Hash :
192745a7
Author :
Date :
2016-12-22T15:58:21
Add varying packing validation for WebGL. This CL moves the varying packing from the D3D layer up to Program. This is necessary for WebGL validation, and gives us consistency for the various back-ends. There may be some additional cleanup work on the VaryingPacking class, because it does some work that is D3D- specific. WebGL requires strict varying packing. Instead of allowing success unconditionally, it's an explicit error to succeed to pack a set of varyings that the sample algorithm would fail to pack. Introduce a new packing mode option to the varying packing class to handle this different packing style, while keeping our old more relaxed packing method for ES code. BUG=angleproject:1675 Change-Id: I674ae685ba573cc2ad7d9dfb7441efa8cb2d55fc Reviewed-on: https://chromium-review.googlesource.com/423254 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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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.
//
// VaryingPacking_unittest.cpp:
// Tests for ANGLE's internal varying packing algorithm.
//
#include "libANGLE/VaryingPacking.h"
#include <gtest/gtest.h>
#include "libANGLE/Program.h"
using namespace gl;
namespace
{
class VaryingPackingTest : public ::testing::TestWithParam<GLuint>
{
protected:
VaryingPackingTest() {}
bool testVaryingPacking(const std::vector<sh::Varying> &shVaryings,
VaryingPacking *varyingPacking)
{
std::vector<PackedVarying> packedVaryings;
for (const auto &shVarying : shVaryings)
{
packedVaryings.push_back(PackedVarying(shVarying, shVarying.interpolation));
}
InfoLog infoLog;
std::vector<std::string> transformFeedbackVaryings;
return varyingPacking->packUserVaryings(infoLog, packedVaryings, transformFeedbackVaryings);
}
// Uses the "relaxed" ANGLE packing mode.
bool packVaryings(GLuint maxVaryings, const std::vector<sh::Varying> &shVaryings)
{
VaryingPacking varyingPacking(maxVaryings, PackMode::ANGLE_RELAXED);
return testVaryingPacking(shVaryings, &varyingPacking);
}
// Uses the stricter WebGL style packing rules.
bool packVaryingsStrict(GLuint maxVaryings, const std::vector<sh::Varying> &shVaryings)
{
VaryingPacking varyingPacking(maxVaryings, PackMode::WEBGL_STRICT);
return testVaryingPacking(shVaryings, &varyingPacking);
}
const int kMaxVaryings = GetParam();
};
std::vector<sh::Varying> MakeVaryings(GLenum type, size_t count, size_t arraySize)
{
std::vector<sh::Varying> varyings;
for (size_t index = 0; index < count; ++index)
{
std::stringstream strstr;
strstr << type << index;
sh::Varying varying;
varying.type = type;
varying.precision = GL_MEDIUM_FLOAT;
varying.name = strstr.str();
varying.mappedName = strstr.str();
varying.arraySize = static_cast<unsigned int>(arraySize);
varying.staticUse = true;
varying.interpolation = sh::INTERPOLATION_FLAT;
varying.isInvariant = false;
varyings.push_back(varying);
}
return varyings;
}
void AddVaryings(std::vector<sh::Varying> *varyings, GLenum type, size_t count, size_t arraySize)
{
const auto &newVaryings = MakeVaryings(type, count, arraySize);
varyings->insert(varyings->end(), newVaryings.begin(), newVaryings.end());
}
// Test that a single varying can't overflow the packing.
TEST_P(VaryingPackingTest, OneVaryingLargerThanMax)
{
ASSERT_FALSE(packVaryings(1, MakeVaryings(GL_FLOAT_MAT4, 1, 0)));
}
// This will overflow the available varying space.
TEST_P(VaryingPackingTest, MaxPlusOneVaryingVec3)
{
ASSERT_FALSE(packVaryings(kMaxVaryings, MakeVaryings(GL_FLOAT_VEC3, kMaxVaryings + 1, 0)));
}
// This will overflow the available varying space.
TEST_P(VaryingPackingTest, MaxPlusOneVaryingVec3Array)
{
ASSERT_FALSE(packVaryings(kMaxVaryings, MakeVaryings(GL_FLOAT_VEC3, kMaxVaryings / 2 + 1, 2)));
}
// This will overflow the available varying space.
TEST_P(VaryingPackingTest, MaxVaryingVec3AndOneVec2)
{
std::vector<sh::Varying> varyings = MakeVaryings(GL_FLOAT_VEC3, kMaxVaryings, 0);
AddVaryings(&varyings, GL_FLOAT_VEC2, 1, 0);
ASSERT_FALSE(packVaryings(kMaxVaryings, varyings));
}
// This should work since two vec2s are packed in a single register.
TEST_P(VaryingPackingTest, MaxPlusOneVaryingVec2)
{
ASSERT_TRUE(packVaryings(kMaxVaryings, MakeVaryings(GL_FLOAT_VEC2, kMaxVaryings + 1, 0)));
}
// Same for this one as above.
TEST_P(VaryingPackingTest, TwiceMaxVaryingVec2)
{
ASSERT_TRUE(packVaryings(kMaxVaryings, MakeVaryings(GL_FLOAT_VEC2, kMaxVaryings * 2, 0)));
}
// This should not work since it overflows available varying space.
TEST_P(VaryingPackingTest, TooManyVaryingVec2)
{
ASSERT_FALSE(packVaryings(kMaxVaryings, MakeVaryings(GL_FLOAT_VEC2, kMaxVaryings * 2 + 1, 0)));
}
// This should work according to the example GL packing rules - the float varyings are slotted
// into the end of the vec3 varying arrays.
TEST_P(VaryingPackingTest, MaxVaryingVec3ArrayAndFloatArrays)
{
std::vector<sh::Varying> varyings = MakeVaryings(GL_FLOAT_VEC3, kMaxVaryings / 2, 2);
AddVaryings(&varyings, GL_FLOAT, kMaxVaryings / 2, 2);
ASSERT_TRUE(packVaryings(kMaxVaryings, varyings));
}
// This should not work - it has one too many float arrays.
TEST_P(VaryingPackingTest, MaxVaryingVec3ArrayAndMaxPlusOneFloatArray)
{
std::vector<sh::Varying> varyings = MakeVaryings(GL_FLOAT_VEC3, kMaxVaryings / 2, 2);
AddVaryings(&varyings, GL_FLOAT, kMaxVaryings / 2 + 1, 2);
ASSERT_FALSE(packVaryings(kMaxVaryings, varyings));
}
// WebGL should fail to pack max+1 vec2 arrays, unlike our more relaxed packing.
TEST_P(VaryingPackingTest, MaxPlusOneMat2VaryingsFailsWebGL)
{
auto varyings = MakeVaryings(GL_FLOAT_MAT2, kMaxVaryings / 2 + 1, 0);
ASSERT_FALSE(packVaryingsStrict(kMaxVaryings, varyings));
}
// Makes separate tests for different values of kMaxVaryings.
INSTANTIATE_TEST_CASE_P(, VaryingPackingTest, ::testing::Values(1, 4, 8));
} // anonymous namespace