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

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  • Author : Olli Etuaho
    Date : 2017-09-18 13:32:29
    Hash : a20af6d7
    Message : Use C++11 raw string literals instead of SHADER_SOURCE macro This is better in many ways: 1. It doesn't confuse clang format 2. \n doesn't need to be included after preprocessor directives like the version directive. 3. It's using built-in functionality instead of something custom. Raw string literals should be the preferred way to include shader source in C++ files going forward. BUG=angleproject:2157 TEST=angle_end2end_tests Change-Id: I8b236a6e2d5c25d920297e5bc5b5b143eddeba1f Reviewed-on: https://chromium-review.googlesource.com/671046 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>

  • src/tests/gl_tests/BufferDataTest.cpp
  • //
    // 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.
    //
    
    #include "test_utils/ANGLETest.h"
    #include "test_utils/gl_raii.h"
    
    #include "random_utils.h"
    
    #include <stdint.h>
    
    using namespace angle;
    
    class BufferDataTest : public ANGLETest
    {
      protected:
        BufferDataTest()
        {
            setWindowWidth(16);
            setWindowHeight(16);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
    
            mBuffer = 0;
            mProgram = 0;
            mAttribLocation = -1;
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            const char *vsSource =
                R"(attribute vec4 position;
                attribute float in_attrib;
                varying float v_attrib;
                void main()
                {
                    v_attrib = in_attrib;
                    gl_Position = position;
                })";
    
            const char *fsSource =
                R"(precision mediump float;
                varying float v_attrib;
                void main()
                {
                    gl_FragColor = vec4(v_attrib, 0, 0, 1);
                })";
    
            glGenBuffers(1, &mBuffer);
            ASSERT_NE(mBuffer, 0U);
    
            mProgram = CompileProgram(vsSource, fsSource);
            ASSERT_NE(mProgram, 0U);
    
            mAttribLocation = glGetAttribLocation(mProgram, "in_attrib");
            ASSERT_NE(mAttribLocation, -1);
    
            glClearColor(0, 0, 0, 0);
            glClearDepthf(0.0);
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
            glDisable(GL_DEPTH_TEST);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void TearDown() override
        {
            glDeleteBuffers(1, &mBuffer);
            glDeleteProgram(mProgram);
    
            ANGLETest::TearDown();
        }
    
        GLuint mBuffer;
        GLuint mProgram;
        GLint mAttribLocation;
    };
    
    TEST_P(BufferDataTest, NULLData)
    {
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
        EXPECT_GL_NO_ERROR();
    
        const int numIterations = 128;
        for (int i = 0; i < numIterations; ++i)
        {
            GLsizei bufferSize = sizeof(GLfloat) * (i + 1);
            glBufferData(GL_ARRAY_BUFFER, bufferSize, nullptr, GL_STATIC_DRAW);
            EXPECT_GL_NO_ERROR();
    
            for (int j = 0; j < bufferSize; j++)
            {
                for (int k = 0; k < bufferSize - j; k++)
                {
                    glBufferSubData(GL_ARRAY_BUFFER, k, j, nullptr);
                    ASSERT_GL_NO_ERROR();
                }
            }
        }
    }
    
    TEST_P(BufferDataTest, ZeroNonNULLData)
    {
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
        EXPECT_GL_NO_ERROR();
    
        char *zeroData = new char[0];
        glBufferData(GL_ARRAY_BUFFER, 0, zeroData, GL_STATIC_DRAW);
        EXPECT_GL_NO_ERROR();
    
        glBufferSubData(GL_ARRAY_BUFFER, 0, 0, zeroData);
        EXPECT_GL_NO_ERROR();
    
        delete [] zeroData;
    }
    
    TEST_P(BufferDataTest, NULLResolvedData)
    {
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
        glBufferData(GL_ARRAY_BUFFER, 128, nullptr, GL_DYNAMIC_DRAW);
    
        glUseProgram(mProgram);
        glVertexAttribPointer(mAttribLocation, 1, GL_FLOAT, GL_FALSE, 4, nullptr);
        glEnableVertexAttribArray(mAttribLocation);
        glBindBuffer(GL_ARRAY_BUFFER, 0);
    
        drawQuad(mProgram, "position", 0.5f);
    }
    
    // Tests that a huge allocation returns GL_OUT_OF_MEMORY
    // TODO(jmadill): Figure out how to test this reliably on the Chromium bots
    TEST_P(BufferDataTest, DISABLED_HugeSetDataShouldNotCrash)
    {
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
        EXPECT_GL_NO_ERROR();
    
        GLsizei allocSize = std::numeric_limits<GLsizei>::max() >> 2;
    
        uint8_t *data = nullptr;
        while (data == nullptr && allocSize >= 4)
        {
            data = new (std::nothrow) uint8_t[allocSize];
    
            if (data == nullptr)
            {
                allocSize >>= 1;
            }
        }
    
        ASSERT_NE(static_cast<uint8_t *>(nullptr), data);
        memset(data, 0, allocSize);
    
        float * fValue = reinterpret_cast<float*>(data);
        for (unsigned int f = 0; f < 6; f++)
        {
            fValue[f] = 1.0f;
        }
    
        glBufferData(GL_ARRAY_BUFFER, allocSize, data, GL_STATIC_DRAW);
    
        GLenum error = glGetError();
        if (error == GL_NO_ERROR)
        {
            // If we didn't fail because of an out of memory error, try drawing a quad
            // using the large buffer
    
            // DISABLED because it takes a long time, but left for posterity
    
            //glUseProgram(mProgram);
            // glVertexAttribPointer(mAttribLocation, 1, GL_FLOAT, GL_FALSE, 4, nullptr);
            // glEnableVertexAttribArray(mAttribLocation);
            // glBindBuffer(GL_ARRAY_BUFFER, 0);
            // drawQuad(mProgram, "position", 0.5f);
            // swapBuffers();
    
            //// Draw operations can also generate out-of-memory, which is in-spec
            //error = glGetError();
            //if (error == GL_NO_ERROR)
            //{
            //    GLint viewportSize[4];
            //    glGetIntegerv(GL_VIEWPORT, viewportSize);
    
            //    GLint midPixelX = (viewportSize[0] + viewportSize[2]) / 2;
            //    GLint midPixelY = (viewportSize[1] + viewportSize[3]) / 2;
    
            //    EXPECT_PIXEL_EQ(midPixelX, midPixelY, 255, 0, 0, 255);
            //}
            //else
            //{
            //    EXPECT_EQ(GL_OUT_OF_MEMORY, error);
            //}
        }
        else
        {
            EXPECT_GLENUM_EQ(GL_OUT_OF_MEMORY, error);
        }
    
        delete[] data;
    }
    
    // Internally in D3D, we promote dynamic data to static after many draw loops. This code tests
    // path.
    TEST_P(BufferDataTest, RepeatedDrawWithDynamic)
    {
        std::vector<GLfloat> data;
        for (int i = 0; i < 16; ++i)
        {
            data.push_back(static_cast<GLfloat>(i));
        }
    
        glUseProgram(mProgram);
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * data.size(), data.data(), GL_DYNAMIC_DRAW);
        glVertexAttribPointer(mAttribLocation, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
        glBindBuffer(GL_ARRAY_BUFFER, 0);
        glEnableVertexAttribArray(mAttribLocation);
    
        for (int drawCount = 0; drawCount < 40; ++drawCount)
        {
            drawQuad(mProgram, "position", 0.5f);
        }
    
        EXPECT_GL_NO_ERROR();
    }
    
    class IndexedBufferCopyTest : public ANGLETest
    {
      protected:
        IndexedBufferCopyTest()
        {
            setWindowWidth(16);
            setWindowHeight(16);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            const char *vsSource =
                R"(attribute vec3 in_attrib;
                varying vec3 v_attrib;
                void main()
                {
                    v_attrib = in_attrib;
                    gl_Position = vec4(0.0, 0.0, 0.5, 1.0);
                    gl_PointSize = 100.0;
                })";
    
            const char *fsSource =
                R"(precision mediump float;
                varying vec3 v_attrib;
                void main()
                {
                    gl_FragColor = vec4(v_attrib, 1);
                })";
    
            glGenBuffers(2, mBuffers);
            ASSERT_NE(mBuffers[0], 0U);
            ASSERT_NE(mBuffers[1], 0U);
    
            glGenBuffers(1, &mElementBuffer);
            ASSERT_NE(mElementBuffer, 0U);
    
            mProgram = CompileProgram(vsSource, fsSource);
            ASSERT_NE(mProgram, 0U);
    
            mAttribLocation = glGetAttribLocation(mProgram, "in_attrib");
            ASSERT_NE(mAttribLocation, -1);
    
            glClearColor(0, 0, 0, 0);
            glDisable(GL_DEPTH_TEST);
            glClear(GL_COLOR_BUFFER_BIT);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void TearDown() override
        {
            glDeleteBuffers(2, mBuffers);
            glDeleteBuffers(1, &mElementBuffer);
            glDeleteProgram(mProgram);
    
            ANGLETest::TearDown();
        }
    
        GLuint mBuffers[2];
        GLuint mElementBuffer;
        GLuint mProgram;
        GLint mAttribLocation;
    };
    
    // The following test covers an ANGLE bug where our index ranges
    // weren't updated from CopyBufferSubData calls
    // https://code.google.com/p/angleproject/issues/detail?id=709
    TEST_P(IndexedBufferCopyTest, IndexRangeBug)
    {
        // TODO(geofflang): Figure out why this fails on AMD OpenGL (http://anglebug.com/1291)
        if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
        {
            std::cout << "Test disabled on AMD OpenGL." << std::endl;
            return;
        }
    
        unsigned char vertexData[] = { 255, 0, 0, 0, 0, 0 };
        unsigned int indexData[] = { 0, 1 };
    
        glBindBuffer(GL_ARRAY_BUFFER, mBuffers[0]);
        glBufferData(GL_ARRAY_BUFFER, sizeof(char) * 6, vertexData, GL_STATIC_DRAW);
    
        glUseProgram(mProgram);
        glVertexAttribPointer(mAttribLocation, 3, GL_UNSIGNED_BYTE, GL_TRUE, 3, nullptr);
        glEnableVertexAttribArray(mAttribLocation);
    
        ASSERT_GL_NO_ERROR();
    
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mElementBuffer);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int) * 1, indexData, GL_STATIC_DRAW);
    
        glUseProgram(mProgram);
    
        ASSERT_GL_NO_ERROR();
    
        glDrawElements(GL_POINTS, 1, GL_UNSIGNED_INT, nullptr);
    
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
    
        glBindBuffer(GL_COPY_READ_BUFFER, mBuffers[1]);
        glBufferData(GL_COPY_READ_BUFFER, 4, &indexData[1], GL_STATIC_DRAW);
    
        glBindBuffer(GL_COPY_WRITE_BUFFER, mElementBuffer);
    
        glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, sizeof(int));
    
        ASSERT_GL_NO_ERROR();
    
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_EQ(0, 0, 0, 0, 0, 0);
    
        unsigned char newData[] = { 0, 255, 0 };
        glBufferSubData(GL_ARRAY_BUFFER, 3, 3, newData);
    
        glDrawElements(GL_POINTS, 1, GL_UNSIGNED_INT, nullptr);
    
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
    }
    
    class BufferDataTestES3 : public BufferDataTest
    {
    };
    
    // The following test covers an ANGLE bug where the buffer storage
    // is not resized by Buffer11::getLatestBufferStorage when needed.
    // https://code.google.com/p/angleproject/issues/detail?id=897
    TEST_P(BufferDataTestES3, BufferResizing)
    {
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
        ASSERT_GL_NO_ERROR();
    
        // Allocate a buffer with one byte
        uint8_t singleByte[] = { 0xaa };
        glBufferData(GL_ARRAY_BUFFER, 1, singleByte, GL_STATIC_DRAW);
    
        // Resize the buffer
        // To trigger the bug, the buffer need to be big enough because some hardware copy buffers
        // by chunks of pages instead of the minimum number of bytes neeeded.
        const size_t numBytes = 4096*4;
        glBufferData(GL_ARRAY_BUFFER, numBytes, nullptr, GL_STATIC_DRAW);
    
        // Copy the original data to the buffer
        uint8_t srcBytes[numBytes];
        for (size_t i = 0; i < numBytes; ++i)
        {
            srcBytes[i] = static_cast<uint8_t>(i);
        }
    
        void *dest = glMapBufferRange(GL_ARRAY_BUFFER, 0, numBytes, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
    
        ASSERT_GL_NO_ERROR();
    
        memcpy(dest, srcBytes, numBytes);
        glUnmapBuffer(GL_ARRAY_BUFFER);
    
        EXPECT_GL_NO_ERROR();
    
        // Create a new buffer and copy the data to it
        GLuint readBuffer;
        glGenBuffers(1, &readBuffer);
        glBindBuffer(GL_COPY_WRITE_BUFFER, readBuffer);
        uint8_t zeros[numBytes];
        for (size_t i = 0; i < numBytes; ++i)
        {
            zeros[i] = 0;
        }
        glBufferData(GL_COPY_WRITE_BUFFER, numBytes, zeros, GL_STATIC_DRAW);
        glCopyBufferSubData(GL_ARRAY_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, numBytes);
    
        ASSERT_GL_NO_ERROR();
    
        // Read back the data and compare it to the original
        uint8_t *data = reinterpret_cast<uint8_t*>(glMapBufferRange(GL_COPY_WRITE_BUFFER, 0, numBytes, GL_MAP_READ_BIT));
    
        ASSERT_GL_NO_ERROR();
    
        for (size_t i = 0; i < numBytes; ++i)
        {
            EXPECT_EQ(srcBytes[i], data[i]);
        }
        glUnmapBuffer(GL_COPY_WRITE_BUFFER);
    
        glDeleteBuffers(1, &readBuffer);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Verify OES_mapbuffer is present if EXT_map_buffer_range is.
    TEST_P(BufferDataTest, ExtensionDependency)
    {
        if (extensionEnabled("GL_EXT_map_buffer_range"))
        {
            ASSERT_TRUE(extensionEnabled("GL_OES_mapbuffer"));
        }
    }
    
    // Test mapping with the OES extension.
    TEST_P(BufferDataTest, MapBufferOES)
    {
        if (!extensionEnabled("GL_EXT_map_buffer_range"))
        {
            // Needed for test validation.
            return;
        }
    
        std::vector<uint8_t> data(1024);
        FillVectorWithRandomUBytes(&data);
    
        GLBuffer buffer;
        glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
        glBufferData(GL_ARRAY_BUFFER, data.size(), nullptr, GL_STATIC_DRAW);
    
        // Validate that other map flags don't work.
        void *badMapPtr = glMapBufferOES(GL_ARRAY_BUFFER, GL_MAP_READ_BIT);
        EXPECT_EQ(nullptr, badMapPtr);
        EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
        // Map and write.
        void *mapPtr = glMapBufferOES(GL_ARRAY_BUFFER, GL_WRITE_ONLY_OES);
        ASSERT_NE(nullptr, mapPtr);
        ASSERT_GL_NO_ERROR();
        memcpy(mapPtr, data.data(), data.size());
        glUnmapBufferOES(GL_ARRAY_BUFFER);
    
        // Validate data with EXT_map_buffer_range
        void *readMapPtr = glMapBufferRangeEXT(GL_ARRAY_BUFFER, 0, data.size(), GL_MAP_READ_BIT_EXT);
        ASSERT_NE(nullptr, readMapPtr);
        ASSERT_GL_NO_ERROR();
        std::vector<uint8_t> actualData(data.size());
        memcpy(actualData.data(), readMapPtr, data.size());
        glUnmapBufferOES(GL_ARRAY_BUFFER);
    
        EXPECT_EQ(data, actualData);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_INSTANTIATE_TEST(BufferDataTest, ES2_D3D9(), ES2_D3D11(), ES2_OPENGL(), ES2_OPENGLES());
    ANGLE_INSTANTIATE_TEST(BufferDataTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
    ANGLE_INSTANTIATE_TEST(IndexedBufferCopyTest, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
    
    #ifdef _WIN64
    
    // Test a bug where an integer overflow bug could trigger a crash in D3D.
    // The test uses 8 buffers with a size just under 0x2000000 to overflow max uint
    // (with the internal D3D rounding to 16-byte values) and trigger the bug.
    // Only handle this bug on 64-bit Windows for now. Harder to repro on 32-bit.
    class BufferDataOverflowTest : public ANGLETest
    {
      protected:
        BufferDataOverflowTest()
        {
        }
    };
    
    // See description above.
    TEST_P(BufferDataOverflowTest, VertexBufferIntegerOverflow)
    {
        // These values are special, to trigger the rounding bug.
        unsigned int numItems = 0x7FFFFFE;
        constexpr GLsizei bufferCnt = 8;
    
        std::vector<GLBuffer> buffers(bufferCnt);
    
        std::stringstream vertexShaderStr;
    
        for (GLsizei bufferIndex = 0; bufferIndex < bufferCnt; ++bufferIndex)
        {
            vertexShaderStr << "attribute float attrib" << bufferIndex << ";\n";
        }
    
        vertexShaderStr << "attribute vec2 position;\n"
                           "varying float v_attrib;\n"
                           "void main() {\n"
                           "  gl_Position = vec4(position, 0, 1);\n"
                           "  v_attrib = 0.0;\n";
    
        for (GLsizei bufferIndex = 0; bufferIndex < bufferCnt; ++bufferIndex)
        {
            vertexShaderStr << "v_attrib += attrib" << bufferIndex << ";\n";
        }
    
        vertexShaderStr << "}";
    
        const std::string &fragmentShader =
            "varying highp float v_attrib;\n"
            "void main() {\n"
            "  gl_FragColor = vec4(v_attrib, 0, 0, 1);\n"
            "}";
    
        ANGLE_GL_PROGRAM(program, vertexShaderStr.str(), fragmentShader);
        glUseProgram(program.get());
    
        std::vector<GLfloat> data(numItems, 1.0f);
    
        for (GLsizei bufferIndex = 0; bufferIndex < bufferCnt; ++bufferIndex)
        {
            glBindBuffer(GL_ARRAY_BUFFER, buffers[bufferIndex].get());
            glBufferData(GL_ARRAY_BUFFER, numItems * sizeof(float), &data[0], GL_DYNAMIC_DRAW);
    
            std::stringstream attribNameStr;
            attribNameStr << "attrib" << bufferIndex;
    
            GLint attribLocation = glGetAttribLocation(program.get(), attribNameStr.str().c_str());
            ASSERT_NE(-1, attribLocation);
    
            glVertexAttribPointer(attribLocation, 1, GL_FLOAT, GL_FALSE, 4, nullptr);
            glEnableVertexAttribArray(attribLocation);
        }
    
        GLint positionLocation = glGetAttribLocation(program.get(), "position");
        ASSERT_NE(-1, positionLocation);
        glDisableVertexAttribArray(positionLocation);
        glVertexAttrib2f(positionLocation, 1.0f, 1.0f);
    
        EXPECT_GL_NO_ERROR();
        glDrawArrays(GL_TRIANGLES, 0, numItems);
        EXPECT_GL_ERROR(GL_OUT_OF_MEMORY);
    }
    
    // Tests a security bug in our CopyBufferSubData validation (integer overflow).
    TEST_P(BufferDataOverflowTest, CopySubDataValidation)
    {
        GLBuffer readBuffer, writeBuffer;
    
        glBindBuffer(GL_COPY_READ_BUFFER, readBuffer.get());
        glBindBuffer(GL_COPY_WRITE_BUFFER, writeBuffer.get());
    
        constexpr int bufSize = 100;
    
        glBufferData(GL_COPY_READ_BUFFER, bufSize, nullptr, GL_STATIC_DRAW);
        glBufferData(GL_COPY_WRITE_BUFFER, bufSize, nullptr, GL_STATIC_DRAW);
    
        GLintptr big = std::numeric_limits<GLintptr>::max() - bufSize + 90;
    
        glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, big, 0, 50);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
        glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, big, 50);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    }
    
    ANGLE_INSTANTIATE_TEST(BufferDataOverflowTest, ES3_D3D11());
    
    #endif  // _WIN64