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

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  • Author : Geoff Lang
    Date : 2020-10-20 13:55:23
    Hash : d8529380
    Message : Generate CONTEXT_LOST errors on every GL call. The robustness spec states that all GL calls should generate context lost errors when the context is lost. This behaviour was lost due to some context lookup optimizations but can be re-added at no cost by updating the autogenerated entry points. Updated the ContextLostTest to cover the repeated error generation behaviour. Bug: chromium:1137241 Change-Id: I0b8d1cf4d2a37f13c466c8dd0e66edfe852f7e59 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2488180 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>

  • src/tests/gl_tests/ContextLostTest.cpp
  • //
    // 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.
    //
    
    // BindGeneratesResourceTest.cpp : Tests of the GL_CHROMIUM_bind_generates_resource extension.
    
    #include "test_utils/ANGLETest.h"
    
    namespace angle
    {
    class ContextLostTest : public ANGLETest
    {
      protected:
        ContextLostTest()
        {
            if (IsEGLClientExtensionEnabled("EGL_EXT_create_context_robustness"))
            {
                setContextResetStrategy(EGL_LOSE_CONTEXT_ON_RESET_EXT);
            }
            else
            {
                setContextResetStrategy(EGL_NO_RESET_NOTIFICATION_EXT);
            }
        }
    };
    
    // GL_CHROMIUM_lose_context is implemented in the frontend
    TEST_P(ContextLostTest, ExtensionStringExposed)
    {
        EXPECT_TRUE(EnsureGLExtensionEnabled("GL_CHROMIUM_lose_context"));
    }
    
    // Use GL_CHROMIUM_lose_context to lose a context and verify
    TEST_P(ContextLostTest, BasicUsage)
    {
        ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_CHROMIUM_lose_context"));
        ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_robustness") ||
                           !IsEGLClientExtensionEnabled("EGL_EXT_create_context_robustness"));
    
        glLoseContextCHROMIUM(GL_GUILTY_CONTEXT_RESET, GL_INNOCENT_CONTEXT_RESET);
        EXPECT_GL_NO_ERROR();
        EXPECT_GLENUM_EQ(glGetGraphicsResetStatusEXT(), GL_GUILTY_CONTEXT_RESET);
    
        // Errors should be continually generated
        for (size_t i = 0; i < 10; i++)
        {
            glBindTexture(GL_TEXTURE_2D, 0);
            EXPECT_GL_ERROR(GL_CONTEXT_LOST);
        }
    }
    
    // When context is lost, polling queries such as glGetSynciv with GL_SYNC_STATUS should always
    // return GL_SIGNALED
    TEST_P(ContextLostTest, PollingQuery)
    {
        ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_CHROMIUM_lose_context"));
        ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
    
        GLsync sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
        EXPECT_GL_NO_ERROR();
    
        glLoseContextCHROMIUM(GL_GUILTY_CONTEXT_RESET, GL_INNOCENT_CONTEXT_RESET);
        EXPECT_GL_NO_ERROR();
    
        GLint syncStatus = 0;
        glGetSynciv(sync, GL_SYNC_STATUS, 1, nullptr, &syncStatus);
        EXPECT_GL_ERROR(GL_CONTEXT_LOST);
        EXPECT_GLENUM_EQ(syncStatus, GL_SIGNALED);
    
        // Check that the query fails and the result is unmodified for other queries
        GLint syncCondition = 0xBADF00D;
        glGetSynciv(sync, GL_SYNC_CONDITION, 1, nullptr, &syncCondition);
        EXPECT_GL_ERROR(GL_CONTEXT_LOST);
        EXPECT_GLENUM_EQ(syncCondition, 0xBADF00D);
    }
    
    // When context is lost, polling queries such as glGetSynciv with GL_SYNC_STATUS should always
    // return GL_SIGNALED
    TEST_P(ContextLostTest, ParallelCompileReadyQuery)
    {
        ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_CHROMIUM_lose_context"));
        ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_KHR_parallel_shader_compile"));
    
        GLuint vs = CompileShader(GL_VERTEX_SHADER, essl1_shaders::vs::Simple());
        GLuint fs = CompileShader(GL_FRAGMENT_SHADER, essl1_shaders::fs::UniformColor());
    
        GLuint program = glCreateProgram();
        glAttachShader(program, vs);
        glAttachShader(program, fs);
        glLinkProgram(program);
    
        EXPECT_GL_NO_ERROR();
    
        glLoseContextCHROMIUM(GL_GUILTY_CONTEXT_RESET, GL_INNOCENT_CONTEXT_RESET);
        EXPECT_GL_NO_ERROR();
    
        GLint shaderCompletionStatus = 0;
        glGetShaderiv(vs, GL_COMPLETION_STATUS_KHR, &shaderCompletionStatus);
        EXPECT_GL_ERROR(GL_CONTEXT_LOST);
        EXPECT_GLENUM_EQ(shaderCompletionStatus, GL_TRUE);
    
        GLint programCompletionStatus = 0;
        glGetProgramiv(program, GL_COMPLETION_STATUS_KHR, &programCompletionStatus);
        EXPECT_GL_ERROR(GL_CONTEXT_LOST);
        EXPECT_GLENUM_EQ(programCompletionStatus, GL_TRUE);
    
        // Check that the query fails and the result is unmodified for other queries
        GLint shaderType = 0xBADF00D;
        glGetShaderiv(vs, GL_SHADER_TYPE, &shaderType);
        EXPECT_GL_ERROR(GL_CONTEXT_LOST);
        EXPECT_GLENUM_EQ(shaderType, 0xBADF00D);
    
        GLint linkStatus = 0xBADF00D;
        glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
        EXPECT_GL_ERROR(GL_CONTEXT_LOST);
        EXPECT_GLENUM_EQ(linkStatus, 0xBADF00D);
    }
    
    class ContextLostSkipValidationTest : public ANGLETest
    {
      protected:
        ContextLostSkipValidationTest()
        {
            if (IsEGLClientExtensionEnabled("EGL_EXT_create_context_robustness"))
            {
                setContextResetStrategy(EGL_LOSE_CONTEXT_ON_RESET_EXT);
                setNoErrorEnabled(true);
            }
            else
            {
                setContextResetStrategy(EGL_NO_RESET_NOTIFICATION_EXT);
            }
        }
    };
    
    // Use GL_CHROMIUM_lose_context to lose a context and verify
    TEST_P(ContextLostSkipValidationTest, LostNoErrorGetProgram)
    {
        ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_CHROMIUM_lose_context"));
    
        GLuint program = glCreateProgram();
    
        glLoseContextCHROMIUM(GL_GUILTY_CONTEXT_RESET, GL_INNOCENT_CONTEXT_RESET);
    
        GLint val = 0;
        glGetProgramiv(program, GL_INFO_LOG_LENGTH, &val);  // Should not crash.
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these
    // tests should be run against.
    ANGLE_INSTANTIATE_TEST(ContextLostTest,
                           WithRobustness(ES2_NULL()),
                           WithRobustness(ES2_D3D9()),
                           WithRobustness(ES2_D3D11()),
                           WithRobustness(ES3_D3D11()),
                           WithRobustness(ES2_VULKAN()),
                           WithRobustness(ES3_VULKAN()));
    
    ANGLE_INSTANTIATE_TEST(ContextLostSkipValidationTest,
                           WithRobustness(ES2_NULL()),
                           WithRobustness(ES2_D3D9()),
                           WithRobustness(ES2_D3D11()),
                           WithRobustness(ES3_D3D11()),
                           WithRobustness(ES2_VULKAN()),
                           WithRobustness(ES3_VULKAN()));
    
    }  // namespace angle