Hash :
4c19a8a8
Author :
Date :
2017-07-24T11:46:06
D3D11: Update cached dynamically recompiled programs. This change makes it so that when we need to recompile a program on a draw call, we also update the cache. It also streamlines the internal queries of the dynamic vertex and fragment shaders such that we only update the input and output signatures a single time per draw. This should also facilitate dirty bit implementations for the D3D11 back- end. BUG=angleproject:2116 Change-Id: Iccb0501b700bc894f40a8c68d7f297ff0c8f46bd Reviewed-on: https://chromium-review.googlesource.com/531798 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133
//
// Copyright 2015 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.
//
// validationES unit tests:
// Unit tests for general ES validation functions.
//
#include <gmock/gmock.h>
#include <gtest/gtest.h>
#include "libANGLE/ContextState.h"
#include "libANGLE/ErrorStrings.h"
#include "libANGLE/VaryingPacking.h"
#include "libANGLE/renderer/FramebufferImpl_mock.h"
#include "libANGLE/renderer/ProgramImpl_mock.h"
#include "libANGLE/renderer/TextureImpl_mock.h"
#include "libANGLE/validationES.h"
#include "tests/angle_unittests_utils.h"
using namespace gl;
using namespace rx;
using testing::_;
using testing::NiceMock;
using testing::Return;
namespace
{
class MockValidationContext : public ValidationContext
{
public:
MockValidationContext(const ValidationContext *shareContext,
TextureManager *shareTextures,
const Version &version,
State *state,
const Caps &caps,
const TextureCapsMap &textureCaps,
const Extensions &extensions,
const Limitations &limitations,
bool skipValidation)
: ValidationContext(shareContext,
shareTextures,
version,
state,
caps,
textureCaps,
extensions,
limitations,
skipValidation)
{
}
MOCK_METHOD1(handleError, Error(const Error &));
};
// Test that ANGLE generates an INVALID_OPERATION when validating index data that uses a value
// larger than MAX_ELEMENT_INDEX. Not specified in the GLES 3 spec, it's undefined behaviour,
// but we want a test to ensure we maintain this behaviour.
// TODO(jmadill): Re-enable when framebuffer sync state doesn't happen in validation.
// Also broken because of change of api of the state initialize method.
TEST(ValidationESTest, DISABLED_DrawElementsWithMaxIndexGivesError)
{
auto framebufferImpl = MakeFramebufferMock();
auto programImpl = MakeProgramMock();
// TODO(jmadill): Generalize some of this code so we can re-use it for other tests.
NiceMock<MockGLFactory> mockFactory;
EXPECT_CALL(mockFactory, createFramebuffer(_)).WillOnce(Return(framebufferImpl));
EXPECT_CALL(mockFactory, createProgram(_)).WillOnce(Return(programImpl));
EXPECT_CALL(mockFactory, createVertexArray(_)).WillOnce(Return(nullptr));
State state;
Caps caps;
TextureCapsMap textureCaps;
Extensions extensions;
Limitations limitations;
// Set some basic caps.
caps.maxElementIndex = 100;
caps.maxDrawBuffers = 1;
caps.maxColorAttachments = 1;
state.initialize(nullptr, false, true, true, false, false);
NiceMock<MockTextureImpl> *textureImpl = new NiceMock<MockTextureImpl>();
EXPECT_CALL(mockFactory, createTexture(_)).WillOnce(Return(textureImpl));
EXPECT_CALL(*textureImpl, setStorage(_, _, _, _, _)).WillOnce(Return(gl::NoError()));
EXPECT_CALL(*textureImpl, destructor()).Times(1).RetiresOnSaturation();
Texture *texture = new Texture(&mockFactory, 0, GL_TEXTURE_2D);
texture->addRef();
texture->setStorage(nullptr, GL_TEXTURE_2D, 1, GL_RGBA8, Extents(1, 1, 0));
VertexArray *vertexArray = new VertexArray(&mockFactory, 0, 1, 1);
Framebuffer *framebuffer = new Framebuffer(caps, &mockFactory, 1);
framebuffer->setAttachment(nullptr, GL_FRAMEBUFFER_DEFAULT, GL_BACK, ImageIndex::Make2D(0),
texture);
Program *program = new Program(&mockFactory, nullptr, 1);
state.setVertexArrayBinding(vertexArray);
state.setDrawFramebufferBinding(framebuffer);
state.setProgram(nullptr, program);
NiceMock<MockValidationContext> testContext(nullptr, nullptr, Version(3, 0), &state, caps,
textureCaps, extensions, limitations, false);
// Set the expectation for the validation error here.
Error expectedError(gl::InvalidOperation() << kErrorExceedsMaxElement);
EXPECT_CALL(testContext, handleError(expectedError)).Times(1);
// Call once with maximum index, and once with an excessive index.
GLuint indexData[] = {0, 1, static_cast<GLuint>(caps.maxElementIndex - 1),
3, 4, static_cast<GLuint>(caps.maxElementIndex)};
EXPECT_TRUE(
ValidateDrawElementsCommon(&testContext, GL_TRIANGLES, 3, GL_UNSIGNED_INT, indexData, 1));
EXPECT_FALSE(
ValidateDrawElementsCommon(&testContext, GL_TRIANGLES, 6, GL_UNSIGNED_INT, indexData, 2));
texture->release(nullptr);
state.setVertexArrayBinding(nullptr);
state.setDrawFramebufferBinding(nullptr);
state.setProgram(nullptr, nullptr);
vertexArray->onDestroy(nullptr);
framebuffer->onDestroy(nullptr);
program->onDestroy(nullptr);
}
} // anonymous namespace