Hash :
13456bfc
Author :
Date :
2022-08-23T13:33:13
Propagate device type in another eglGetPlatformDisplayEXT call. Same as https://crrev.com/c/3759712 for another test. Also use !platformSupportsMultithreading() to skip tests. However, need to skip separately from capture/replay where multi-threaded tests seem to run into issues. Bug: angleproject:7494 Bug: angleproject:7423 Change-Id: Ief87b4163aedd26b440987540c06ceb7ae8a575b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3851166 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Roman Lavrov <romanl@google.com>
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//
// Copyright 2021 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.
//
// EGLMultiContextTest.cpp:
// Tests relating to multiple non-shared Contexts.
#include <gtest/gtest.h>
#include "test_utils/ANGLETest.h"
#include "test_utils/MultiThreadSteps.h"
#include "test_utils/angle_test_configs.h"
#include "test_utils/gl_raii.h"
#include "util/EGLWindow.h"
#include "util/test_utils.h"
using namespace angle;
namespace
{
EGLBoolean SafeDestroyContext(EGLDisplay display, EGLContext &context)
{
EGLBoolean result = EGL_TRUE;
if (context != EGL_NO_CONTEXT)
{
result = eglDestroyContext(display, context);
context = EGL_NO_CONTEXT;
}
return result;
}
class EGLMultiContextTest : public ANGLETest<>
{
public:
EGLMultiContextTest() : mContexts{EGL_NO_CONTEXT, EGL_NO_CONTEXT}, mTexture(0) {}
void testTearDown() override
{
glDeleteTextures(1, &mTexture);
EGLDisplay display = getEGLWindow()->getDisplay();
if (display != EGL_NO_DISPLAY)
{
for (auto &context : mContexts)
{
SafeDestroyContext(display, context);
}
}
// Set default test state to not give an error on shutdown.
getEGLWindow()->makeCurrent();
}
bool chooseConfig(EGLDisplay dpy, EGLConfig *config) const
{
bool result = false;
EGLint count = 0;
EGLint clientVersion = EGL_OPENGL_ES3_BIT;
EGLint attribs[] = {EGL_RED_SIZE,
8,
EGL_GREEN_SIZE,
8,
EGL_BLUE_SIZE,
8,
EGL_ALPHA_SIZE,
8,
EGL_RENDERABLE_TYPE,
clientVersion,
EGL_SURFACE_TYPE,
EGL_WINDOW_BIT | EGL_PBUFFER_BIT,
EGL_NONE};
result = eglChooseConfig(dpy, attribs, config, 1, &count);
EXPECT_EGL_TRUE(result && (count > 0));
return result;
}
bool createContext(EGLDisplay dpy, EGLConfig config, EGLContext *context)
{
bool result = false;
EGLint attribs[] = {EGL_CONTEXT_MAJOR_VERSION, 3, EGL_NONE};
*context = eglCreateContext(dpy, config, nullptr, attribs);
result = (*context != EGL_NO_CONTEXT);
EXPECT_TRUE(result);
return result;
}
bool createPbufferSurface(EGLDisplay dpy,
EGLConfig config,
EGLint width,
EGLint height,
EGLSurface *surface)
{
bool result = false;
EGLint attribs[] = {EGL_WIDTH, width, EGL_HEIGHT, height, EGL_NONE};
*surface = eglCreatePbufferSurface(dpy, config, attribs);
result = (*surface != EGL_NO_SURFACE);
EXPECT_TRUE(result);
return result;
}
enum class FenceTest
{
ClientWait,
ServerWait,
GetStatus,
};
enum class FlushMethod
{
Flush,
Finish,
};
void testFenceWithOpenRenderPass(FenceTest test, FlushMethod flushMethod);
EGLContext mContexts[2];
GLuint mTexture;
};
// Test that calling eglDeleteContext on a context that is not current succeeds.
TEST_P(EGLMultiContextTest, TestContextDestroySimple)
{
EGLWindow *window = getEGLWindow();
EGLDisplay dpy = window->getDisplay();
EGLContext context1 = window->createContext(EGL_NO_CONTEXT, nullptr);
EGLContext context2 = window->createContext(EGL_NO_CONTEXT, nullptr);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, context1));
EXPECT_EGL_TRUE(eglDestroyContext(dpy, context2));
EXPECT_EGL_SUCCESS();
// Cleanup
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
EXPECT_EGL_TRUE(eglDestroyContext(dpy, context1));
EXPECT_EGL_SUCCESS();
}
// Test that an error is generated when using EGL objects after calling eglTerminate.
TEST_P(EGLMultiContextTest, NegativeTestAfterEglTerminate)
{
EGLWindow *window = getEGLWindow();
EGLDisplay dpy = window->getDisplay();
EGLConfig config = EGL_NO_CONFIG_KHR;
EXPECT_TRUE(chooseConfig(dpy, &config));
EGLContext context = EGL_NO_CONTEXT;
EXPECT_TRUE(createContext(dpy, config, &context));
ASSERT_EGL_SUCCESS() << "eglCreateContext failed.";
EGLSurface drawSurface = EGL_NO_SURFACE;
EXPECT_TRUE(createPbufferSurface(dpy, config, 2560, 1080, &drawSurface));
ASSERT_EGL_SUCCESS() << "eglCreatePbufferSurface failed.";
EGLSurface readSurface = EGL_NO_SURFACE;
EXPECT_TRUE(createPbufferSurface(dpy, config, 2560, 1080, &readSurface));
ASSERT_EGL_SUCCESS() << "eglCreatePbufferSurface failed.";
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, drawSurface, readSurface, context));
EXPECT_EGL_SUCCESS();
// Terminate the display
EXPECT_EGL_TRUE(eglTerminate(dpy));
EXPECT_EGL_SUCCESS();
// Try to use invalid handles
EGLint value;
eglQuerySurface(dpy, drawSurface, EGL_SWAP_BEHAVIOR, &value);
EXPECT_EGL_ERROR(EGL_BAD_SURFACE);
eglQuerySurface(dpy, readSurface, EGL_HEIGHT, &value);
EXPECT_EGL_ERROR(EGL_BAD_SURFACE);
// Cleanup
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
EXPECT_EGL_SUCCESS();
window->destroyGL();
}
// Test that a compute shader running in one thread will still work when rendering is happening in
// another thread (with non-shared contexts). The non-shared context will still share a Vulkan
// command buffer.
TEST_P(EGLMultiContextTest, ComputeShaderOkayWithRendering)
{
ANGLE_SKIP_TEST_IF(!platformSupportsMultithreading());
ANGLE_SKIP_TEST_IF(!isVulkanRenderer());
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 || getClientMinorVersion() < 1);
// Initialize contexts
EGLWindow *window = getEGLWindow();
EGLDisplay dpy = window->getDisplay();
EGLConfig config = window->getConfig();
constexpr size_t kThreadCount = 2;
EGLSurface surface[kThreadCount] = {EGL_NO_SURFACE, EGL_NO_SURFACE};
EGLContext ctx[kThreadCount] = {EGL_NO_CONTEXT, EGL_NO_CONTEXT};
EGLint pbufferAttributes[] = {EGL_WIDTH, 1, EGL_HEIGHT, 1, EGL_NONE, EGL_NONE};
for (size_t t = 0; t < kThreadCount; ++t)
{
surface[t] = eglCreatePbufferSurface(dpy, config, pbufferAttributes);
EXPECT_EGL_SUCCESS();
ctx[t] = window->createContext(EGL_NO_CONTEXT, nullptr);
EXPECT_NE(EGL_NO_CONTEXT, ctx[t]);
}
// Synchronization tools to ensure the two threads are interleaved as designed by this test.
std::mutex mutex;
std::condition_variable condVar;
enum class Step
{
Thread0Start,
Thread0DispatchedCompute,
Thread1Drew,
Thread0DispatchedComputeAgain,
Finish,
Abort,
};
Step currentStep = Step::Thread0Start;
// This first thread dispatches a compute shader. It immediately starts.
std::thread deletingThread = std::thread([&]() {
ThreadSynchronization<Step> threadSynchronization(¤tStep, &mutex, &condVar);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface[0], surface[0], ctx[0]));
EXPECT_EGL_SUCCESS();
// Potentially wait to be signalled to start.
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread0Start));
// Wake up and do next step: Create, detach, and dispatch a compute shader program.
constexpr char kCS[] = R"(#version 310 es
layout(local_size_x=1) in;
void main()
{
})";
GLuint computeProgram = glCreateProgram();
GLuint cs = CompileShader(GL_COMPUTE_SHADER, kCS);
EXPECT_NE(0u, cs);
glAttachShader(computeProgram, cs);
glDeleteShader(cs);
glLinkProgram(computeProgram);
GLint linkStatus;
glGetProgramiv(computeProgram, GL_LINK_STATUS, &linkStatus);
EXPECT_GL_TRUE(linkStatus);
glDetachShader(computeProgram, cs);
EXPECT_GL_NO_ERROR();
glUseProgram(computeProgram);
glDispatchCompute(8, 4, 2);
EXPECT_GL_NO_ERROR();
// Signal the second thread and wait for it to draw and flush.
threadSynchronization.nextStep(Step::Thread0DispatchedCompute);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread1Drew));
// Wake up and do next step: Dispatch the same compute shader again.
glDispatchCompute(8, 4, 2);
// Signal the second thread and wait for it to draw and flush again.
threadSynchronization.nextStep(Step::Thread0DispatchedComputeAgain);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Finish));
// Wake up and do next step: Dispatch the same compute shader again, and force flush the
// underlying command buffer.
glDispatchCompute(8, 4, 2);
glFinish();
// Clean-up and exit this thread.
EXPECT_GL_NO_ERROR();
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
EXPECT_EGL_SUCCESS();
});
// This second thread renders. It starts once the other thread does its first nextStep()
std::thread continuingThread = std::thread([&]() {
ThreadSynchronization<Step> threadSynchronization(¤tStep, &mutex, &condVar);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface[1], surface[1], ctx[1]));
EXPECT_EGL_SUCCESS();
// Wait for first thread to create and dispatch a compute shader.
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread0DispatchedCompute));
// Wake up and do next step: Create graphics resources, draw, and force flush the
// underlying command buffer.
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
GLRenderbuffer renderbuffer;
GLFramebuffer fbo;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
constexpr int kRenderbufferSize = 4;
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kRenderbufferSize, kRenderbufferSize);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
renderbuffer);
glBindTexture(GL_TEXTURE_2D, texture);
GLProgram graphicsProgram;
graphicsProgram.makeRaster(essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
ASSERT_TRUE(graphicsProgram.valid());
drawQuad(graphicsProgram.get(), essl1_shaders::PositionAttrib(), 0.5f);
glFinish();
// Signal the first thread and wait for it to dispatch a compute shader again.
threadSynchronization.nextStep(Step::Thread1Drew);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread0DispatchedComputeAgain));
// Wake up and do next step: Draw and force flush the underlying command buffer again.
drawQuad(graphicsProgram.get(), essl1_shaders::PositionAttrib(), 0.5f);
glFinish();
// Signal the first thread and wait exit this thread.
threadSynchronization.nextStep(Step::Finish);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
EXPECT_EGL_SUCCESS();
});
deletingThread.join();
continuingThread.join();
ASSERT_NE(currentStep, Step::Abort);
// Clean up
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
for (size_t t = 0; t < kThreadCount; ++t)
{
eglDestroySurface(dpy, surface[t]);
eglDestroyContext(dpy, ctx[t]);
}
}
// Test that repeated EGL init + terminate with improper cleanup doesn't cause an OOM crash.
// To reproduce the OOM error -
// 1. Increase the loop count to a large number
// 2. Remove the call to "eglReleaseThread" in the for loop
TEST_P(EGLMultiContextTest, RepeatedEglInitAndTerminate)
{
ANGLE_SKIP_TEST_IF(!platformSupportsMultithreading());
// Release all resources in parent thread
getEGLWindow()->destroyGL();
EGLDisplay dpy;
EGLSurface srf;
EGLContext ctx;
EGLint dispattrs[] = {EGL_PLATFORM_ANGLE_TYPE_ANGLE, GetParam().getRenderer(),
EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE, GetParam().getDeviceType(),
EGL_NONE};
for (int i = 0; i < 100; i++)
{
std::thread thread = std::thread([&]() {
dpy = eglGetPlatformDisplayEXT(
EGL_PLATFORM_ANGLE_ANGLE, reinterpret_cast<void *>(EGL_DEFAULT_DISPLAY), dispattrs);
EXPECT_TRUE(dpy != EGL_NO_DISPLAY);
EXPECT_EGL_TRUE(eglInitialize(dpy, nullptr, nullptr));
EGLConfig config = EGL_NO_CONFIG_KHR;
EXPECT_TRUE(chooseConfig(dpy, &config));
EXPECT_TRUE(createPbufferSurface(dpy, config, 2560, 1080, &srf));
ASSERT_EGL_SUCCESS() << "eglCreatePbufferSurface failed.";
EXPECT_TRUE(createContext(dpy, config, &ctx));
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, srf, srf, ctx));
// Clear and read back to make sure thread uses context.
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
eglTerminate(dpy);
EXPECT_EGL_SUCCESS();
eglReleaseThread();
EXPECT_EGL_SUCCESS();
dpy = EGL_NO_DISPLAY;
srf = EGL_NO_SURFACE;
ctx = EGL_NO_CONTEXT;
});
thread.join();
}
}
// Test that thread B can reuse the unterminated display created by thread A
// even after thread A is destroyed.
TEST_P(EGLMultiContextTest, ReuseUnterminatedDisplay)
{
// Release all resources in parent thread
getEGLWindow()->destroyGL();
EGLDisplay dpy;
EGLint dispattrs[] = {EGL_PLATFORM_ANGLE_TYPE_ANGLE, GetParam().getRenderer(),
EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE, GetParam().getDeviceType(),
EGL_NONE};
std::thread threadA = std::thread([&]() {
dpy = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE,
reinterpret_cast<void *>(EGL_DEFAULT_DISPLAY), dispattrs);
EXPECT_TRUE(dpy != EGL_NO_DISPLAY);
EXPECT_EGL_TRUE(eglInitialize(dpy, nullptr, nullptr));
});
threadA.join();
std::thread threadB = std::thread([&]() {
EGLSurface srf;
EGLContext ctx;
EGLConfig config = EGL_NO_CONFIG_KHR;
// If threadA's termination caused "dpy" to be incorrectly terminated all EGL APIs below
// staring with eglChooseConfig(...) will error out with an EGL_NOT_INITIALIZED error.
EXPECT_TRUE(chooseConfig(dpy, &config));
EXPECT_TRUE(createPbufferSurface(dpy, config, 2560, 1080, &srf));
ASSERT_EGL_SUCCESS() << "eglCreatePbufferSurface failed.";
EXPECT_TRUE(createContext(dpy, config, &ctx));
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, srf, srf, ctx));
// Clear and read back to make sure thread uses context.
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
eglTerminate(dpy);
EXPECT_EGL_SUCCESS();
EXPECT_EGL_SUCCESS();
dpy = EGL_NO_DISPLAY;
srf = EGL_NO_SURFACE;
ctx = EGL_NO_CONTEXT;
});
threadB.join();
}
// Test that thread B can wait on thread A's sync before thread A flushes it, and wakes up after
// that. Note that only validatity of the fence operations are tested here. The test could
// potentially be enhanced with EGL images similarly to how
// MultithreadingTestES3::testFenceWithOpenRenderPass tests correctness of synchronization through
// a shared texture.
void EGLMultiContextTest::testFenceWithOpenRenderPass(FenceTest test, FlushMethod flushMethod)
{
ANGLE_SKIP_TEST_IF(!platformSupportsMultithreading());
constexpr uint32_t kWidth = 100;
constexpr uint32_t kHeight = 200;
EGLSyncKHR sync = EGL_NO_SYNC_KHR;
std::mutex mutex;
std::condition_variable condVar;
enum class Step
{
Start,
Thread0CreateFence,
Thread1WaitFence,
Finish,
Abort,
};
Step currentStep = Step::Start;
auto thread0 = [&](EGLDisplay dpy, EGLSurface surface, EGLContext context) {
ThreadSynchronization<Step> threadSynchronization(¤tStep, &mutex, &condVar);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Start));
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, context));
// Issue a draw
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
// Issue a fence. A render pass is currently open, but it should be closed in the Vulkan
// backend.
sync = eglCreateSyncKHR(dpy, EGL_SYNC_FENCE_KHR, nullptr);
EXPECT_NE(sync, EGL_NO_SYNC_KHR);
// Wait for thread 1 to wait on it.
threadSynchronization.nextStep(Step::Thread0CreateFence);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread1WaitFence));
// Wait a little to give thread 1 time to wait on the sync object before flushing it.
angle::Sleep(500);
switch (flushMethod)
{
case FlushMethod::Flush:
glFlush();
break;
case FlushMethod::Finish:
glFinish();
break;
}
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Finish));
EXPECT_PIXEL_RECT_EQ(0, 0, kWidth, kHeight, GLColor::red);
// Clean up
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
};
auto thread1 = [&](EGLDisplay dpy, EGLSurface surface, EGLContext context) {
ThreadSynchronization<Step> threadSynchronization(¤tStep, &mutex, &condVar);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, context));
// Wait for thread 0 to create the fence object.
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread0CreateFence));
// Test access to the fence object
threadSynchronization.nextStep(Step::Thread1WaitFence);
constexpr GLuint64 kTimeout = 2'000'000'000; // 2 seconds
EGLint result = EGL_CONDITION_SATISFIED_KHR;
switch (test)
{
case FenceTest::ClientWait:
result = eglClientWaitSyncKHR(dpy, sync, 0, kTimeout);
break;
case FenceTest::ServerWait:
ASSERT_TRUE(eglWaitSyncKHR(dpy, sync, 0));
break;
case FenceTest::GetStatus:
{
EGLint value;
EXPECT_EGL_TRUE(eglGetSyncAttribKHR(dpy, sync, EGL_SYNC_STATUS_KHR, &value));
if (value != EGL_SIGNALED_KHR)
{
result = eglClientWaitSyncKHR(dpy, sync, 0, kTimeout);
}
break;
}
}
ASSERT_TRUE(result == EGL_CONDITION_SATISFIED_KHR);
// Issue a draw
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_RECT_EQ(0, 0, kWidth, kHeight, GLColor::green);
// Clean up
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
threadSynchronization.nextStep(Step::Finish);
};
std::array<LockStepThreadFunc, 2> threadFuncs = {
std::move(thread0),
std::move(thread1),
};
RunLockStepThreads(getEGLWindow(), threadFuncs.size(), threadFuncs.data());
ASSERT_NE(currentStep, Step::Abort);
}
// Test that thread B can wait on thread A's sync before thread A flushes it, and wakes up after
// that.
TEST_P(EGLMultiContextTest, ThreadBClientWaitBeforeThreadASyncFlush)
{
testFenceWithOpenRenderPass(FenceTest::ClientWait, FlushMethod::Flush);
}
// Test that thread B can wait on thread A's sync before thread A flushes it, and wakes up after
// that.
TEST_P(EGLMultiContextTest, ThreadBServerWaitBeforeThreadASyncFlush)
{
testFenceWithOpenRenderPass(FenceTest::ServerWait, FlushMethod::Flush);
}
// Test that thread B can wait on thread A's sync before thread A flushes it, and wakes up after
// that.
TEST_P(EGLMultiContextTest, ThreadBGetStatusBeforeThreadASyncFlush)
{
testFenceWithOpenRenderPass(FenceTest::GetStatus, FlushMethod::Flush);
}
// Test that thread B can wait on thread A's sync before thread A flushes it, and wakes up after
// that.
TEST_P(EGLMultiContextTest, ThreadBClientWaitBeforeThreadASyncFinish)
{
testFenceWithOpenRenderPass(FenceTest::ClientWait, FlushMethod::Finish);
}
// Test that thread B can wait on thread A's sync before thread A flushes it, and wakes up after
// that.
TEST_P(EGLMultiContextTest, ThreadBServerWaitBeforeThreadASyncFinish)
{
testFenceWithOpenRenderPass(FenceTest::ServerWait, FlushMethod::Finish);
}
// Test that thread B can wait on thread A's sync before thread A flushes it, and wakes up after
// that.
TEST_P(EGLMultiContextTest, ThreadBGetStatusBeforeThreadASyncFinish)
{
testFenceWithOpenRenderPass(FenceTest::GetStatus, FlushMethod::Finish);
}
} // anonymous namespace
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(EGLMultiContextTest);
ANGLE_INSTANTIATE_TEST_ES31(EGLMultiContextTest);