Hash :
7a243dbe
Author :
Date :
2022-05-22T19:48:34
Capture/Replay: Allow repeated Gen-on-Bind for resources We aren't clearing items from the map of resource IDs used to track Gen-on-Bind. Before this CL, an app could Gen-on-Bind, delete the resource it genned, then Gen-on-Bind again to trigger this error. The options are to add tracking to remove items from the map when they are deleted, or just remove the error and allow it to happen. Since this happens so rarely, going with the simple approach of removing the error. Test: Star Wars: KOTOR MEC Bug: angleproject:7353 Change-Id: I320771692e1c01e254fc977f5eef99284cc95f67 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3659505 Commit-Queue: Cody Northrop <cnorthrop@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
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//
// Copyright 2021 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.
//
// trace_fixture.cpp:
// Common code for the ANGLE trace replays.
//
#include "trace_fixture.h"
#include "angle_trace_gl.h"
#include <string>
namespace
{
void UpdateResourceMap(GLuint *resourceMap, GLuint id, GLsizei readBufferOffset)
{
GLuint returnedID;
memcpy(&returnedID, &gReadBuffer[readBufferOffset], sizeof(GLuint));
resourceMap[id] = returnedID;
}
DecompressCallback gDecompressCallback;
std::string gBinaryDataDir = ".";
void LoadBinaryData(const char *fileName)
{
// TODO(b/179188489): Fix cross-module deallocation.
if (gBinaryData != nullptr)
{
delete[] gBinaryData;
}
char pathBuffer[1000] = {};
sprintf(pathBuffer, "%s/%s", gBinaryDataDir.c_str(), fileName);
FILE *fp = fopen(pathBuffer, "rb");
if (fp == 0)
{
fprintf(stderr, "Error loading binary data file: %s\n", fileName);
return;
}
fseek(fp, 0, SEEK_END);
long size = ftell(fp);
fseek(fp, 0, SEEK_SET);
if (gDecompressCallback)
{
if (!strstr(fileName, ".gz"))
{
fprintf(stderr, "Filename does not end in .gz");
exit(1);
}
std::vector<uint8_t> compressedData(size);
(void)fread(compressedData.data(), 1, size, fp);
gBinaryData = gDecompressCallback(compressedData);
}
else
{
if (!strstr(fileName, ".angledata"))
{
fprintf(stderr, "Filename does not end in .angledata");
exit(1);
}
gBinaryData = new uint8_t[size];
(void)fread(gBinaryData, 1, size, fp);
}
fclose(fp);
}
ValidateSerializedStateCallback gValidateSerializedStateCallback;
std::unordered_map<GLuint, std::vector<GLint>> gInternalUniformLocationsMap;
} // namespace
GLint **gUniformLocations;
BlockIndexesMap gUniformBlockIndexes;
GLuint gCurrentProgram = 0;
void UpdateUniformLocation(GLuint program, const char *name, GLint location, GLint count)
{
std::vector<GLint> &programLocations = gInternalUniformLocationsMap[program];
if (static_cast<GLint>(programLocations.size()) < location + count)
{
programLocations.resize(location + count, 0);
}
for (GLint arrayIndex = 0; arrayIndex < count; ++arrayIndex)
{
GLuint mappedProgramID = gShaderProgramMap[program];
programLocations[location + arrayIndex] =
glGetUniformLocation(mappedProgramID, name) + arrayIndex;
}
gUniformLocations[program] = programLocations.data();
}
void DeleteUniformLocations(GLuint program)
{
// No-op. We leave uniform locations around so deleted current programs can still use them.
}
void UpdateUniformBlockIndex(GLuint program, const char *name, GLuint index)
{
gUniformBlockIndexes[program][index] = glGetUniformBlockIndex(program, name);
}
void UpdateCurrentProgram(GLuint program)
{
gCurrentProgram = program;
}
uint8_t *gBinaryData;
uint8_t *gReadBuffer;
uint8_t *gClientArrays[kMaxClientArrays];
SyncResourceMap gSyncMap;
ContextMap gContextMap;
GLuint *gBufferMap;
GLuint *gFenceNVMap;
GLuint *gFramebufferMap;
GLuint *gMemoryObjectMap;
GLuint *gProgramPipelineMap;
GLuint *gQueryMap;
GLuint *gRenderbufferMap;
GLuint *gSamplerMap;
GLuint *gSemaphoreMap;
GLuint *gShaderProgramMap;
GLuint *gTextureMap;
GLuint *gTransformFeedbackMap;
GLuint *gVertexArrayMap;
void SetBinaryDataDecompressCallback(DecompressCallback callback)
{
gDecompressCallback = callback;
}
void SetBinaryDataDir(const char *dataDir)
{
gBinaryDataDir = dataDir;
}
GLuint *AllocateZeroedUints(size_t count)
{
GLuint *mem = new GLuint[count + 1];
memset(mem, 0, sizeof(GLuint) * (count + 1));
return mem;
}
void InitializeReplay(const char *binaryDataFileName,
size_t maxClientArraySize,
size_t readBufferSize,
uint32_t maxBuffer,
uint32_t maxFenceNV,
uint32_t maxFramebuffer,
uint32_t maxMemoryObject,
uint32_t maxProgramPipeline,
uint32_t maxQuery,
uint32_t maxRenderbuffer,
uint32_t maxSampler,
uint32_t maxSemaphore,
uint32_t maxShaderProgram,
uint32_t maxTexture,
uint32_t maxTransformFeedback,
uint32_t maxVertexArray)
{
LoadBinaryData(binaryDataFileName);
for (uint8_t *&clientArray : gClientArrays)
{
clientArray = new uint8_t[maxClientArraySize];
}
gReadBuffer = new uint8_t[readBufferSize];
gBufferMap = AllocateZeroedUints(maxBuffer);
gFenceNVMap = AllocateZeroedUints(maxFenceNV);
gFramebufferMap = AllocateZeroedUints(maxFramebuffer);
gMemoryObjectMap = AllocateZeroedUints(maxMemoryObject);
gProgramPipelineMap = AllocateZeroedUints(maxProgramPipeline);
gQueryMap = AllocateZeroedUints(maxQuery);
gRenderbufferMap = AllocateZeroedUints(maxRenderbuffer);
gSamplerMap = AllocateZeroedUints(maxSampler);
gSemaphoreMap = AllocateZeroedUints(maxSemaphore);
gShaderProgramMap = AllocateZeroedUints(maxShaderProgram);
gTextureMap = AllocateZeroedUints(maxTexture);
gTransformFeedbackMap = AllocateZeroedUints(maxTransformFeedback);
gVertexArrayMap = AllocateZeroedUints(maxVertexArray);
gUniformLocations = new GLint *[maxShaderProgram + 1];
memset(gUniformLocations, 0, sizeof(GLint *) * (maxShaderProgram + 1));
}
void FinishReplay()
{
for (uint8_t *&clientArray : gClientArrays)
{
delete[] clientArray;
}
delete[] gReadBuffer;
delete[] gBufferMap;
delete[] gRenderbufferMap;
delete[] gTextureMap;
delete[] gFramebufferMap;
delete[] gShaderProgramMap;
delete[] gFenceNVMap;
delete[] gMemoryObjectMap;
delete[] gProgramPipelineMap;
delete[] gQueryMap;
delete[] gSamplerMap;
delete[] gSemaphoreMap;
delete[] gTransformFeedbackMap;
delete[] gVertexArrayMap;
}
void SetValidateSerializedStateCallback(ValidateSerializedStateCallback callback)
{
gValidateSerializedStateCallback = callback;
}
void UpdateClientArrayPointer(int arrayIndex, const void *data, uint64_t size)
{
memcpy(gClientArrays[arrayIndex], data, static_cast<size_t>(size));
}
BufferHandleMap gMappedBufferData;
void UpdateClientBufferData(GLuint bufferID, const void *source, GLsizei size)
{
memcpy(gMappedBufferData[gBufferMap[bufferID]], source, size);
}
void UpdateClientBufferDataWithOffset(GLuint bufferID,
const void *source,
GLsizei size,
GLsizei offset)
{
uintptr_t dest = reinterpret_cast<uintptr_t>(gMappedBufferData[gBufferMap[bufferID]]) + offset;
memcpy(reinterpret_cast<void *>(dest), source, size);
}
void UpdateBufferID(GLuint id, GLsizei readBufferOffset)
{
UpdateResourceMap(gBufferMap, id, readBufferOffset);
}
void UpdateFenceNVID(GLuint id, GLsizei readBufferOffset)
{
UpdateResourceMap(gFenceNVMap, id, readBufferOffset);
}
void UpdateFramebufferID(GLuint id, GLsizei readBufferOffset)
{
UpdateResourceMap(gFramebufferMap, id, readBufferOffset);
}
void UpdateMemoryObjectID(GLuint id, GLsizei readBufferOffset)
{
UpdateResourceMap(gMemoryObjectMap, id, readBufferOffset);
}
void UpdateProgramPipelineID(GLuint id, GLsizei readBufferOffset)
{
UpdateResourceMap(gProgramPipelineMap, id, readBufferOffset);
}
void UpdateQueryID(GLuint id, GLsizei readBufferOffset)
{
UpdateResourceMap(gQueryMap, id, readBufferOffset);
}
void UpdateRenderbufferID(GLuint id, GLsizei readBufferOffset)
{
UpdateResourceMap(gRenderbufferMap, id, readBufferOffset);
}
void UpdateSamplerID(GLuint id, GLsizei readBufferOffset)
{
UpdateResourceMap(gSamplerMap, id, readBufferOffset);
}
void UpdateSemaphoreID(GLuint id, GLsizei readBufferOffset)
{
UpdateResourceMap(gSemaphoreMap, id, readBufferOffset);
}
void UpdateShaderProgramID(GLuint id, GLsizei readBufferOffset)
{
UpdateResourceMap(gShaderProgramMap, id, readBufferOffset);
}
void UpdateTextureID(GLuint id, GLsizei readBufferOffset)
{
UpdateResourceMap(gTextureMap, id, readBufferOffset);
}
void UpdateTransformFeedbackID(GLuint id, GLsizei readBufferOffset)
{
UpdateResourceMap(gTransformFeedbackMap, id, readBufferOffset);
}
void UpdateVertexArrayID(GLuint id, GLsizei readBufferOffset)
{
UpdateResourceMap(gVertexArrayMap, id, readBufferOffset);
}
void SetResourceID(GLuint *map, GLuint id)
{
map[id] = id;
}
void SetFramebufferID(GLuint id)
{
SetResourceID(gFramebufferMap, id);
}
void SetBufferID(GLuint id)
{
SetResourceID(gBufferMap, id);
}
void SetRenderbufferID(GLuint id)
{
SetResourceID(gRenderbufferMap, id);
}
void SetTextureID(GLuint id)
{
SetResourceID(gTextureMap, id);
}
void ValidateSerializedState(const char *serializedState, const char *fileName, uint32_t line)
{
if (gValidateSerializedStateCallback)
{
gValidateSerializedStateCallback(serializedState, fileName, line);
}
}