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

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  • Author : Jamie Madill
    Date : 2016-03-02 16:35:32
    Hash : bdec2f4e
    Message : D3D11: Fix overlapping vertex shader signatures. For the case of drawing with un-normalized integer vertex attributes, we need to do some dynamic conversion in the VS. However, each attribute can either be signed or unsigned, and our shader signature code would treat both as a match, giving rise to a warning in the D3D11 Debug runtime. It's unclear if this would give incorrect results, but it certainly should not produce a warning. BUG=angleproject:1329 Change-Id: I302d11b44e8a0ef981e89c181aefac5451a899b7 Reviewed-on: https://chromium-review.googlesource.com/329998 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Zhenyao Mo <zmo@chromium.org>

  • src/tests/gl_tests/ProgramBinaryTest.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.
    //
    
    #include "test_utils/ANGLETest.h"
    
    #include <memory>
    #include <stdint.h>
    
    #include "EGLWindow.h"
    #include "OSWindow.h"
    #include "test_utils/angle_test_configs.h"
    
    using namespace angle;
    
    class ProgramBinaryTest : public ANGLETest
    {
      protected:
        ProgramBinaryTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            const std::string vertexShaderSource = SHADER_SOURCE
            (
                attribute vec4 inputAttribute;
                void main()
                {
                    gl_Position = inputAttribute;
                }
            );
    
            const std::string fragmentShaderSource = SHADER_SOURCE
            (
                void main()
                {
                    gl_FragColor = vec4(1,0,0,1);
                }
            );
    
            mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
            if (mProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            glGenBuffers(1, &mBuffer);
            glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
            glBufferData(GL_ARRAY_BUFFER, 128, NULL, GL_STATIC_DRAW);
            glBindBuffer(GL_ARRAY_BUFFER, 0);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void TearDown() override
        {
            glDeleteProgram(mProgram);
            glDeleteBuffers(1, &mBuffer);
    
            ANGLETest::TearDown();
        }
    
        GLint getAvailableProgramBinaryFormatCount() const
        {
            GLint formatCount;
            glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS_OES, &formatCount);
            return formatCount;
        }
    
        GLuint mProgram;
        GLuint mBuffer;
    };
    
    // This tests the assumption that float attribs of different size
    // should not internally cause a vertex shader recompile (for conversion).
    TEST_P(ProgramBinaryTest, FloatDynamicShaderSize)
    {
        if (!extensionEnabled("GL_OES_get_program_binary"))
        {
            std::cout << "Test skipped because GL_OES_get_program_binary is not available."
                      << std::endl;
            return;
        }
    
        if (getAvailableProgramBinaryFormatCount() == 0)
        {
            std::cout << "Test skipped because no program binary formats are available." << std::endl;
            return;
        }
    
        glUseProgram(mProgram);
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
    
        glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 8, NULL);
        glEnableVertexAttribArray(0);
        glDrawArrays(GL_POINTS, 0, 1);
    
        GLint programLength;
        glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
    
        EXPECT_GL_NO_ERROR();
    
        for (GLsizei size = 1; size <= 3; size++)
        {
            glVertexAttribPointer(0, size, GL_FLOAT, GL_FALSE, 8, NULL);
            glEnableVertexAttribArray(0);
            glDrawArrays(GL_POINTS, 0, 1);
    
            GLint newProgramLength;
            glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &newProgramLength);
            EXPECT_GL_NO_ERROR();
            EXPECT_EQ(programLength, newProgramLength);
        }
    }
    
    // Tests that switching between signed and unsigned un-normalized data doesn't trigger a bug
    // in the D3D11 back-end.
    TEST_P(ProgramBinaryTest, DynamicShadersSignatureBug)
    {
        glUseProgram(mProgram);
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
    
        GLint attribLocation = glGetAttribLocation(mProgram, "inputAttribute");
        ASSERT_NE(-1, attribLocation);
        glEnableVertexAttribArray(attribLocation);
    
        glVertexAttribPointer(attribLocation, 2, GL_BYTE, GL_FALSE, 0, nullptr);
        glDrawArrays(GL_POINTS, 0, 1);
    
        glVertexAttribPointer(attribLocation, 2, GL_UNSIGNED_BYTE, GL_FALSE, 0, nullptr);
        glDrawArrays(GL_POINTS, 0, 1);
    }
    
    // This tests the ability to successfully save and load a program binary.
    TEST_P(ProgramBinaryTest, SaveAndLoadBinary)
    {
        if (!extensionEnabled("GL_OES_get_program_binary"))
        {
            std::cout << "Test skipped because GL_OES_get_program_binary is not available."
                      << std::endl;
            return;
        }
    
        if (getAvailableProgramBinaryFormatCount() == 0)
        {
            std::cout << "Test skipped because no program binary formats are available." << std::endl;
            return;
        }
    
        GLint programLength = 0;
        GLint writtenLength = 0;
        GLenum binaryFormat = 0;
    
        glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
        EXPECT_GL_NO_ERROR();
    
        std::vector<uint8_t> binary(programLength);
        glGetProgramBinaryOES(mProgram, programLength, &writtenLength, &binaryFormat, binary.data());
        EXPECT_GL_NO_ERROR();
    
        // The lengths reported by glGetProgramiv and glGetProgramBinaryOES should match
        EXPECT_EQ(programLength, writtenLength);
    
        if (writtenLength)
        {
            GLuint program2 = glCreateProgram();
            glProgramBinaryOES(program2, binaryFormat, binary.data(), writtenLength);
    
            EXPECT_GL_NO_ERROR();
    
            GLint linkStatus;
            glGetProgramiv(program2, GL_LINK_STATUS, &linkStatus);
            if (linkStatus == 0)
            {
                GLint infoLogLength;
                glGetProgramiv(program2, GL_INFO_LOG_LENGTH, &infoLogLength);
    
                if (infoLogLength > 0)
                {
                    std::vector<GLchar> infoLog(infoLogLength);
                    glGetProgramInfoLog(program2, static_cast<GLsizei>(infoLog.size()), NULL,
                                        &infoLog[0]);
                    FAIL() << "program link failed: " << &infoLog[0];
                }
                else
                {
                    FAIL() << "program link failed.";
                }
            }
            else
            {
                glUseProgram(program2);
                glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
    
                glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 8, NULL);
                glEnableVertexAttribArray(0);
                glDrawArrays(GL_POINTS, 0, 1);
    
                EXPECT_GL_NO_ERROR();
            }
    
            glDeleteProgram(program2);
        }
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_INSTANTIATE_TEST(ProgramBinaryTest,
                           ES2_D3D9(),
                           ES2_D3D11(),
                           ES3_D3D11(),
                           ES2_OPENGL(),
                           ES3_OPENGL());
    
    class ProgramBinaryTransformFeedbackTest : public ANGLETest
    {
      protected:
        ProgramBinaryTransformFeedbackTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            const std::string vertexShaderSource = SHADER_SOURCE
            (   #version 300 es\n
                in vec4 inputAttribute;
                out vec4 outputVarying;
                void main()
                {
                    outputVarying = inputAttribute;
                }
            );
    
            const std::string fragmentShaderSource = SHADER_SOURCE
            (   #version 300 es\n
                precision highp float;
                out vec4 outputColor;
                void main()
                {
                    outputColor = vec4(1,0,0,1);
                }
            );
    
            std::vector<std::string> transformFeedbackVaryings;
            transformFeedbackVaryings.push_back("outputVarying");
    
            mProgram = CompileProgramWithTransformFeedback(
                vertexShaderSource, fragmentShaderSource, transformFeedbackVaryings,
                GL_SEPARATE_ATTRIBS);
            if (mProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            ASSERT_GL_NO_ERROR();
        }
    
        void TearDown() override
        {
            glDeleteProgram(mProgram);
    
            ANGLETest::TearDown();
        }
    
        GLint getAvailableProgramBinaryFormatCount() const
        {
            GLint formatCount;
            glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS_OES, &formatCount);
            return formatCount;
        }
    
        GLuint mProgram;
    };
    
    // This tests the assumption that float attribs of different size
    // should not internally cause a vertex shader recompile (for conversion).
    TEST_P(ProgramBinaryTransformFeedbackTest, GetTransformFeedbackVarying)
    {
        if (!extensionEnabled("GL_OES_get_program_binary"))
        {
            std::cout << "Test skipped because GL_OES_get_program_binary is not available."
                      << std::endl;
            return;
        }
    
        if (getAvailableProgramBinaryFormatCount() == 0)
        {
            std::cout << "Test skipped because no program binary formats are available." << std::endl;
            return;
        }
    
        std::vector<uint8_t> binary(0);
        GLint programLength = 0;
        GLint writtenLength = 0;
        GLenum binaryFormat = 0;
    
        // Save the program binary out
        glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
        ASSERT_GL_NO_ERROR();
        binary.resize(programLength);
        glGetProgramBinaryOES(mProgram, programLength, &writtenLength, &binaryFormat, binary.data());
        ASSERT_GL_NO_ERROR();
    
        glDeleteProgram(mProgram);
    
        // Load program binary
        mProgram = glCreateProgram();
        glProgramBinaryOES(mProgram, binaryFormat, binary.data(), writtenLength);
    
        // Ensure the loaded binary is linked
        GLint linkStatus;
        glGetProgramiv(mProgram, GL_LINK_STATUS, &linkStatus);
        EXPECT_TRUE(linkStatus != 0);
    
        // Query information about the transform feedback varying
        char varyingName[64];
        GLsizei varyingSize = 0;
        GLenum varyingType = GL_NONE;
    
        glGetTransformFeedbackVarying(mProgram, 0, 64, &writtenLength, &varyingSize, &varyingType, varyingName);
        EXPECT_GL_NO_ERROR();
    
        EXPECT_EQ(13, writtenLength);
        EXPECT_STREQ("outputVarying", varyingName);
        EXPECT_EQ(1, varyingSize);
        EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, varyingType);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_INSTANTIATE_TEST(ProgramBinaryTransformFeedbackTest,
                           ES3_D3D11(),
                           ES3_OPENGL());
    
    // For the ProgramBinariesAcrossPlatforms tests, we need two sets of params:
    // - a set to save the program binary
    // - a set to load the program binary
    // We combine these into one struct extending PlatformParameters so we can reuse existing ANGLE test macros
    struct PlatformsWithLinkResult : PlatformParameters
    {
        PlatformsWithLinkResult(PlatformParameters saveParams, PlatformParameters loadParamsIn, bool expectedLinkResultIn)
        {
            majorVersion = saveParams.majorVersion;
            minorVersion = saveParams.minorVersion;
            eglParameters = saveParams.eglParameters;
            loadParams = loadParamsIn;
            expectedLinkResult = expectedLinkResultIn;
        }
    
        PlatformParameters loadParams;
        bool expectedLinkResult;
    };
    
    // Provide a custom gtest parameter name function for PlatformsWithLinkResult
    // to avoid returning the same parameter name twice. Such a conflict would happen
    // between ES2_D3D11_to_ES2D3D11 and ES2_D3D11_to_ES3D3D11 as they were both
    // named ES2_D3D11
    std::ostream &operator<<(std::ostream& stream, const PlatformsWithLinkResult &platform)
    {
        const PlatformParameters &platform1 = platform;
        const PlatformParameters &platform2 = platform.loadParams;
        stream << platform1 << "_to_" << platform2;
        return stream;
    }
    
    class ProgramBinariesAcrossPlatforms : public testing::TestWithParam<PlatformsWithLinkResult>
    {
      public:
        void SetUp() override
        {
            mOSWindow = CreateOSWindow();
            bool result = mOSWindow->initialize("ProgramBinariesAcrossRenderersTests", 100, 100);
    
            if (result == false)
            {
                FAIL() << "Failed to create OS window";
            }
        }
    
        EGLWindow *createAndInitEGLWindow(angle::PlatformParameters &param)
        {
            EGLWindow *eglWindow =
                new EGLWindow(param.majorVersion, param.minorVersion, param.eglParameters);
            bool result = eglWindow->initializeGL(mOSWindow);
            if (result == false)
            {
                SafeDelete(eglWindow);
                eglWindow = nullptr;
            }
    
            return eglWindow;
        }
    
        void destroyEGLWindow(EGLWindow **eglWindow)
        {
            ASSERT(*eglWindow != nullptr);
            (*eglWindow)->destroyGL();
            SafeDelete(*eglWindow);
            *eglWindow = nullptr;
        }
    
        GLuint createES2ProgramFromSource()
        {
            const std::string testVertexShaderSource = SHADER_SOURCE
            (
                attribute highp vec4 position;
    
                void main(void)
                {
                    gl_Position = position;
                }
            );
    
            const std::string testFragmentShaderSource = SHADER_SOURCE
            (
                void main(void)
                {
                    gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
                }
            );
    
            return CompileProgram(testVertexShaderSource, testFragmentShaderSource);
        }
    
        GLuint createES3ProgramFromSource()
        {
            const std::string testVertexShaderSource = SHADER_SOURCE
            (   #version 300 es\n
                precision highp float;
                in highp vec4 position;
    
                void main(void)
                {
                    gl_Position = position;
                }
            );
    
            const std::string testFragmentShaderSource = SHADER_SOURCE
            (   #version 300 es \n
                precision highp float;
                out vec4 out_FragColor;
    
                void main(void)
                {
                    out_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
                }
            );
    
            return CompileProgram(testVertexShaderSource, testFragmentShaderSource);
        }
    
        void drawWithProgram(GLuint program)
        {
            glClearColor(0, 0, 0, 1);
            glClear(GL_COLOR_BUFFER_BIT);
    
            GLint positionLocation = glGetAttribLocation(program, "position");
    
            glUseProgram(program);
    
            const GLfloat vertices[] =
            {
                -1.0f,  1.0f, 0.5f,
                -1.0f, -1.0f, 0.5f,
                 1.0f, -1.0f, 0.5f,
    
                -1.0f,  1.0f, 0.5f,
                 1.0f, -1.0f, 0.5f,
                 1.0f,  1.0f, 0.5f,
            };
    
            glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, vertices);
            glEnableVertexAttribArray(positionLocation);
    
            glDrawArrays(GL_TRIANGLES, 0, 6);
    
            glDisableVertexAttribArray(positionLocation);
            glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, NULL);
    
            EXPECT_PIXEL_EQ(mOSWindow->getWidth() / 2, mOSWindow->getHeight() / 2, 255, 0, 0, 255);
        }
    
        void TearDown() override
        {
            mOSWindow->destroy();
            SafeDelete(mOSWindow);
        }
    
        OSWindow *mOSWindow;
    };
    
    // Tries to create a program binary using one set of platform params, then load it using a different sent of params
    TEST_P(ProgramBinariesAcrossPlatforms, CreateAndReloadBinary)
    {
        angle::PlatformParameters firstRenderer  = GetParam();
        angle::PlatformParameters secondRenderer = GetParam().loadParams;
        bool expectedLinkResult                  = GetParam().expectedLinkResult;
    
        if (!(IsPlatformAvailable(firstRenderer)))
        {
            std::cout << "First renderer not supported, skipping test";
            return;
        }
    
        if (!(IsPlatformAvailable(secondRenderer)))
        {
            std::cout << "Second renderer not supported, skipping test";
            return;
        }
    
        EGLWindow *eglWindow = nullptr;
        std::vector<uint8_t> binary(0);
        GLuint program = 0;
    
        GLint programLength = 0;
        GLint writtenLength = 0;
        GLenum binaryFormat = 0;
    
        // Create a EGL window with the first renderer
        eglWindow = createAndInitEGLWindow(firstRenderer);
        if (eglWindow == nullptr)
        {
            FAIL() << "Failed to create EGL window";
            return;
        }
    
        // If the test is trying to use both the default GPU and WARP, but the default GPU *IS* WARP,
        // then our expectations for the test results will be invalid.
        if (firstRenderer.eglParameters.deviceType != EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE &&
            secondRenderer.eglParameters.deviceType == EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE)
        {
            std::string rendererString = std::string(reinterpret_cast<const char*>(glGetString(GL_RENDERER)));
            std::transform(rendererString.begin(), rendererString.end(), rendererString.begin(), ::tolower);
    
            auto basicRenderPos = rendererString.find(std::string("microsoft basic render"));
            auto softwareAdapterPos = rendererString.find(std::string("software adapter"));
    
            if (basicRenderPos != std::string::npos || softwareAdapterPos != std::string::npos)
            {
                // The first renderer is using WARP, even though we didn't explictly request it
                // We should skip this test
                std::cout << "Test skipped on when default GPU is WARP." << std::endl;
                return;
            }
        }
    
        // Create a program
        if (firstRenderer.majorVersion == 3)
        {
            program = createES3ProgramFromSource();
        }
        else
        {
            program = createES2ProgramFromSource();
        }
    
        if (program == 0)
        {
            destroyEGLWindow(&eglWindow);
            FAIL() << "Failed to create program from source";
        }
    
        // Draw using the program to ensure it works as expected
        drawWithProgram(program);
        EXPECT_GL_NO_ERROR();
    
        // Save the program binary out from this renderer
        glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
        EXPECT_GL_NO_ERROR();
        binary.resize(programLength);
        glGetProgramBinaryOES(program, programLength, &writtenLength, &binaryFormat, binary.data());
        EXPECT_GL_NO_ERROR();
    
        // Destroy the first renderer
        glDeleteProgram(program);
        destroyEGLWindow(&eglWindow);
    
        // Create an EGL window with the second renderer
        eglWindow = createAndInitEGLWindow(secondRenderer);
        if (eglWindow == nullptr)
        {
            FAIL() << "Failed to create EGL window";
            return;
        }
    
        program = glCreateProgram();
        glProgramBinaryOES(program, binaryFormat, binary.data(), writtenLength);
    
        GLint linkStatus;
        glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
        EXPECT_EQ(expectedLinkResult, (linkStatus != 0));
    
        if (linkStatus != 0)
        {
            // If the link was successful, then we should try to draw using the program to ensure it works as expected
            drawWithProgram(program);
            EXPECT_GL_NO_ERROR();
        }
    
        // Destroy the second renderer
        glDeleteProgram(program);
        destroyEGLWindow(&eglWindow);
    }
    
    ANGLE_INSTANTIATE_TEST(ProgramBinariesAcrossPlatforms,
                           //                     | Save the program   | Load the program      | Expected
                           //                     | using these params | using these params    | link result
                           PlatformsWithLinkResult(ES2_D3D11(),         ES2_D3D11(),            true         ), // Loading + reloading binary should work
                           PlatformsWithLinkResult(ES3_D3D11(),         ES3_D3D11(),            true         ), // Loading + reloading binary should work
                           PlatformsWithLinkResult(ES2_D3D11_FL11_0(),  ES2_D3D11_FL9_3(),      false        ), // Switching feature level shouldn't work
                           PlatformsWithLinkResult(ES2_D3D11(),         ES2_D3D11_WARP(),       false        ), // Switching from hardware to software shouldn't work
                           PlatformsWithLinkResult(ES2_D3D11_FL9_3(),   ES2_D3D11_FL9_3_WARP(), false        ), // Switching from hardware to software shouldn't work for FL9 either
                           PlatformsWithLinkResult(ES2_D3D11(),         ES2_D3D9(),             false        ), // Switching from D3D11 to D3D9 shouldn't work
                           PlatformsWithLinkResult(ES2_D3D9(),          ES2_D3D11(),            false        ), // Switching from D3D9 to D3D11 shouldn't work
                           PlatformsWithLinkResult(ES2_D3D11(),         ES3_D3D11(),            true         )  // Switching to newer client version should work
    
                           // TODO: ANGLE issue 523
                           // Compiling a program with client version 3, saving the binary, then loading it with client version 2 should not work
                           // PlatformsWithLinkResult(ES3_D3D11(),         ES2_D3D11(),            false       )
                           );