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

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  • Author : Jamie Madill
    Date : 2020-10-16 08:50:56
    Hash : 5025d781
    Message : Remove flaky check in TimerQueriesTest. We cannot guarantee that a shader with more instructions will always take more time than a smaller shader. Bug: angleproject:5178 Change-Id: Icf48a7b73ad482237cf3161667d75a25e36dd643 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2479682 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • src/tests/gl_tests/TimerQueriesTest.cpp
  • //
    // Copyright 2016 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.
    //
    // TimerQueriesTest.cpp
    //   Various tests for EXT_disjoint_timer_query functionality and validation
    //
    
    #include "test_utils/ANGLETest.h"
    #include "util/EGLWindow.h"
    #include "util/random_utils.h"
    #include "util/test_utils.h"
    
    using namespace angle;
    
    class TimerQueriesTest : public ANGLETest
    {
      protected:
        TimerQueriesTest() : mProgram(0), mProgramCostly(0)
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
        }
    
        void testSetUp() override
        {
            constexpr char kCostlyVS[] =
                "attribute highp vec4 position; varying highp vec4 testPos; void main(void)\n"
                "{\n"
                "    testPos     = position;\n"
                "    gl_Position = position;\n"
                "}\n";
    
            constexpr char kCostlyFS[] =
                "precision highp float; varying highp vec4 testPos; void main(void)\n"
                "{\n"
                "    vec4 test = testPos;\n"
                "    for (int i = 0; i < 500; i++)\n"
                "    {\n"
                "        test = sqrt(test);\n"
                "    }\n"
                "    gl_FragColor = test;\n"
                "}\n";
    
            mProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
            ASSERT_NE(0u, mProgram) << "shader compilation failed.";
    
            mProgramCostly = CompileProgram(kCostlyVS, kCostlyFS);
            ASSERT_NE(0u, mProgramCostly) << "shader compilation failed.";
        }
    
        void testTearDown() override
        {
            glDeleteProgram(mProgram);
            glDeleteProgram(mProgramCostly);
        }
    
        GLuint mProgram;
        GLuint mProgramCostly;
    };
    
    // Test that all proc addresses are loadable
    TEST_P(TimerQueriesTest, ProcAddresses)
    {
        ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_disjoint_timer_query"));
    
        ASSERT_NE(nullptr, eglGetProcAddress("glGenQueriesEXT"));
        ASSERT_NE(nullptr, eglGetProcAddress("glDeleteQueriesEXT"));
        ASSERT_NE(nullptr, eglGetProcAddress("glIsQueryEXT"));
        ASSERT_NE(nullptr, eglGetProcAddress("glBeginQueryEXT"));
        ASSERT_NE(nullptr, eglGetProcAddress("glEndQueryEXT"));
        ASSERT_NE(nullptr, eglGetProcAddress("glQueryCounterEXT"));
        ASSERT_NE(nullptr, eglGetProcAddress("glGetQueryivEXT"));
        ASSERT_NE(nullptr, eglGetProcAddress("glGetQueryObjectivEXT"));
        ASSERT_NE(nullptr, eglGetProcAddress("glGetQueryObjectuivEXT"));
        ASSERT_NE(nullptr, eglGetProcAddress("glGetQueryObjecti64vEXT"));
        ASSERT_NE(nullptr, eglGetProcAddress("glGetQueryObjectui64vEXT"));
    }
    
    // Tests the time elapsed query
    TEST_P(TimerQueriesTest, TimeElapsed)
    {
        // TODO(crbug.com/1132295): Failing on Apple DTK.
        ANGLE_SKIP_TEST_IF(IsOSX() && IsARM64() && IsDesktopOpenGL());
    
        ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_disjoint_timer_query"));
    
        // http://anglebug.com/5154
        ANGLE_SKIP_TEST_IF(IsOSX() && IsOpenGL());
    
        GLint queryTimeElapsedBits = 0;
        glGetQueryivEXT(GL_TIME_ELAPSED_EXT, GL_QUERY_COUNTER_BITS_EXT, &queryTimeElapsedBits);
        ASSERT_GL_NO_ERROR();
    
        std::cout << "Time elapsed counter bits: " << queryTimeElapsedBits << std::endl;
    
        // Skip test if the number of bits is 0
        ANGLE_SKIP_TEST_IF(!queryTimeElapsedBits);
    
        glDepthMask(GL_TRUE);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    
        GLuint query1 = 0;
        GLuint query2 = 0;
        glGenQueriesEXT(1, &query1);
        glGenQueriesEXT(1, &query2);
    
        // Test time elapsed for a single quad
        glBeginQueryEXT(GL_TIME_ELAPSED_EXT, query1);
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.8f);
        glEndQueryEXT(GL_TIME_ELAPSED_EXT);
        ASSERT_GL_NO_ERROR();
    
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    
        // Test time elapsed for costly quad
        glBeginQueryEXT(GL_TIME_ELAPSED_EXT, query2);
        drawQuad(mProgramCostly, "position", 0.8f);
        glEndQueryEXT(GL_TIME_ELAPSED_EXT);
        ASSERT_GL_NO_ERROR();
    
        swapBuffers();
    
        int timeout  = 200000;
        GLuint ready = GL_FALSE;
        while (ready == GL_FALSE && timeout > 0)
        {
            angle::Sleep(0);
            glGetQueryObjectuivEXT(query1, GL_QUERY_RESULT_AVAILABLE_EXT, &ready);
            timeout--;
        }
        ready = GL_FALSE;
        while (ready == GL_FALSE && timeout > 0)
        {
            angle::Sleep(0);
            glGetQueryObjectuivEXT(query2, GL_QUERY_RESULT_AVAILABLE_EXT, &ready);
            timeout--;
        }
        ASSERT_LT(0, timeout) << "Query result available timed out" << std::endl;
    
        GLuint64 result1 = 0;
        GLuint64 result2 = 0;
        glGetQueryObjectui64vEXT(query1, GL_QUERY_RESULT_EXT, &result1);
        glGetQueryObjectui64vEXT(query2, GL_QUERY_RESULT_EXT, &result2);
        ASSERT_GL_NO_ERROR();
    
        glDeleteQueriesEXT(1, &query1);
        glDeleteQueriesEXT(1, &query2);
        ASSERT_GL_NO_ERROR();
    
        std::cout << "Elapsed time: " << result1 << " cheap quad" << std::endl;
        std::cout << "Elapsed time: " << result2 << " costly quad" << std::endl;
    
        // The time elapsed should be nonzero
        EXPECT_LT(0ul, result1);
        EXPECT_LT(0ul, result2);
    
        // The time elapsed should be less than a second.  Not an actual
        // requirement, but longer than a second to draw something basic hints at
        // an issue with the queries themselves.
        EXPECT_LT(result1, 1000000000ul);
        EXPECT_LT(result2, 1000000000ul);
    
        // TODO(geofflang): Re-enable this check when it is non-flaky
        // The costly quad should take longer than the cheap quad
        // EXPECT_LT(result1, result2);
    }
    
    // Tests time elapsed for a non draw call (texture upload)
    TEST_P(TimerQueriesTest, TimeElapsedTextureTest)
    {
        // OSX drivers don't seem to properly time non-draw calls so we skip the test on Mac
        ANGLE_SKIP_TEST_IF(IsOSX());
    
        ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_disjoint_timer_query"));
    
        GLint queryTimeElapsedBits = 0;
        glGetQueryivEXT(GL_TIME_ELAPSED_EXT, GL_QUERY_COUNTER_BITS_EXT, &queryTimeElapsedBits);
        ASSERT_GL_NO_ERROR();
    
        std::cout << "Time elapsed counter bits: " << queryTimeElapsedBits << std::endl;
    
        // Skip test if the number of bits is 0
        ANGLE_SKIP_TEST_IF(!queryTimeElapsedBits);
    
        std::vector<GLColor> texData{GLColor::black, GLColor::white, GLColor::white, GLColor::black};
    
        // Query and texture initialization
        GLuint texture;
        GLuint query = 0;
        glGenQueriesEXT(1, &query);
        glGenTextures(1, &texture);
    
        // Upload a texture inside the query
        glBeginQueryEXT(GL_TIME_ELAPSED_EXT, query);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, texData.data());
        glGenerateMipmap(GL_TEXTURE_2D);
        glFinish();
        glEndQueryEXT(GL_TIME_ELAPSED_EXT);
        ASSERT_GL_NO_ERROR();
    
        int timeout  = 200000;
        GLuint ready = GL_FALSE;
        while (ready == GL_FALSE && timeout > 0)
        {
            angle::Sleep(0);
            glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_AVAILABLE_EXT, &ready);
            timeout--;
        }
        ASSERT_LT(0, timeout) << "Query result available timed out" << std::endl;
    
        GLuint64 result = 0;
        glGetQueryObjectui64vEXT(query, GL_QUERY_RESULT_EXT, &result);
        ASSERT_GL_NO_ERROR();
    
        glDeleteTextures(1, &texture);
        glDeleteQueriesEXT(1, &query);
    
        std::cout << "Elapsed time: " << result << std::endl;
        EXPECT_LT(0ul, result);
    
        // an issue with the queries themselves.
        EXPECT_LT(result, 1000000000ul);
    }
    
    // Tests validation of query functions with respect to elapsed time query
    TEST_P(TimerQueriesTest, TimeElapsedValidationTest)
    {
        ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_disjoint_timer_query"));
    
        GLint queryTimeElapsedBits = 0;
        glGetQueryivEXT(GL_TIME_ELAPSED_EXT, GL_QUERY_COUNTER_BITS_EXT, &queryTimeElapsedBits);
        ASSERT_GL_NO_ERROR();
    
        std::cout << "Time elapsed counter bits: " << queryTimeElapsedBits << std::endl;
    
        // Skip test if the number of bits is 0
        ANGLE_SKIP_TEST_IF(!queryTimeElapsedBits);
    
        GLuint query = 0;
        glGenQueriesEXT(-1, &query);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
        glGenQueriesEXT(1, &query);
        EXPECT_GL_NO_ERROR();
    
        glBeginQueryEXT(GL_TIMESTAMP_EXT, query);
        EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
        glBeginQueryEXT(GL_TIME_ELAPSED_EXT, 0);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        glEndQueryEXT(GL_TIME_ELAPSED_EXT);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        glBeginQueryEXT(GL_TIME_ELAPSED_EXT, query);
        EXPECT_GL_NO_ERROR();
    
        glBeginQueryEXT(GL_TIME_ELAPSED_EXT, query);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        glEndQueryEXT(GL_TIME_ELAPSED_EXT);
        EXPECT_GL_NO_ERROR();
    
        glEndQueryEXT(GL_TIME_ELAPSED_EXT);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    // Tests timer queries operating under multiple EGL contexts with mid-query switching
    TEST_P(TimerQueriesTest, TimeElapsedMulticontextTest)
    {
        // TODO(jmadill): Figure out why this test is flaky on AMD/OpenGL.
        // http://anglebug.com/1541
        ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
    
        // TODO(crbug.com/1132295): Failing on Apple DTK.
        ANGLE_SKIP_TEST_IF(IsOSX() && IsARM64() && IsDesktopOpenGL());
    
        ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_disjoint_timer_query"));
    
        // Test skipped because the Vulkan backend doesn't account for (and remove) time spent in other
        // contexts.
        ANGLE_SKIP_TEST_IF(IsVulkan());
    
        GLint queryTimeElapsedBits = 0;
        glGetQueryivEXT(GL_TIME_ELAPSED_EXT, GL_QUERY_COUNTER_BITS_EXT, &queryTimeElapsedBits);
        ASSERT_GL_NO_ERROR();
    
        std::cout << "Time elapsed counter bits: " << queryTimeElapsedBits << std::endl;
    
        // Skip test if the number of bits is 0
        ANGLE_SKIP_TEST_IF(!queryTimeElapsedBits);
    
        // Without a glClear, the first draw call on GL takes a huge amount of time when run after the
        // D3D test on certain NVIDIA drivers
        glDepthMask(GL_TRUE);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    
        EGLint contextAttributes[] = {
            EGL_CONTEXT_MAJOR_VERSION_KHR,
            GetParam().majorVersion,
            EGL_CONTEXT_MINOR_VERSION_KHR,
            GetParam().minorVersion,
            EGL_NONE,
        };
    
        EGLWindow *window = getEGLWindow();
    
        EGLDisplay display = window->getDisplay();
        EGLConfig config   = window->getConfig();
        EGLSurface surface = window->getSurface();
    
        struct ContextInfo
        {
            EGLContext context;
            GLuint program;
            GLuint query;
            EGLDisplay display;
    
            ContextInfo() : context(EGL_NO_CONTEXT), program(0), query(0), display(EGL_NO_DISPLAY) {}
    
            ~ContextInfo()
            {
                if (context != EGL_NO_CONTEXT && display != EGL_NO_DISPLAY)
                {
                    eglDestroyContext(display, context);
                }
            }
        };
        ContextInfo contexts[2];
    
        constexpr char kCostlyVS[] =
            "attribute highp vec4 position; varying highp vec4 testPos; void main(void)\n"
            "{\n"
            "    testPos     = position;\n"
            "    gl_Position = position;\n"
            "}\n";
    
        constexpr char kCostlyFS[] =
            "precision highp float; varying highp vec4 testPos; void main(void)\n"
            "{\n"
            "    vec4 test = testPos;\n"
            "    for (int i = 0; i < 500; i++)\n"
            "    {\n"
            "        test = sqrt(test);\n"
            "    }\n"
            "    gl_FragColor = test;\n"
            "}\n";
    
        // Setup the first context with a cheap shader
        contexts[0].context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttributes);
        contexts[0].display = display;
        ASSERT_NE(contexts[0].context, EGL_NO_CONTEXT);
        eglMakeCurrent(display, surface, surface, contexts[0].context);
        contexts[0].program = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
        glGenQueriesEXT(1, &contexts[0].query);
        ASSERT_GL_NO_ERROR();
    
        // Setup the second context with an expensive shader
        contexts[1].context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttributes);
        contexts[1].display = display;
        ASSERT_NE(contexts[1].context, EGL_NO_CONTEXT);
        eglMakeCurrent(display, surface, surface, contexts[1].context);
        contexts[1].program = CompileProgram(kCostlyVS, kCostlyFS);
        glGenQueriesEXT(1, &contexts[1].query);
        ASSERT_GL_NO_ERROR();
    
        // Start the query and draw a quad on the first context without ending the query
        eglMakeCurrent(display, surface, surface, contexts[0].context);
        glBeginQueryEXT(GL_TIME_ELAPSED_EXT, contexts[0].query);
        drawQuad(contexts[0].program, essl1_shaders::PositionAttrib(), 0.8f);
        ASSERT_GL_NO_ERROR();
    
        // Switch contexts, draw the expensive quad and end its query
        eglMakeCurrent(display, surface, surface, contexts[1].context);
        glBeginQueryEXT(GL_TIME_ELAPSED_EXT, contexts[1].query);
        drawQuad(contexts[1].program, "position", 0.8f);
        glEndQueryEXT(GL_TIME_ELAPSED_EXT);
        ASSERT_GL_NO_ERROR();
    
        // Go back to the first context, end its query, and get the result
        eglMakeCurrent(display, surface, surface, contexts[0].context);
        glEndQueryEXT(GL_TIME_ELAPSED_EXT);
    
        GLuint64 result1 = 0;
        GLuint64 result2 = 0;
        glGetQueryObjectui64vEXT(contexts[0].query, GL_QUERY_RESULT_EXT, &result1);
        glDeleteQueriesEXT(1, &contexts[0].query);
        glDeleteProgram(contexts[0].program);
        ASSERT_GL_NO_ERROR();
    
        // Get the 2nd context's results
        eglMakeCurrent(display, surface, surface, contexts[1].context);
        glGetQueryObjectui64vEXT(contexts[1].query, GL_QUERY_RESULT_EXT, &result2);
        glDeleteQueriesEXT(1, &contexts[1].query);
        glDeleteProgram(contexts[1].program);
        ASSERT_GL_NO_ERROR();
    
        // Switch back to main context
        eglMakeCurrent(display, surface, surface, window->getContext());
    
        // Compare the results. The cheap quad should be smaller than the expensive one if
        // virtualization is working correctly
        std::cout << "Elapsed time: " << result1 << " cheap quad" << std::endl;
        std::cout << "Elapsed time: " << result2 << " costly quad" << std::endl;
        EXPECT_LT(0ul, result1);
        EXPECT_LT(0ul, result2);
        EXPECT_LT(result1, 1000000000ul);
        EXPECT_LT(result2, 1000000000ul);
    
        // This check can never really be non-flaky. http://anglebug.com/5178
        // EXPECT_LT(result1, result2);
    }
    
    // Tests GPU timestamp functionality
    TEST_P(TimerQueriesTest, Timestamp)
    {
        ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_disjoint_timer_query"));
    
        GLint queryTimestampBits = 0;
        glGetQueryivEXT(GL_TIMESTAMP_EXT, GL_QUERY_COUNTER_BITS_EXT, &queryTimestampBits);
        ASSERT_GL_NO_ERROR();
    
        std::cout << "Timestamp counter bits: " << queryTimestampBits << std::endl;
    
        // Macs for some reason return 0 bits so skip the test for now if either are 0
        ANGLE_SKIP_TEST_IF(!queryTimestampBits);
    
        glDepthMask(GL_TRUE);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    
        GLuint query1 = 0;
        GLuint query2 = 0;
        glGenQueriesEXT(1, &query1);
        glGenQueriesEXT(1, &query2);
        glQueryCounterEXT(query1, GL_TIMESTAMP_EXT);
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.8f);
        glQueryCounterEXT(query2, GL_TIMESTAMP_EXT);
    
        ASSERT_GL_NO_ERROR();
    
        swapBuffers();
    
        int timeout  = 200000;
        GLuint ready = GL_FALSE;
        while (ready == GL_FALSE && timeout > 0)
        {
            angle::Sleep(0);
            glGetQueryObjectuivEXT(query1, GL_QUERY_RESULT_AVAILABLE_EXT, &ready);
            timeout--;
        }
        ready = GL_FALSE;
        while (ready == GL_FALSE && timeout > 0)
        {
            angle::Sleep(0);
            glGetQueryObjectuivEXT(query2, GL_QUERY_RESULT_AVAILABLE_EXT, &ready);
            timeout--;
        }
        ASSERT_LT(0, timeout) << "Query result available timed out" << std::endl;
    
        GLuint64 result1 = 0;
        GLuint64 result2 = 0;
        glGetQueryObjectui64vEXT(query1, GL_QUERY_RESULT_EXT, &result1);
        glGetQueryObjectui64vEXT(query2, GL_QUERY_RESULT_EXT, &result2);
    
        ASSERT_GL_NO_ERROR();
    
        glDeleteQueriesEXT(1, &query1);
        glDeleteQueriesEXT(1, &query2);
    
        std::cout << "Timestamps: " << result1 << " " << result2 << std::endl;
        EXPECT_LT(0ul, result1);
        EXPECT_LT(0ul, result2);
        EXPECT_LT(result1, result2);
    }
    
    class TimerQueriesTestES3 : public TimerQueriesTest
    {};
    
    // Tests getting timestamps via glGetInteger64v
    TEST_P(TimerQueriesTestES3, TimestampGetInteger64)
    {
        ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_disjoint_timer_query"));
        // http://anglebug.com/4092
        ANGLE_SKIP_TEST_IF(IsAndroid());
    
        GLint queryTimestampBits = 0;
        glGetQueryivEXT(GL_TIMESTAMP_EXT, GL_QUERY_COUNTER_BITS_EXT, &queryTimestampBits);
        ASSERT_GL_NO_ERROR();
    
        std::cout << "Timestamp counter bits: " << queryTimestampBits << std::endl;
    
        ANGLE_SKIP_TEST_IF(!queryTimestampBits);
    
        glDepthMask(GL_TRUE);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    
        GLint64 result1 = 0;
        GLint64 result2 = 0;
        glGetInteger64v(GL_TIMESTAMP_EXT, &result1);
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.8f);
        glGetInteger64v(GL_TIMESTAMP_EXT, &result2);
        ASSERT_GL_NO_ERROR();
        std::cout << "Timestamps (getInteger64v): " << result1 << " " << result2 << std::endl;
        EXPECT_LT(0l, result1);
        EXPECT_LT(0l, result2);
        EXPECT_LT(result1, result2);
    }
    
    ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(TimerQueriesTest);
    
    ANGLE_INSTANTIATE_TEST_ES3(TimerQueriesTestES3);