Edit

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

Branch :

  • Show log

    Commit

  • Author : Jamie Madill
    Date : 2018-04-16 10:36:39
    Hash : 0cb6dc4c
    Message : Vulkan: Fix texture descriptor set alloc count. We were reserving half the required descriptor sets for our pool. This fixes the counting and ensures we won't regress by adding a test. Also enables the cube map texture sample, and removes an UNIMPLEMENTED warning that was spurious. Bug: angleproject:2318 Change-Id: I371cd7c5b42e1ce980cce7bb0ef04885db72b614 Reviewed-on: https://chromium-review.googlesource.com/1014165 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Luc Ferron <lucferron@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>

  • src/tests/gl_tests/VulkanUniformUpdatesTest.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.
    //
    // VulkanUniformUpdatesTest:
    //   Tests to validate our Vulkan dynamic uniform updates are working as expected.
    //
    
    #include "test_utils/ANGLETest.h"
    #include "test_utils/angle_test_instantiate.h"
    // 'None' is defined as 'struct None {};' in
    // third_party/googletest/src/googletest/include/gtest/internal/gtest-type-util.h.
    // But 'None' is also defined as a numeric constant 0L in <X11/X.h>.
    // So we need to include ANGLETest.h first to avoid this conflict.
    
    #include "libANGLE/Context.h"
    #include "libANGLE/angletypes.h"
    #include "libANGLE/renderer/vulkan/ContextVk.h"
    #include "libANGLE/renderer/vulkan/ProgramVk.h"
    #include "libANGLE/renderer/vulkan/RendererVk.h"
    #include "test_utils/gl_raii.h"
    
    using namespace angle;
    
    namespace
    {
    
    class VulkanUniformUpdatesTest : public ANGLETest
    {
      protected:
        rx::ContextVk *hackANGLE()
        {
            // Hack the angle!
            const gl::Context *context = reinterpret_cast<gl::Context *>(getEGLWindow()->getContext());
            return rx::GetImplAs<rx::ContextVk>(context);
        }
    };
    
    // This test updates a uniform until a new buffer is allocated and then make sure the uniform
    // updates still work.
    TEST_P(VulkanUniformUpdatesTest, UpdateUntilNewBufferIsAllocated)
    {
        ASSERT_TRUE(IsVulkan());
    
        constexpr char kPositionUniformVertexShader[] = R"(attribute vec2 position;
    uniform vec2 uniPosModifier;
    void main()
    {
        gl_Position = vec4(position + uniPosModifier, 0, 1);
    })";
    
        constexpr char kColorUniformFragmentShader[] = R"(precision mediump float;
    uniform vec4 uniColor;
    void main()
    {
        gl_FragColor = uniColor;
    })";
    
        ANGLE_GL_PROGRAM(program, kPositionUniformVertexShader, kColorUniformFragmentShader);
        glUseProgram(program);
    
        const gl::State &state   = hackANGLE()->getGLState();
        rx::ProgramVk *programVk = rx::vk::GetImpl(state.getProgram());
    
        // Set a really small min size so that uniform updates often allocates a new buffer.
        programVk->setDefaultUniformBlocksMinSizeForTesting(128);
    
        GLint posUniformLocation = glGetUniformLocation(program, "uniPosModifier");
        ASSERT_NE(posUniformLocation, -1);
        GLint colorUniformLocation = glGetUniformLocation(program, "uniColor");
        ASSERT_NE(colorUniformLocation, -1);
    
        // Sets both uniforms 10 times, it should certainly trigger new buffers creations by the
        // underlying StreamingBuffer.
        for (int i = 0; i < 100; i++)
        {
            glUniform2f(posUniformLocation, -0.5, 0.0);
            glUniform4f(colorUniformLocation, 1.0, 0.0, 0.0, 1.0);
            drawQuad(program, "position", 0.5f, 1.0f);
            swapBuffers();
            ASSERT_GL_NO_ERROR();
        }
    }
    
    // Force uniform updates until the dynamic descriptor pool wraps into a new pool allocation.
    TEST_P(VulkanUniformUpdatesTest, DescriptorPoolUpdates)
    {
        ASSERT_TRUE(IsVulkan());
    
        // Force a small limit on the max sets per pool to more easily trigger a new allocation.
        constexpr uint32_t kMaxSetsForTesting                = 32;
        rx::vk::DynamicDescriptorPool *dynamicDescriptorPool = hackANGLE()->getDynamicDescriptorPool();
        dynamicDescriptorPool->setMaxSetsPerPoolForTesting(kMaxSetsForTesting);
    
        // Initialize texture program.
        GLuint program = get2DTexturedQuadProgram();
        ASSERT_NE(0u, program);
        glUseProgram(program);
    
        GLint texLoc = glGetUniformLocation(program, "tex");
        ASSERT_NE(-1, texLoc);
    
        // Initialize basic red texture.
        const std::vector<GLColor> redColors(4, GLColor::red);
        GLTexture texture;
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, redColors.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        ASSERT_GL_NO_ERROR();
    
        // Draw multiple times, each iteration will create a new descriptor set.
        for (uint32_t iteration = 0; iteration < kMaxSetsForTesting * 8; ++iteration)
        {
            glUniform1i(texLoc, 0);
            drawQuad(program, "position", 0.5f, 1.0f, true);
            swapBuffers();
            ASSERT_GL_NO_ERROR();
        }
    }
    
    ANGLE_INSTANTIATE_TEST(VulkanUniformUpdatesTest, ES2_VULKAN());
    
    }  // anonymous namespace