Hash :
80b9528d
Author :
Date :
2014-05-06T13:57:43
Handle buffer memory allocation failures gracefully. When we would allocate huge buffers, we would not always gracefully fail and return a GL error back to the application. We should be able to better handle buffer allocation failures with this patch. BUG=angle:634 Change-Id: Ic3edce6d22b731ec52666a2a0e82f9a4fbbb23ae Reviewed-on: https://chromium-review.googlesource.com/197994 Reviewed-by: Nicolas Capens <nicolascapens@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
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#include "ANGLETest.h"
class BufferDataTest : public ANGLETest
{
protected:
BufferDataTest()
: mBuffer(0),
mProgram(0),
mAttribLocation(-1)
{
setWindowWidth(16);
setWindowHeight(16);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
}
virtual void SetUp()
{
ANGLETest::SetUp();
const char * vsSource = SHADER_SOURCE
(
attribute vec4 position;
attribute float in_attrib;
varying float v_attrib;
void main()
{
v_attrib = in_attrib;
gl_Position = position;
}
);
const char * fsSource = SHADER_SOURCE
(
precision mediump float;
varying float v_attrib;
void main()
{
gl_FragColor = vec4(v_attrib, 0, 0, 1);
}
);
glGenBuffers(1, &mBuffer);
ASSERT_NE(mBuffer, 0U);
mProgram = compileProgram(vsSource, fsSource);
ASSERT_NE(mProgram, 0U);
mAttribLocation = glGetAttribLocation(mProgram, "in_attrib");
ASSERT_NE(mAttribLocation, -1);
glClearColor(0, 0, 0, 0);
glClearDepthf(0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
ASSERT_GL_NO_ERROR();
}
virtual void TearDown()
{
glDeleteBuffers(1, &mBuffer);
glDeleteProgram(mProgram);
ANGLETest::TearDown();
}
GLuint mBuffer;
GLuint mProgram;
GLint mAttribLocation;
};
TEST_F(BufferDataTest, null_data)
{
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
EXPECT_GL_NO_ERROR();
const int numIterations = 128;
for (int i = 0; i < numIterations; ++i)
{
GLsizei bufferSize = sizeof(GLfloat) * (i + 1);
glBufferData(GL_ARRAY_BUFFER, bufferSize, NULL, GL_STATIC_DRAW);
EXPECT_GL_NO_ERROR();
for (int j = 0; j < bufferSize; j++)
{
for (int k = 0; k < bufferSize - j; k++)
{
glBufferSubData(GL_ARRAY_BUFFER, k, j, NULL);
EXPECT_GL_NO_ERROR();
}
}
}
}
TEST_F(BufferDataTest, huge_setdata_should_not_crash)
{
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
EXPECT_GL_NO_ERROR();
// use as large a size as possible without causing an exception
GLsizei hugeSize = (1 << 30);
// on x64, use as large a GLsizei value as possible
if (sizeof(size_t) > 4)
{
hugeSize = std::numeric_limits<GLsizei>::max();
}
char *data = new (std::nothrow) char[hugeSize];
EXPECT_NE((char * const)NULL, data);
if (data == NULL)
{
return;
}
memset(data, 0, hugeSize);
float * fValue = reinterpret_cast<float*>(data);
for (unsigned int f = 0; f < 6; f++)
{
fValue[f] = 1.0f;
}
glBufferData(GL_ARRAY_BUFFER, hugeSize, data, GL_STATIC_DRAW);
GLenum error = glGetError();
if (error == GL_NO_ERROR)
{
// If we didn't fail because of an out of memory error, try drawing a quad
// using the large buffer
// DISABLED because it takes a long time, but left for posterity
//glUseProgram(mProgram);
//glVertexAttribPointer(mAttribLocation, 1, GL_FLOAT, GL_FALSE, 4, NULL);
//glEnableVertexAttribArray(mAttribLocation);
//glBindBuffer(GL_ARRAY_BUFFER, 0);
//drawQuad(mProgram, "position", 0.5f);
//swapBuffers();
//// Draw operations can also generate out-of-memory, which is in-spec
//error = glGetError();
//if (error == GL_NO_ERROR)
//{
// GLint viewportSize[4];
// glGetIntegerv(GL_VIEWPORT, viewportSize);
// GLint midPixelX = (viewportSize[0] + viewportSize[2]) / 2;
// GLint midPixelY = (viewportSize[1] + viewportSize[3]) / 2;
// EXPECT_PIXEL_EQ(midPixelX, midPixelY, 255, 0, 0, 255);
//}
//else
//{
// EXPECT_EQ(GL_OUT_OF_MEMORY, error);
//}
}
else
{
EXPECT_EQ(GL_OUT_OF_MEMORY, error);
}
delete[] data;
}