Hash :
a990ba34
Author :
Date :
2023-08-02T17:21:00
Fix write out of bounds on non robust contexts crashes dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds_non_robust.reset_status.writes.* tests are failing, because the test expectes EGL_SUCCESS upon eglMakeCurrent(EGL_NO_CONTEXT), regardless of whether the context was lost. This CL: 1) Changes the validation function of eglMakeCurrent: if the EGLContext passed to eglMakeCurrent is EGL_NO_CONTEXT, do not return EGL_CONTEXT_LOST even if the context is already lost. 2) Adds a lost context check in checkOneCommandBatch. If the context is lost, do not check fence status and assume all of the vulkan commands have finished execution, so that we can properly destroying all the resources before destroying the context. 3) Changes the GL error code from GL_INVALID_OPERATION to GL_CONTEXT_LOST when there is a vulkan device lost. Bug: b/286921997 Bug: b/289544394 Change-Id: I91e8a4105f0d7a3ec3b59bae58da80bc64ffa94a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4728466 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Yuxin Hu <yuxinhu@google.com> Reviewed-by: Charlie Lao <cclao@google.com>
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//
// 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.
//
// EGLRobustnessTest.cpp: tests for EGL_EXT_create_context_robustness
//
// Tests causing GPU resets are disabled, use the following args to run them:
// --gtest_also_run_disabled_tests --gtest_filter=EGLRobustnessTest\*
#include <gtest/gtest.h>
#include "common/debug.h"
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
#include "util/OSWindow.h"
using namespace angle;
class EGLRobustnessTest : public ANGLETest<>
{
public:
enum class eglContextOpenglRobustAccess : bool
{
enable = true,
disable = false,
};
void testSetUp() override
{
mOSWindow = OSWindow::New();
mOSWindow->initialize("EGLRobustnessTest", 500, 500);
setWindowVisible(mOSWindow, true);
const auto &platform = GetParam().eglParameters;
std::vector<EGLint> displayAttributes;
displayAttributes.push_back(EGL_PLATFORM_ANGLE_TYPE_ANGLE);
displayAttributes.push_back(platform.renderer);
displayAttributes.push_back(EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE);
displayAttributes.push_back(platform.majorVersion);
displayAttributes.push_back(EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE);
displayAttributes.push_back(platform.minorVersion);
if (platform.deviceType != EGL_DONT_CARE)
{
displayAttributes.push_back(EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE);
displayAttributes.push_back(platform.deviceType);
}
displayAttributes.push_back(EGL_NONE);
mDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE,
reinterpret_cast<void *>(mOSWindow->getNativeDisplay()),
&displayAttributes[0]);
ASSERT_NE(EGL_NO_DISPLAY, mDisplay);
ASSERT_TRUE(eglInitialize(mDisplay, nullptr, nullptr) == EGL_TRUE);
int nConfigs = 0;
ASSERT_TRUE(eglGetConfigs(mDisplay, nullptr, 0, &nConfigs) == EGL_TRUE);
ASSERT_LE(1, nConfigs);
std::vector<EGLConfig> allConfigs(nConfigs);
int nReturnedConfigs = 0;
ASSERT_TRUE(eglGetConfigs(mDisplay, allConfigs.data(), nConfigs, &nReturnedConfigs) ==
EGL_TRUE);
ASSERT_EQ(nConfigs, nReturnedConfigs);
for (const EGLConfig &config : allConfigs)
{
EGLint surfaceType;
eglGetConfigAttrib(mDisplay, config, EGL_SURFACE_TYPE, &surfaceType);
if ((surfaceType & EGL_WINDOW_BIT) != 0)
{
mConfig = config;
mInitialized = true;
break;
}
}
if (mInitialized)
{
mWindow =
eglCreateWindowSurface(mDisplay, mConfig, mOSWindow->getNativeWindow(), nullptr);
ASSERT_EGL_SUCCESS();
}
}
void testTearDown() override
{
eglMakeCurrent(mDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
eglDestroySurface(mDisplay, mWindow);
destroyContext();
eglTerminate(mDisplay);
EXPECT_EGL_SUCCESS();
OSWindow::Delete(&mOSWindow);
}
void createContext(EGLint resetStrategy)
{
std::vector<EGLint> contextAttribs = {
EGL_CONTEXT_CLIENT_VERSION,
2,
};
if (IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"))
{
contextAttribs.push_back(EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_EXT);
contextAttribs.push_back(resetStrategy);
}
else
{
ASSERT_EQ(EGL_NO_RESET_NOTIFICATION_EXT, resetStrategy);
}
contextAttribs.push_back(EGL_NONE);
mContext = eglCreateContext(mDisplay, mConfig, EGL_NO_CONTEXT, contextAttribs.data());
ASSERT_NE(EGL_NO_CONTEXT, mContext);
eglMakeCurrent(mDisplay, mWindow, mWindow, mContext);
ASSERT_EGL_SUCCESS();
const char *extensionString = reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS));
ASSERT_NE(nullptr, strstr(extensionString, "GL_ANGLE_instanced_arrays"));
}
void createClientVersion3NonRobustContext(EGLint resetStrategy)
{
std::vector<EGLint> contextAttribs = {
EGL_CONTEXT_CLIENT_VERSION, 3, EGL_CONTEXT_MINOR_VERSION_KHR, 0,
EGL_CONTEXT_OPENGL_ROBUST_ACCESS_EXT, EGL_FALSE,
};
if (IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"))
{
contextAttribs.push_back(EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_EXT);
contextAttribs.push_back(resetStrategy);
}
else
{
ASSERT_EQ(EGL_NO_RESET_NOTIFICATION_EXT, resetStrategy);
}
contextAttribs.push_back(EGL_NONE);
mContext = eglCreateContext(mDisplay, mConfig, EGL_NO_CONTEXT, contextAttribs.data());
ASSERT_NE(EGL_NO_CONTEXT, mContext);
eglMakeCurrent(mDisplay, mWindow, mWindow, mContext);
ASSERT_EGL_SUCCESS();
const char *extensionString = reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS));
ASSERT_NE(nullptr, strstr(extensionString, "GL_ANGLE_instanced_arrays"));
}
void createRobustContext(EGLint resetStrategy, EGLContext shareContext)
{
const EGLint contextAttribs[] = {EGL_CONTEXT_CLIENT_VERSION,
3,
EGL_CONTEXT_MINOR_VERSION_KHR,
0,
EGL_CONTEXT_OPENGL_ROBUST_ACCESS,
EGL_TRUE,
EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_EXT,
resetStrategy,
EGL_NONE};
mContext = eglCreateContext(mDisplay, mConfig, shareContext, contextAttribs);
ASSERT_NE(EGL_NO_CONTEXT, mContext);
eglMakeCurrent(mDisplay, mWindow, mWindow, mContext);
ASSERT_EGL_SUCCESS();
}
void destroyContext()
{
if (mContext != EGL_NO_CONTEXT)
{
eglDestroyContext(mDisplay, mContext);
mContext = EGL_NO_CONTEXT;
}
}
void submitLongRunningTask()
{
// Cause a GPU reset by drawing 100,000,000 fullscreen quads
GLuint program = CompileProgram(
"attribute vec4 pos;\n"
"varying vec2 texcoord;\n"
"void main() {gl_Position = pos; texcoord = (pos.xy * 0.5) + 0.5;}\n",
"precision mediump float;\n"
"uniform sampler2D tex;\n"
"varying vec2 texcoord;\n"
"void main() {gl_FragColor = gl_FragColor = texture2D(tex, texcoord);}\n");
ASSERT_NE(0u, program);
glUseProgram(program);
GLfloat vertices[] = {
-1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
};
const int kNumQuads = 10000;
std::vector<GLushort> indices(6 * kNumQuads);
for (size_t i = 0; i < kNumQuads; i++)
{
indices[i * 6 + 0] = 0;
indices[i * 6 + 1] = 1;
indices[i * 6 + 2] = 2;
indices[i * 6 + 3] = 1;
indices[i * 6 + 4] = 2;
indices[i * 6 + 5] = 3;
}
glBindAttribLocation(program, 0, "pos");
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, vertices);
glEnableVertexAttribArray(0);
GLTexture texture;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 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);
GLint textureUniformLocation = glGetUniformLocation(program, "tex");
glUniform1i(textureUniformLocation, 0);
glViewport(0, 0, mOSWindow->getWidth(), mOSWindow->getHeight());
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glDrawElementsInstancedANGLE(GL_TRIANGLES, kNumQuads * 6, GL_UNSIGNED_SHORT, indices.data(),
10000);
}
const char *getInvalidShaderLocalVariableAccessFS()
{
static constexpr char kFS[] = R"(#version 300 es
layout(location = 0) out highp vec4 fragColor;
uniform highp int u_index;
uniform mediump float u_color;
void main (void)
{
highp vec4 color = vec4(0.0f);
color[u_index] = u_color;
fragColor = color;
})";
return kFS;
}
void testInvalidShaderLocalVariableAccess(GLuint program,
const eglContextOpenglRobustAccess robustAccessAttrib)
{
glUseProgram(program);
EXPECT_GL_NO_ERROR();
GLint indexLocation = glGetUniformLocation(program, "u_index");
ASSERT_NE(-1, indexLocation);
GLint colorLocation = glGetUniformLocation(program, "u_color");
ASSERT_NE(-1, colorLocation);
// delibrately pass in -1 to u_index to test robustness extension protects write out of
// bound
constexpr GLint kInvalidIndex = -1;
glUniform1i(indexLocation, kInvalidIndex);
EXPECT_GL_NO_ERROR();
glUniform1f(colorLocation, 1.0f);
drawQuad(program, essl31_shaders::PositionAttrib(), 0);
EXPECT_GL_NO_ERROR();
// When command buffers are submitted to GPU, if robustness is working properly, the
// fragment shader will not suffer from write out-of-bounds issue, which resulted in context
// reset and context loss.
glFinish();
GLint errorCode = glGetError();
if (robustAccessAttrib == eglContextOpenglRobustAccess::enable)
{
ASSERT(errorCode == GL_NO_ERROR);
}
else
{
ASSERT(errorCode == GL_NO_ERROR || errorCode == GL_CONTEXT_LOST);
}
}
protected:
EGLDisplay mDisplay = EGL_NO_DISPLAY;
EGLSurface mWindow = EGL_NO_SURFACE;
EGLContext mContext = EGL_NO_CONTEXT;
bool mInitialized = false;
private:
EGLConfig mConfig = 0;
OSWindow *mOSWindow = nullptr;
};
class EGLRobustnessTestES3 : public EGLRobustnessTest
{};
class EGLRobustnessTestES31 : public EGLRobustnessTest
{};
// Check glGetGraphicsResetStatusEXT returns GL_NO_ERROR if we did nothing
TEST_P(EGLRobustnessTest, NoErrorByDefault)
{
ANGLE_SKIP_TEST_IF(!mInitialized);
ASSERT_TRUE(glGetGraphicsResetStatusEXT() == GL_NO_ERROR);
}
// Checks that the application gets no loss with NO_RESET_NOTIFICATION
TEST_P(EGLRobustnessTest, DISABLED_NoResetNotification)
{
ANGLE_SKIP_TEST_IF(
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
ANGLE_SKIP_TEST_IF(!mInitialized);
createContext(EGL_NO_RESET_NOTIFICATION_EXT);
if (!IsWindows())
{
std::cout << "Test disabled on non Windows platforms because drivers can't recover. "
<< "See " << __FILE__ << ":" << __LINE__ << std::endl;
return;
}
std::cout << "Causing a GPU reset, brace for impact." << std::endl;
submitLongRunningTask();
glFinish();
ASSERT_TRUE(glGetGraphicsResetStatusEXT() == GL_NO_ERROR);
}
// Checks that resetting the ANGLE display allows to get rid of the context loss.
// Also checks that the application gets notified of the loss of the display.
// We coalesce both tests to reduce the number of TDRs done on Windows: by default
// having more than 5 TDRs in a minute will cause Windows to disable the GPU until
// the computer is rebooted.
TEST_P(EGLRobustnessTest, DISABLED_ResettingDisplayWorks)
{
ANGLE_SKIP_TEST_IF(
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
// Note that on Windows the OpenGL driver fails hard (popup that closes the application)
// on a TDR caused by D3D. Don't run D3D tests at the same time as the OpenGL tests.
ANGLE_SKIP_TEST_IF(IsWindows() && isGLRenderer());
ANGLE_SKIP_TEST_IF(!mInitialized);
createContext(EGL_LOSE_CONTEXT_ON_RESET_EXT);
if (!IsWindows())
{
std::cout << "Test disabled on non Windows platforms because drivers can't recover. "
<< "See " << __FILE__ << ":" << __LINE__ << std::endl;
return;
}
std::cout << "Causing a GPU reset, brace for impact." << std::endl;
submitLongRunningTask();
glFinish();
ASSERT_TRUE(glGetGraphicsResetStatusEXT() != GL_NO_ERROR);
recreateTestFixture();
ASSERT_TRUE(glGetGraphicsResetStatusEXT() == GL_NO_ERROR);
}
// Test to reproduce the crash when running
// dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.writes.uniform_block.fragment
// on Pixel 6
TEST_P(EGLRobustnessTestES3, ContextResetOnInvalidLocalShaderVariableAccess)
{
ANGLE_SKIP_TEST_IF(!mInitialized);
ANGLE_SKIP_TEST_IF(
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
createRobustContext(EGL_LOSE_CONTEXT_ON_RESET, EGL_NO_CONTEXT);
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), getInvalidShaderLocalVariableAccessFS());
testInvalidShaderLocalVariableAccess(program, eglContextOpenglRobustAccess::enable);
}
// Similar to ContextResetOnInvalidLocalShaderVariableAccess, but the program is created on a
// context that's not robust, but used on one that is.
TEST_P(EGLRobustnessTestES3,
ContextResetOnInvalidLocalShaderVariableAccess_ShareGroupBeforeProgramCreation)
{
ANGLE_SKIP_TEST_IF(!mInitialized);
ANGLE_SKIP_TEST_IF(
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
createContext(EGL_LOSE_CONTEXT_ON_RESET);
EGLContext shareContext = mContext;
createRobustContext(EGL_LOSE_CONTEXT_ON_RESET, shareContext);
eglMakeCurrent(mDisplay, mWindow, mWindow, shareContext);
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), getInvalidShaderLocalVariableAccessFS());
eglMakeCurrent(mDisplay, mWindow, mWindow, mContext);
testInvalidShaderLocalVariableAccess(program, eglContextOpenglRobustAccess::enable);
eglDestroyContext(mDisplay, shareContext);
}
// Similar to ContextResetOnInvalidLocalShaderVariableAccess, but the program is created on a
// context that's not robust, but used on one that is.
TEST_P(EGLRobustnessTestES3,
ContextResetOnInvalidLocalShaderVariableAccess_ShareGroupAfterProgramCreation)
{
ANGLE_SKIP_TEST_IF(!mInitialized);
ANGLE_SKIP_TEST_IF(
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
createContext(EGL_LOSE_CONTEXT_ON_RESET);
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), getInvalidShaderLocalVariableAccessFS());
EGLContext shareContext = mContext;
createRobustContext(EGL_LOSE_CONTEXT_ON_RESET, shareContext);
testInvalidShaderLocalVariableAccess(program, eglContextOpenglRobustAccess::enable);
eglDestroyContext(mDisplay, shareContext);
}
// Test to ensure shader local variable write out of bound won't crash
// when the context has robustness enabled, and EGL_NO_RESET_NOTIFICATION_EXT
// is set as the value for attribute EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEFY_EXT
TEST_P(EGLRobustnessTestES3, ContextNoResetOnInvalidLocalShaderVariableAccess)
{
ANGLE_SKIP_TEST_IF(!mInitialized);
ANGLE_SKIP_TEST_IF(
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
createRobustContext(EGL_NO_RESET_NOTIFICATION_EXT, EGL_NO_CONTEXT);
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), getInvalidShaderLocalVariableAccessFS());
testInvalidShaderLocalVariableAccess(program, eglContextOpenglRobustAccess::enable);
}
// Similar to ContextNoResetOnInvalidLocalShaderVariableAccess, but the program is created on a
// context that's not robust, but used on one that is.
TEST_P(EGLRobustnessTestES3,
ContextNoResetOnInvalidLocalShaderVariableAccess_ShareGroupBeforeProgramCreation)
{
ANGLE_SKIP_TEST_IF(!mInitialized);
ANGLE_SKIP_TEST_IF(
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
createContext(EGL_NO_RESET_NOTIFICATION_EXT);
EGLContext shareContext = mContext;
createRobustContext(EGL_NO_RESET_NOTIFICATION_EXT, shareContext);
eglMakeCurrent(mDisplay, mWindow, mWindow, shareContext);
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), getInvalidShaderLocalVariableAccessFS());
eglMakeCurrent(mDisplay, mWindow, mWindow, mContext);
testInvalidShaderLocalVariableAccess(program, eglContextOpenglRobustAccess::enable);
eglDestroyContext(mDisplay, shareContext);
}
// Similar to ContextNoResetOnInvalidLocalShaderVariableAccess, but the program is created on a
// context that's not robust, but used on one that is.
TEST_P(EGLRobustnessTestES3,
ContextNoResetOnInvalidLocalShaderVariableAccess_ShareGroupAfterProgramCreation)
{
ANGLE_SKIP_TEST_IF(!mInitialized);
ANGLE_SKIP_TEST_IF(
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
createContext(EGL_NO_RESET_NOTIFICATION_EXT);
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), getInvalidShaderLocalVariableAccessFS());
EGLContext shareContext = mContext;
createRobustContext(EGL_NO_RESET_NOTIFICATION_EXT, shareContext);
testInvalidShaderLocalVariableAccess(program, eglContextOpenglRobustAccess::enable);
eglDestroyContext(mDisplay, shareContext);
}
// Replicate test
// dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds_non_robust.reset_status.writes
// .local_array.fragment
// Test that when writing out-of-bounds in fragment shader:
// 1) After draw command, test receives GL_CONTEXT_LOST error or GL_NO_ERROR.
// 2) eglMakeCurrent(EGL_NO_CONTEXT) on lost context should return EGL_SUCCESS.
TEST_P(EGLRobustnessTestES3, NonRobustContextOnInvalidLocalShaderVariableAccessShouldNotCrash)
{
ANGLE_SKIP_TEST_IF(!mInitialized);
ANGLE_SKIP_TEST_IF(
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
createClientVersion3NonRobustContext(EGL_LOSE_CONTEXT_ON_RESET_KHR);
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), getInvalidShaderLocalVariableAccessFS());
testInvalidShaderLocalVariableAccess(program, eglContextOpenglRobustAccess::disable);
eglMakeCurrent(mDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
GLint errorCode = eglGetError();
ASSERT(errorCode == EGL_SUCCESS);
}
// Test that using a program in a non-robust context, then sharing it with a robust context and
// using it with the same state (but with an OOB access) works.
TEST_P(EGLRobustnessTestES31, NonRobustContextThenOOBInSharedRobustContext)
{
ANGLE_SKIP_TEST_IF(!mInitialized);
ANGLE_SKIP_TEST_IF(
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
createContext(EGL_NO_RESET_NOTIFICATION_EXT);
GLint maxFragmentShaderStorageBlocks = 0;
glGetIntegerv(GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS, &maxFragmentShaderStorageBlocks);
ANGLE_SKIP_TEST_IF(maxFragmentShaderStorageBlocks == 0);
constexpr char kFS[] = R"(#version 310 es
layout(location = 0) out highp vec4 fragColor;
layout(std140, binding = 0) buffer Block
{
mediump vec4 data[];
};
uniform mediump uint index;
void main (void)
{
fragColor = data[index];
})";
ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS);
glUseProgram(program);
GLint indexLocation = glGetUniformLocation(program, "index");
ASSERT_NE(-1, indexLocation);
constexpr std::array<float, 4> kBufferData = {1, 0, 0, 1};
GLBuffer buffer;
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(kBufferData), kBufferData.data(), GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buffer);
// Use the program once before the robust context is created.
glUniform1ui(indexLocation, 0);
drawQuad(program, essl31_shaders::PositionAttrib(), 0);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
ASSERT_GL_NO_ERROR();
// Create the share context as robust, and draw identically except accessing OOB.
EGLContext shareContext = mContext;
createRobustContext(EGL_NO_RESET_NOTIFICATION_EXT, shareContext);
glClearColor(0, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buffer);
glUniform1ui(indexLocation, 1'000'000'000u);
drawQuad(program, essl31_shaders::PositionAttrib(), 0);
// Expect 0, 0, 0, 0/1 returned from buffer
GLColor actualColor = angle::ReadColor(0, 0);
EXPECT_TRUE(actualColor.A == 0 || actualColor.A == 255);
actualColor.A = 0;
EXPECT_EQ(actualColor, GLColor::transparentBlack);
ASSERT_GL_NO_ERROR();
eglDestroyContext(mDisplay, shareContext);
}
// Similar to NonRobustContextThenOOBInSharedRobustContext, but access is in vertex shader.
TEST_P(EGLRobustnessTestES31, NonRobustContextThenOOBInSharedRobustContext_VertexShader)
{
ANGLE_SKIP_TEST_IF(!mInitialized);
ANGLE_SKIP_TEST_IF(
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
createContext(EGL_NO_RESET_NOTIFICATION_EXT);
GLint maxVertexShaderStorageBlocks = 0;
glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &maxVertexShaderStorageBlocks);
ANGLE_SKIP_TEST_IF(maxVertexShaderStorageBlocks == 0);
constexpr char kVS[] = R"(#version 310 es
layout(std140, binding = 0) buffer Block
{
mediump vec4 data[];
};
uniform mediump uint index;
in vec4 position;
out mediump vec4 color;
void main (void)
{
color = data[index];
gl_Position = position;
})";
constexpr char kFS[] = R"(#version 310 es
layout(location = 0) out highp vec4 fragColor;
in mediump vec4 color;
void main (void)
{
fragColor = color;
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
GLint indexLocation = glGetUniformLocation(program, "index");
ASSERT_NE(-1, indexLocation);
constexpr std::array<float, 4> kBufferData = {1, 0, 0, 1};
GLBuffer buffer;
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(kBufferData), kBufferData.data(), GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buffer);
// Use the program once before the robust context is created.
glUniform1ui(indexLocation, 0);
drawQuad(program, "position", 0);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
ASSERT_GL_NO_ERROR();
// Create the share context as robust, and draw identically except accessing OOB.
EGLContext shareContext = mContext;
createRobustContext(EGL_NO_RESET_NOTIFICATION_EXT, shareContext);
glClearColor(0, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buffer);
glUniform1ui(indexLocation, 1'000'000'000u);
drawQuad(program, "position", 0);
// Expect 0, 0, 0, 0/1 returned from buffer
GLColor actualColor = angle::ReadColor(0, 0);
EXPECT_TRUE(actualColor.A == 0 || actualColor.A == 255);
actualColor.A = 0;
EXPECT_EQ(actualColor, GLColor::transparentBlack);
ASSERT_GL_NO_ERROR();
eglDestroyContext(mDisplay, shareContext);
}
// Similar to NonRobustContextThenOOBInSharedRobustContext, but access is in compute shader.
TEST_P(EGLRobustnessTestES31, NonRobustContextThenOOBInSharedRobustContext_ComputeShader)
{
ANGLE_SKIP_TEST_IF(!mInitialized);
ANGLE_SKIP_TEST_IF(
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
createContext(EGL_NO_RESET_NOTIFICATION_EXT);
constexpr char kCS[] = R"(#version 310 es
layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
layout(std140, binding = 0) buffer BlockIn
{
mediump vec4 dataIn[];
};
layout(std140, binding = 1) buffer BlockOut
{
mediump vec4 dataOut;
};
uniform mediump uint index;
void main (void)
{
dataOut = dataIn[index];
})";
ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
glUseProgram(program);
GLint indexLocation = glGetUniformLocation(program, "index");
ASSERT_NE(-1, indexLocation);
constexpr std::array<float, 4> kBufferData = {1, 0, 0, 1};
constexpr std::array<float, 4> kInvalidBufferData = {0, 0, 1, 1};
GLBuffer bufferIn;
glBindBuffer(GL_SHADER_STORAGE_BUFFER, bufferIn);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(kBufferData), kBufferData.data(), GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, bufferIn);
GLBuffer bufferOut;
glBindBuffer(GL_SHADER_STORAGE_BUFFER, bufferOut);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(kInvalidBufferData), kInvalidBufferData.data(),
GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, bufferOut);
// Use the program once before the robust context is created.
glUniform1ui(indexLocation, 0);
glDispatchCompute(1, 1, 1);
ASSERT_GL_NO_ERROR();
std::array<float, 4> readbackData = {};
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
void *mappedBuffer =
glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(readbackData), GL_MAP_READ_BIT);
memcpy(readbackData.data(), mappedBuffer, sizeof(readbackData));
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
EXPECT_EQ(readbackData, kBufferData);
// Create the share context as robust, and draw identically except accessing OOB.
EGLContext shareContext = mContext;
createRobustContext(EGL_NO_RESET_NOTIFICATION_EXT, shareContext);
glUseProgram(program);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, bufferIn);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, bufferIn);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, bufferOut);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, bufferOut);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(kInvalidBufferData), kInvalidBufferData.data(),
GL_STATIC_DRAW);
glUniform1ui(indexLocation, 1'000'000'000u);
glDispatchCompute(1, 1, 1);
// Expect 0, 0, 0, 0/1 returned from bufferIn
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
mappedBuffer =
glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(readbackData), GL_MAP_READ_BIT);
memcpy(readbackData.data(), mappedBuffer, sizeof(readbackData));
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
ASSERT_GL_NO_ERROR();
EXPECT_EQ(readbackData[0], 0);
EXPECT_EQ(readbackData[1], 0);
EXPECT_EQ(readbackData[2], 0);
EXPECT_TRUE(readbackData[3] == 0 || readbackData[3] == 1);
eglDestroyContext(mDisplay, shareContext);
}
// Test that indirect indices on unsized storage buffer arrays work. Regression test for the
// ClampIndirectIndices AST transformation.
TEST_P(EGLRobustnessTestES31, IndirectIndexOnUnsizedStorageBufferArray)
{
ANGLE_SKIP_TEST_IF(!mInitialized);
ANGLE_SKIP_TEST_IF(
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
createRobustContext(EGL_NO_RESET_NOTIFICATION_EXT, EGL_NO_CONTEXT);
const char kCS[] = R"(#version 310 es
layout(binding = 0, std430) buffer B {
uint data[];
} b;
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
void main() {
b.data[gl_GlobalInvocationID.x] = gl_GlobalInvocationID.x;
})";
ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
EXPECT_GL_NO_ERROR();
constexpr uint32_t kBufferSize = 2;
constexpr uint32_t kBufferData[kBufferSize] = {10, 20};
GLBuffer buffer;
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(kBufferData), kBufferData, GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buffer);
// Run the compute shader with a large workload. Only the first two invocations should write to
// the buffer, the rest should be dropped out due to robust access.
glUseProgram(program);
glDispatchCompute(8192, 1, 1);
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
uint32_t bufferDataOut[kBufferSize] = {};
const uint32_t *ptr = reinterpret_cast<uint32_t *>(
glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(kBufferData), GL_MAP_READ_BIT));
memcpy(bufferDataOut, ptr, sizeof(kBufferData));
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
for (uint32_t index = 0; index < kBufferSize; ++index)
{
EXPECT_EQ(bufferDataOut[index], index) << " index " << index;
}
}
// Similar to IndirectIndexOnUnsizedStorageBufferArray, but without a block instance name.
TEST_P(EGLRobustnessTestES31, IndirectIndexOnUnsizedStorageBufferArray_NoBlockInstanceName)
{
ANGLE_SKIP_TEST_IF(!mInitialized);
ANGLE_SKIP_TEST_IF(
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
createRobustContext(EGL_NO_RESET_NOTIFICATION_EXT, EGL_NO_CONTEXT);
const char kCS[] = R"(#version 310 es
layout(binding = 0, std430) buffer B {
uint data[];
};
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
void main() {
data[gl_GlobalInvocationID.x] = gl_GlobalInvocationID.x;
})";
ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
EXPECT_GL_NO_ERROR();
constexpr uint32_t kBufferSize = 2;
constexpr uint32_t kBufferData[kBufferSize] = {10, 20};
GLBuffer buffer;
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(kBufferData), kBufferData, GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buffer);
// Run the compute shader with a large workload. Only the first two invocations should write to
// the buffer, the rest should be dropped out due to robust access.
glUseProgram(program);
glDispatchCompute(8192, 1, 1);
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
uint32_t bufferDataOut[kBufferSize] = {};
const uint32_t *ptr = reinterpret_cast<uint32_t *>(
glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(kBufferData), GL_MAP_READ_BIT));
memcpy(bufferDataOut, ptr, sizeof(kBufferData));
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
for (uint32_t index = 0; index < kBufferSize; ++index)
{
EXPECT_EQ(bufferDataOut[index], index) << " index " << index;
}
}
// Test context destruction after recovering from a long running task.
TEST_P(EGLRobustnessTest, DISABLED_LongRunningTaskVulkanShutdown)
{
ANGLE_SKIP_TEST_IF(!mInitialized);
createContext(EGL_NO_RESET_NOTIFICATION_EXT);
submitLongRunningTask();
destroyContext();
}
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(EGLRobustnessTest);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(EGLRobustnessTestES3);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(EGLRobustnessTestES31);
ANGLE_INSTANTIATE_TEST(EGLRobustnessTest,
WithNoFixture(ES2_VULKAN()),
WithNoFixture(ES2_D3D9()),
WithNoFixture(ES2_D3D11()),
WithNoFixture(ES2_OPENGL()),
WithNoFixture(ES2_OPENGLES()),
WithNoFixture(ES2_VULKAN_SWIFTSHADER()));
ANGLE_INSTANTIATE_TEST(EGLRobustnessTestES3,
WithNoFixture(ES3_VULKAN()),
WithNoFixture(ES3_D3D11()),
WithNoFixture(ES3_OPENGL()),
WithNoFixture(ES3_OPENGLES()),
WithNoFixture(ES3_VULKAN_SWIFTSHADER()));
ANGLE_INSTANTIATE_TEST(EGLRobustnessTestES31,
WithNoFixture(ES31_VULKAN()),
WithNoFixture(ES31_VULKAN_SWIFTSHADER()));