMENT, 1);
std::vector<GLColor> actualData(kSize * kSize);
for (size_t iteration = 0; iteration < kIterationsPerThread; iteration++)
{
// Base the clear color on the thread and iteration indexes so every clear color is
// unique
const GLColor color(static_cast<GLubyte>(thread % 255),
static_cast<GLubyte>(iteration % 255), 0, 255);
const angle::Vector4 floatColor = color.toNormalizedVector();
glUniform4fv(colorLocation, 1, floatColor.data());
for (size_t draw = 0; draw < kDrawsPerIteration; draw++)
{
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
// Perform CopyTexImage2D
glBindTexture(GL_TEXTURE_2D, copyTexture);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, kSize, kSize, 0);
ASSERT_GL_NO_ERROR();
}
// There's a good chance this test will crash before failing, but if not we'll try and
// verify the contents of the copied texture.
// TODO(http://anglebug.com/5204): Need to re-enable for Linux/Windows.
if (IsGLExtensionEnabled(kExtensionName) && !(IsLinux() || IsWindows()))
{
// Verify glCopyTexImage2D() was successful.
glGetTexImageANGLE(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, actualData.data());
EXPECT_GL_NO_ERROR();
EXPECT_EQ(color, actualData[0]);
}
}
};
runMultithreadedGLTest(testBody, 4);
}
// Test that multiple threads can draw and read back pixels correctly with small descriptor pools.
// Using eglSwapBuffers stresses race conditions around use of QueueSerials.
TEST_P(MultithreadingTest, MultiContextDrawWithSwapBuffers)
{
ANGLE_SKIP_TEST_IF(!platformSupportsMultithreading());
// http://anglebug.com/5099
ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES());
EGLWindow *window = getEGLWindow();
EGLDisplay dpy = window->getDisplay();
auto testBody = [dpy](EGLSurface surface, size_t thread) {
constexpr size_t kIterationsPerThread = 100;
constexpr size_t kDrawsPerIteration = 10;
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(program);
GLint colorLocation = glGetUniformLocation(program, essl1_shaders::ColorUniform());
auto quadVertices = GetQuadVertices();
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 3 * 6, quadVertices.data(), GL_STATIC_DRAW);
GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
glEnableVertexAttribArray(positionLocation);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
for (size_t iteration = 0; iteration < kIterationsPerThread; iteration++)
{
// Base the clear color on the thread and iteration indexes so every clear color is
// unique
const GLColor color(static_cast<GLubyte>(thread % 255),
static_cast<GLubyte>(iteration % 255), 0, 255);
const angle::Vector4 floatColor = color.toNormalizedVector();
glUniform4fv(colorLocation, 1, floatColor.data());
for (size_t draw = 0; draw < kDrawsPerIteration; draw++)
{
glDrawArrays(GL_TRIANGLES, 0, 6);
}
EXPECT_EGL_TRUE(eglSwapBuffers(dpy, surface));
EXPECT_EGL_SUCCESS();
EXPECT_PIXEL_COLOR_EQ(0, 0, color);
}
};
runMultithreadedGLTest(testBody, 32);
}
// Test that ANGLE handles multiple threads creating and destroying resources (vertex buffer in this
// case). Disable defer_flush_until_endrenderpass so that glFlush will issue work to GPU in order to
// maximize the chance we resources can be destroyed at the wrong time.
TEST_P(MultithreadingTest, MultiContextCreateAndDeleteResources)
{
ANGLE_SKIP_TEST_IF(!platformSupportsMultithreading());
EGLWindow *window = getEGLWindow();
EGLDisplay dpy = window->getDisplay();
auto testBody = [dpy](EGLSurface surface, size_t thread) {
constexpr size_t kIterationsPerThread = 32;
constexpr size_t kDrawsPerIteration = 1;
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(program);
GLint colorLocation = glGetUniformLocation(program, essl1_shaders::ColorUniform());
auto quadVertices = GetQuadVertices();
for (size_t iteration = 0; iteration < kIterationsPerThread; iteration++)
{
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 3 * 6, quadVertices.data(),
GL_STATIC_DRAW);
GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
glEnableVertexAttribArray(positionLocation);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
// Base the clear color on the thread and iteration indexes so every clear color is
// unique
const GLColor color(static_cast<GLubyte>(thread % 255),
static_cast<GLubyte>(iteration % 255), 0, 255);
const angle::Vector4 floatColor = color.toNormalizedVector();
glUniform4fv(colorLocation, 1, floatColor.data());
for (size_t draw = 0; draw < kDrawsPerIteration; draw++)
{
glDrawArrays(GL_TRIANGLES, 0, 6);
}
EXPECT_EGL_TRUE(eglSwapBuffers(dpy, surface));
EXPECT_EGL_SUCCESS();
EXPECT_PIXEL_COLOR_EQ(0, 0, color);
}
glFinish();
};
runMultithreadedGLTest(testBody, 32);
}
TEST_P(MultithreadingTest, MultiCreateContext)
{
// Supported by CGL, GLX, and WGL (https://anglebug.com/4725)
// Not supported on Ozone (https://crbug.com/1103009)
ANGLE_SKIP_TEST_IF(!(IsWindows() || IsLinux() || IsOSX()) || IsOzone());
EGLWindow *window = getEGLWindow();
EGLDisplay dpy = window->getDisplay();
EGLContext ctx = window->getContext();
EGLSurface surface = window->getSurface();
// Un-makeCurrent the test window's context
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
EXPECT_EGL_SUCCESS();
constexpr size_t kThreadCount = 16;
std::atomic<uint32_t> barrier(0);
std::vector<std::thread> threads(kThreadCount);
std::vector<EGLContext> contexts(kThreadCount);
for (size_t threadIdx = 0; threadIdx < kThreadCount; threadIdx++)
{
threads[threadIdx] = std::thread([&, threadIdx]() {
contexts[threadIdx] = EGL_NO_CONTEXT;
{
contexts[threadIdx] = window->createContext(EGL_NO_CONTEXT);
EXPECT_NE(EGL_NO_CONTEXT, contexts[threadIdx]);
barrier++;
}
while (barrier < kThreadCount)
{
}
{
EXPECT_TRUE(eglDestroyContext(dpy, contexts[threadIdx]));
}
});
}
for (std::thread &thread : threads)
{
thread.join();
}
// Re-make current the test window's context for teardown.
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, ctx));
EXPECT_EGL_SUCCESS();
}
// TODO(geofflang): Test sharing a program between multiple shared contexts on multiple threads
ANGLE_INSTANTIATE_TEST(MultithreadingTest,
WithNoVirtualContexts(ES2_OPENGL()),
WithNoVirtualContexts(ES3_OPENGL()),
WithNoVirtualContexts(ES2_OPENGLES()),
WithNoVirtualContexts(ES3_OPENGLES()),
WithNoVirtualContexts(ES2_VULKAN()),
WithNoVirtualContexts(ES3_VULKAN()));
} // namespace angle