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

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  • Author : jchen10
    Date : 2018-08-16 15:26:39
    Hash : a155bacf
    Message : ParallelCompile: Parallelize shader translation This changes to construct a new ShHandle of compiler for each Shader, and use it to translate the shader source in a background thread. Bug: chromium:849576 Change-Id: Ib49952c7292321ee6aa1c5996f8f7927f40d8f04 Reviewed-on: https://chromium-review.googlesource.com/1177195 Commit-Queue: Jie A Chen <jie.a.chen@intel.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/tests/gl_tests/ParallelShaderCompileTest.cpp
  • //
    // Copyright 2018 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.
    //
    
    // ParallelShaderCompileTest.cpp : Tests of the GL_KHR_parallel_shader_compile extension.
    
    #include "test_utils/ANGLETest.h"
    
    #include "random_utils.h"
    
    using namespace angle;
    
    namespace
    {
    
    class ParallelShaderCompileTest : public ANGLETest
    {
      protected:
        ParallelShaderCompileTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void SetUp() override { ANGLETest::SetUp(); }
    
        void TearDown() override { ANGLETest::TearDown(); }
    
        bool ensureParallelShaderCompileExtensionAvailable()
        {
            if (extensionRequestable("GL_KHR_parallel_shader_compile"))
            {
                glRequestExtensionANGLE("GL_KHR_parallel_shader_compile");
            }
    
            if (!extensionEnabled("GL_KHR_parallel_shader_compile"))
            {
                return false;
            }
            return true;
        }
    
        class ClearColorWithDraw
        {
          public:
            ClearColorWithDraw(GLubyte color) : mColor(color, color, color, 255) {}
    
            bool compile()
            {
                mVertexShader =
                    compileShader(GL_VERTEX_SHADER, insertRandomString(essl1_shaders::vs::Simple()));
                mFragmentShader = compileShader(GL_FRAGMENT_SHADER,
                                                insertRandomString(essl1_shaders::fs::UniformColor()));
                return (mVertexShader != 0 && mFragmentShader != 0);
            }
    
            bool isCompileCompleted()
            {
                GLint status;
                glGetShaderiv(mVertexShader, GL_COMPLETION_STATUS_KHR, &status);
                if (status == GL_TRUE)
                {
                    glGetShaderiv(mFragmentShader, GL_COMPLETION_STATUS_KHR, &status);
                    return (status == GL_TRUE);
                }
                return false;
            }
    
            bool link()
            {
                mProgram = 0;
                if (checkShader(mVertexShader) && checkShader(mFragmentShader))
                {
                    mProgram = glCreateProgram();
                    glAttachShader(mProgram, mVertexShader);
                    glAttachShader(mProgram, mFragmentShader);
                    glLinkProgram(mProgram);
                }
                glDeleteShader(mVertexShader);
                glDeleteShader(mFragmentShader);
                return (mProgram != 0);
            }
    
            bool isLinkCompleted()
            {
                GLint status;
                glGetProgramiv(mProgram, GL_COMPLETION_STATUS_KHR, &status);
                return (status == GL_TRUE);
            }
    
            void drawAndVerify(ParallelShaderCompileTest *test)
            {
                glClearColor(0, 0, 0, 0);
                glClear(GL_COLOR_BUFFER_BIT);
                glDisable(GL_DEPTH_TEST);
                glUseProgram(mProgram);
                ASSERT_GL_NO_ERROR();
                GLint colorUniformLocation =
                    glGetUniformLocation(mProgram, essl1_shaders::ColorUniform());
                ASSERT_NE(colorUniformLocation, -1);
                auto normalizeColor = mColor.toNormalizedVector();
                glUniform4fv(colorUniformLocation, 1, normalizeColor.data());
                test->drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f);
                EXPECT_PIXEL_COLOR_EQ(test->getWindowWidth() / 2, test->getWindowHeight() / 2, mColor);
                glUseProgram(0);
                glDeleteProgram(mProgram);
                ASSERT_GL_NO_ERROR();
            }
    
          private:
            std::string insertRandomString(const std::string &source)
            {
                RNG rng;
                std::ostringstream ostream;
                ostream << "// Random string to fool program cache: " << rng.randomInt() << "\n"
                        << source;
                return ostream.str();
            }
    
            GLuint compileShader(GLenum type, const std::string &source)
            {
                GLuint shader = glCreateShader(type);
    
                const char *sourceArray[1] = {source.c_str()};
                glShaderSource(shader, 1, sourceArray, nullptr);
                glCompileShader(shader);
                return shader;
            }
    
            bool checkShader(GLuint shader)
            {
                GLint compileResult;
                glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
    
                if (compileResult == 0)
                {
                    GLint infoLogLength;
                    glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
    
                    // Info log length includes the null terminator, so 1 means that the info log is an
                    // empty string.
                    if (infoLogLength > 1)
                    {
                        std::vector<GLchar> infoLog(infoLogLength);
                        glGetShaderInfoLog(shader, static_cast<GLsizei>(infoLog.size()), nullptr,
                                           &infoLog[0]);
                        std::cerr << "shader compilation failed: " << &infoLog[0];
                    }
                    else
                    {
                        std::cerr << "shader compilation failed. <Empty log message>";
                    }
                    std::cerr << std::endl;
                }
                return (compileResult == GL_TRUE);
            }
    
            GLColor mColor;
            GLuint mVertexShader;
            GLuint mFragmentShader;
            GLuint mProgram;
        };
    };
    
    // Test basic functionality of GL_KHR_parallel_shader_compile
    TEST_P(ParallelShaderCompileTest, Basic)
    {
        ANGLE_SKIP_TEST_IF(!ensureParallelShaderCompileExtensionAvailable());
    
        GLint count = 0;
        glMaxShaderCompilerThreadsKHR(8);
        EXPECT_GL_NO_ERROR();
        glGetIntegerv(GL_MAX_SHADER_COMPILER_THREADS_KHR, &count);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(8, count);
    }
    
    // Test to compile and link many programs in parallel.
    TEST_P(ParallelShaderCompileTest, LinkAndDrawManyPrograms)
    {
        ANGLE_SKIP_TEST_IF(!ensureParallelShaderCompileExtensionAvailable());
    
        std::vector<std::unique_ptr<ClearColorWithDraw>> compileTasks;
        constexpr int kTaskCount = 32;
        for (int i = 0; i < kTaskCount; ++i)
        {
            std::unique_ptr<ClearColorWithDraw> task(new ClearColorWithDraw(i * 255 / kTaskCount));
            bool isCompiling = task->compile();
            ASSERT_TRUE(isCompiling);
            compileTasks.push_back(std::move(task));
        }
    
        constexpr unsigned int kPollInterval = 100;
    
        std::vector<std::unique_ptr<ClearColorWithDraw>> linkTasks;
        while (!compileTasks.empty())
        {
            for (unsigned int i = 0; i < compileTasks.size();)
            {
                auto &task = compileTasks[i];
    
                if (task->isCompileCompleted())
                {
                    bool isLinking = task->link();
                    ASSERT_TRUE(isLinking);
                    linkTasks.push_back(std::move(task));
                    compileTasks.erase(compileTasks.begin() + i);
                    continue;
                }
                ++i;
            }
            Sleep(kPollInterval);
        }
    
        while (!linkTasks.empty())
        {
            for (unsigned int i = 0; i < linkTasks.size();)
            {
                auto &task = linkTasks[i];
    
                if (task->isLinkCompleted())
                {
                    task->drawAndVerify(this);
                    linkTasks.erase(linkTasks.begin() + i);
                    continue;
                }
                ++i;
            }
            Sleep(kPollInterval);
        }
    }
    
    ANGLE_INSTANTIATE_TEST(ParallelShaderCompileTest,
                           ES2_D3D9(),
                           ES2_D3D11(),
                           ES2_D3D11_FL9_3(),
                           ES2_OPENGL(),
                           ES2_OPENGLES(),
                           ES2_VULKAN());
    
    }  // namespace