Edit

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

Branch :

  • Show log

    Commit

  • Author : Jamie Madill
    Date : 2018-12-29 10:29:33
    Hash : ba319ba3
    Message : Re-land "Load entry points dynamically in tests and samples." Fixes the Android/ChromeOS/Fuchsia builds by using consistent EGL headers. This CL adds a dynamic loader generator based on XML files. It also refactors the entry point generation script to move the XML parsing into a helper class. Additionally this includes a new GLES 1.0 base header. The new header allows for function pointer types and hiding prototypes. All tests and samples now load ANGLE dynamically. In the future this will be extended to load entry points from the driver directly when possible. This will allow us to perform more accurate A/B testing. The new build configuration leads to some tests having more warnings applied. The CL includes fixes for the new warnings. Bug: angleproject:2995 Change-Id: I5a8772f41a0f89570b3736b785f44b7de1539b57 Reviewed-on: https://chromium-review.googlesource.com/c/1392382 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: 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 "util/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(static_cast<GLubyte>(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