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

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  • 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/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 "test_utils/gl_raii.h"
    #include "util/EGLWindow.h"
    
    using namespace angle;
    
    namespace
    {
    
    class VulkanUniformUpdatesTest : public ANGLETest
    {
      protected:
        rx::ContextVk *hackANGLE() const
        {
            // Hack the angle!
            const gl::Context *context = static_cast<gl::Context *>(getEGLWindow()->getContext());
            return rx::GetImplAs<rx::ContextVk>(context);
        }
    
        rx::ProgramVk *hackProgram(GLuint handle) const
        {
            // Hack the angle!
            const gl::Context *context = static_cast<gl::Context *>(getEGLWindow()->getContext());
            const gl::Program *program = context->getProgramResolveLink(handle);
            return rx::vk::GetImpl(program);
        }
    
        static constexpr uint32_t kMaxSetsForTesting = 32;
    
        void limitMaxSets()
        {
            rx::ContextVk *contextVk = hackANGLE();
    
            // Force a small limit on the max sets per pool to more easily trigger a new allocation.
            rx::vk::DynamicDescriptorPool *uniformPool =
                contextVk->getDynamicDescriptorPool(rx::kUniformsDescriptorSetIndex);
            uniformPool->setMaxSetsPerPoolForTesting(kMaxSetsForTesting);
            VkDescriptorPoolSize uniformSetSize = {VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC,
                                                   rx::GetUniformBufferDescriptorCount()};
            (void)uniformPool->init(contextVk, &uniformSetSize, 1);
    
            rx::vk::DynamicDescriptorPool *texturePool =
                contextVk->getDynamicDescriptorPool(rx::kTextureDescriptorSetIndex);
            texturePool->setMaxSetsPerPoolForTesting(kMaxSetsForTesting);
            VkDescriptorPoolSize textureSetSize = {VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
                                                   contextVk->getRenderer()->getMaxActiveTextures()};
            (void)texturePool->init(contextVk, &textureSetSize, 1);
        }
    };
    
    // 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());
    
        limitMaxSets();
    
        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);
    
        rx::ProgramVk *programVk = hackProgram(program);
    
        // 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();
        }
    }
    
    void InitTexture(GLColor color, GLTexture *texture)
    {
        const std::vector<GLColor> colors(4, color);
        glBindTexture(GL_TEXTURE_2D, *texture);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    }
    
    // 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.
        limitMaxSets();
    
        // 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();
        }
    }
    
    // Uniform updates along with Texture updates.
    TEST_P(VulkanUniformUpdatesTest, DescriptorPoolUniformAndTextureUpdates)
    {
        ASSERT_TRUE(IsVulkan());
    
        limitMaxSets();
    
        // Initialize texture program.
        constexpr char kVS[] = R"(attribute vec2 position;
    varying mediump vec2 texCoord;
    void main()
    {
        gl_Position = vec4(position, 0, 1);
        texCoord = position * 0.5 + vec2(0.5);
    })";
    
        constexpr char kFS[] = R"(varying mediump vec2 texCoord;
    uniform sampler2D tex;
    uniform mediump vec4 colorMask;
    void main()
    {
        gl_FragColor = texture2D(tex, texCoord) * colorMask;
    })";
    
        ANGLE_GL_PROGRAM(program, kVS, kFS);
        glUseProgram(program);
    
        // Get uniform locations.
        GLint texLoc = glGetUniformLocation(program, "tex");
        ASSERT_NE(-1, texLoc);
    
        GLint colorMaskLoc = glGetUniformLocation(program, "colorMask");
        ASSERT_NE(-1, colorMaskLoc);
    
        // Initialize white texture.
        GLTexture whiteTexture;
        InitTexture(GLColor::white, &whiteTexture);
        ASSERT_GL_NO_ERROR();
    
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, whiteTexture);
    
        // Initialize magenta texture.
        GLTexture magentaTexture;
        InitTexture(GLColor::magenta, &magentaTexture);
        ASSERT_GL_NO_ERROR();
    
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, magentaTexture);
    
        // Draw multiple times, each iteration will create a new descriptor set.
        for (uint32_t iteration = 0; iteration < kMaxSetsForTesting * 2; ++iteration)
        {
            // Draw with white.
            glUniform1i(texLoc, 0);
            glUniform4f(colorMaskLoc, 1.0f, 1.0f, 1.0f, 1.0f);
            drawQuad(program, "position", 0.5f, 1.0f, true);
    
            // Draw with white masking out red.
            glUniform4f(colorMaskLoc, 0.0f, 1.0f, 1.0f, 1.0f);
            drawQuad(program, "position", 0.5f, 1.0f, true);
    
            // Draw with magenta.
            glUniform1i(texLoc, 1);
            glUniform4f(colorMaskLoc, 1.0f, 1.0f, 1.0f, 1.0f);
            drawQuad(program, "position", 0.5f, 1.0f, true);
    
            // Draw with magenta masking out red.
            glUniform4f(colorMaskLoc, 0.0f, 1.0f, 1.0f, 1.0f);
            drawQuad(program, "position", 0.5f, 1.0f, true);
    
            swapBuffers();
            ASSERT_GL_NO_ERROR();
        }
    }
    
    // Uniform updates along with Texture updates.
    TEST_P(VulkanUniformUpdatesTest, DescriptorPoolUniformAndTextureUpdatesTwoShaders)
    {
        ASSERT_TRUE(IsVulkan());
    
        // Force a small limit on the max sets per pool to more easily trigger a new allocation.
        limitMaxSets();
    
        // Initialize program.
        constexpr char kVS[] = R"(attribute vec2 position;
    varying mediump vec2 texCoord;
    void main()
    {
        gl_Position = vec4(position, 0, 1);
        texCoord = position * 0.5 + vec2(0.5);
    })";
    
        constexpr char kFS[] = R"(varying mediump vec2 texCoord;
    uniform mediump vec4 colorMask;
    void main()
    {
        gl_FragColor = colorMask;
    })";
    
        ANGLE_GL_PROGRAM(program1, kVS, kFS);
        ANGLE_GL_PROGRAM(program2, kVS, kFS);
        glUseProgram(program1);
    
        rx::ProgramVk *program1Vk = hackProgram(program1);
        rx::ProgramVk *program2Vk = hackProgram(program2);
    
        // Set a really small min size so that uniform updates often allocates a new buffer.
        program1Vk->setDefaultUniformBlocksMinSizeForTesting(128);
        program2Vk->setDefaultUniformBlocksMinSizeForTesting(128);
    
        // Get uniform locations.
        GLint colorMaskLoc1 = glGetUniformLocation(program1, "colorMask");
        ASSERT_NE(-1, colorMaskLoc1);
        GLint colorMaskLoc2 = glGetUniformLocation(program2, "colorMask");
        ASSERT_NE(-1, colorMaskLoc2);
    
        // Draw with white using program1.
        glUniform4f(colorMaskLoc1, 1.0f, 1.0f, 1.0f, 1.0f);
        drawQuad(program1, "position", 0.5f, 1.0f, true);
        swapBuffers();
        ASSERT_GL_NO_ERROR();
    
        // Now switch to use program2
        glUseProgram(program2);
        // Draw multiple times w/ program2, each iteration will create a new descriptor set.
        // This will cause the first descriptor pool to be cleaned up
        for (uint32_t iteration = 0; iteration < kMaxSetsForTesting * 2; ++iteration)
        {
            // Draw with white.
            glUniform4f(colorMaskLoc2, 1.0f, 1.0f, 1.0f, 1.0f);
            drawQuad(program2, "position", 0.5f, 1.0f, true);
    
            // Draw with white masking out red.
            glUniform4f(colorMaskLoc2, 0.0f, 1.0f, 1.0f, 1.0f);
            drawQuad(program2, "position", 0.5f, 1.0f, true);
    
            // Draw with magenta.
            glUniform4f(colorMaskLoc2, 1.0f, 1.0f, 1.0f, 1.0f);
            drawQuad(program2, "position", 0.5f, 1.0f, true);
    
            // Draw with magenta masking out red.
            glUniform4f(colorMaskLoc2, 0.0f, 1.0f, 1.0f, 1.0f);
            drawQuad(program2, "position", 0.5f, 1.0f, true);
    
            swapBuffers();
            ASSERT_GL_NO_ERROR();
        }
        // Finally, attempt to draw again with program1, with original uniform values.
        glUseProgram(program1);
        drawQuad(program1, "position", 0.5f, 1.0f, true);
        swapBuffers();
        ASSERT_GL_NO_ERROR();
    }
    
    ANGLE_INSTANTIATE_TEST(VulkanUniformUpdatesTest, ES2_VULKAN());
    
    }  // anonymous namespace