Hash :
e3a58b25
Author :
Date :
2024-04-11T09:33:55
FrameCapture: Support deferred linking of shaders Modern Combat 5 creates and attaches programs and shaders but defers compiling and linking until needed. Added support in the tracer for this corner case and updated CapturedTest to exercise this behavior as well. Test: angle_end2end_tests --gtest_filter=CapturedTest.MultiFrame/ES3_Vulkan Bug: b/334030316 Change-Id: Ib7fdf0fe25b11cdb3df33d50e49501f3a51e9510 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5449599 Commit-Queue: Mark Łobodziński <mark@lunarg.com> Reviewed-by: Cody Northrop <cnorthrop@google.com>
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//
// Copyright 2023 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 "util/random_utils.h"
#include "util/shader_utils.h"
#include "util/test_utils.h"
using namespace angle;
namespace
{
class CapturedTest : public ANGLETest<>
{
protected:
CapturedTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
setConfigStencilBits(8);
}
void testSetUp() override
{
// Calls not captured because we setup Start frame to MEC.
// TODO: why are these framebuffers not showing up in the capture?
mFBOs.resize(2, 0);
glGenFramebuffers(2, mFBOs.data());
constexpr char kInactiveVS[] = R"(precision highp float;
void main(void) {
gl_Position = vec4(0.5, 0.5, 0.5, 1.0);
})";
static constexpr char kInactiveDeferredVS[] = R"(attribute vec4 a_position;
attribute vec2 a_texCoord;
varying vec2 v_texCoord;
void main()
{
gl_Position = a_position;
v_texCoord = a_texCoord;
})";
static constexpr char kInactiveDeferredFS[] = R"(precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture;
void main()
{
gl_FragColor = vec4(0.4, 0.4, 0.4, 1.0);
gl_FragColor = texture2D(s_texture, v_texCoord);
})";
static constexpr char kActiveDeferredVS[] = R"(attribute vec4 a_position;
attribute vec2 a_texCoord;
varying vec2 v_texCoord;
void main()
{
gl_Position = a_position;
v_texCoord = a_texCoord;
})";
// Create shaders, program but defer compiling & linking, use before capture starts
// (Inactive)
lateLinkTestVertShaderInactive = glCreateShader(GL_VERTEX_SHADER);
const char *lateLinkTestVsSourceArrayInactive[1] = {kInactiveDeferredVS};
glShaderSource(lateLinkTestVertShaderInactive, 1, lateLinkTestVsSourceArrayInactive, 0);
lateLinkTestFragShaderInactive = glCreateShader(GL_FRAGMENT_SHADER);
const char *lateLinkTestFsSourceArrayInactive[1] = {kInactiveDeferredFS};
glShaderSource(lateLinkTestFragShaderInactive, 1, lateLinkTestFsSourceArrayInactive, 0);
lateLinkTestProgramInactive = glCreateProgram();
glAttachShader(lateLinkTestProgramInactive, lateLinkTestVertShaderInactive);
glAttachShader(lateLinkTestProgramInactive, lateLinkTestFragShaderInactive);
// Create inactive program having shader shared with deferred linked program
glCompileShader(lateLinkTestVertShaderInactive);
glCompileShader(lateLinkTestFragShaderInactive);
glLinkProgram(lateLinkTestProgramInactive);
ASSERT_GL_NO_ERROR();
// Create vertex shader and program but defer compiling & linking until capture time
// (Active) Use fragment shader attached to inactive program
lateLinkTestVertShaderActive = glCreateShader(GL_VERTEX_SHADER);
const char *lateLinkTestVsSourceArrayActive[1] = {kActiveDeferredVS};
glShaderSource(lateLinkTestVertShaderActive, 1, lateLinkTestVsSourceArrayActive, 0);
lateLinkTestProgramActive = glCreateProgram();
glAttachShader(lateLinkTestProgramActive, lateLinkTestVertShaderActive);
glAttachShader(lateLinkTestProgramActive, lateLinkTestFragShaderInactive);
ASSERT_GL_NO_ERROR();
// Create shader that is unused during capture
inactiveProgram = glCreateProgram();
inactiveShader = glCreateShader(GL_VERTEX_SHADER);
const char *inactiveSourceArray[1] = {kInactiveVS};
glShaderSource(inactiveShader, 1, inactiveSourceArray, 0);
glCompileShader(inactiveShader);
glAttachShader(inactiveProgram, inactiveShader);
// Create Shader Program before capture begins to use during capture
activeBeforeProgram = glCreateProgram();
activeBeforeVertShader = glCreateShader(GL_VERTEX_SHADER);
activeBeforeFragShader = glCreateShader(GL_FRAGMENT_SHADER);
const char *activeVsSourceArray[1] = {kActiveVS};
glShaderSource(activeBeforeVertShader, 1, activeVsSourceArray, 0);
glCompileShader(activeBeforeVertShader);
glAttachShader(activeBeforeProgram, activeBeforeVertShader);
const char *activeFsSourceArray[1] = {kActiveFS};
glShaderSource(activeBeforeFragShader, 1, activeFsSourceArray, 0);
glCompileShader(activeBeforeFragShader);
glAttachShader(activeBeforeProgram, activeBeforeFragShader);
glLinkProgram(activeBeforeProgram);
// Get the attr/sampler locations
mPositionLoc = glGetAttribLocation(activeBeforeProgram, "a_position");
mTexCoordLoc = glGetAttribLocation(activeBeforeProgram, "a_texCoord");
mSamplerLoc = glGetUniformLocation(activeBeforeProgram, "s_texture");
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// Bind the texture object before capture begins
glGenTextures(1, &textureNeverBound);
glGenTextures(1, &textureBoundBeforeCapture);
glBindTexture(GL_TEXTURE_2D, textureBoundBeforeCapture);
ASSERT_GL_NO_ERROR();
const size_t width = 2;
const size_t height = 2;
GLubyte pixels[width * height * 3] = {
255, 0, 0, // Red
0, 255, 0, // Green
0, 0, 255, // Blue
255, 255, 0, // Yellow
};
// Populate the pre-capture bound texture
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
void testTearDown() override
{
// Not reached during capture as we hit the End frame earlier.
if (!mFBOs.empty())
{
glDeleteFramebuffers(static_cast<GLsizei>(mFBOs.size()), mFBOs.data());
}
glDeleteTextures(1, &textureNeverBound);
glDeleteTextures(1, &textureBoundBeforeCapture);
glDeleteProgram(inactiveProgram);
glDeleteProgram(activeBeforeProgram);
glDeleteShader(inactiveShader);
glDeleteShader(activeBeforeVertShader);
glDeleteShader(activeBeforeFragShader);
glDeleteProgram(lateLinkTestProgramInactive);
glDeleteProgram(lateLinkTestProgramActive);
glDeleteShader(lateLinkTestVertShaderInactive);
glDeleteShader(lateLinkTestFragShaderInactive);
glDeleteShader(lateLinkTestVertShaderActive);
}
static constexpr char kActiveVS[] = R"(attribute vec4 a_position;
attribute vec2 a_texCoord;
varying vec2 v_texCoord;
void main()
{
gl_Position = a_position;
v_texCoord = a_texCoord;
})";
static constexpr char kActiveFS[] = R"(precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture;
void main()
{
gl_FragColor = texture2D(s_texture, v_texCoord);
})";
void frame1();
void frame2();
void frame3();
void frame4();
std::vector<GLuint> mFBOs;
// For testing deferred compile/link
GLuint lateLinkTestVertShaderInactive;
GLuint lateLinkTestFragShaderInactive;
GLuint lateLinkTestProgramInactive;
GLuint lateLinkTestVertShaderActive;
GLuint lateLinkTestProgramActive;
GLuint inactiveProgram;
GLuint inactiveShader;
GLuint activeBeforeProgram;
GLuint activeBeforeVertShader;
GLuint activeBeforeFragShader;
GLuint textureNeverBound;
GLuint textureBoundBeforeCapture;
GLuint mPositionLoc;
GLuint mTexCoordLoc;
GLint mSamplerLoc;
};
void CapturedTest::frame1()
{
glClearColor(0.25f, 0.5f, 0.5f, 0.5f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_NEAR(0, 0, 64, 128, 128, 128, 1.0);
GLfloat vertices[] = {
-0.75f, 0.25f, 0.0f, // Position 0
0.0f, 0.0f, // TexCoord 0
-0.75f, -0.75f, 0.0f, // Position 1
0.0f, 1.0f, // TexCoord 1
0.25f, -0.75f, 0.0f, // Position 2
1.0f, 1.0f, // TexCoord 2
0.25f, 0.25f, 0.0f, // Position 3
1.0f, 0.0f // TexCoord 3
};
GLushort indices[] = {0, 1, 2, 0, 2, 3};
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(activeBeforeProgram);
glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vertices);
glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vertices + 3);
glEnableVertexAttribArray(mPositionLoc);
glEnableVertexAttribArray(mTexCoordLoc);
glUniform1i(mSamplerLoc, 0);
// Draw without binding texture during capture
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
EXPECT_PIXEL_EQ(20, 20, 0, 0, 255, 255);
glDeleteVertexArrays(1, &mPositionLoc);
glDeleteVertexArrays(1, &mTexCoordLoc);
}
void CapturedTest::frame2()
{
// Draw using texture created and bound during capture
GLuint activeDuringProgram;
GLuint activeDuringVertShader;
GLuint activeDuringFragShader;
GLuint positionLoc;
GLuint texCoordLoc;
GLuint textureBoundDuringCapture;
GLint samplerLoc;
activeDuringProgram = glCreateProgram();
activeDuringVertShader = glCreateShader(GL_VERTEX_SHADER);
activeDuringFragShader = glCreateShader(GL_FRAGMENT_SHADER);
const char *activeVsSourceArray[1] = {kActiveVS};
glShaderSource(activeDuringVertShader, 1, activeVsSourceArray, 0);
glCompileShader(activeDuringVertShader);
glAttachShader(activeDuringProgram, activeDuringVertShader);
const char *activeFsSourceArray[1] = {kActiveFS};
glShaderSource(activeDuringFragShader, 1, activeFsSourceArray, 0);
glCompileShader(activeDuringFragShader);
glAttachShader(activeDuringProgram, activeDuringFragShader);
glLinkProgram(activeDuringProgram);
// Get the attr/sampler locations
positionLoc = glGetAttribLocation(activeDuringProgram, "a_position");
texCoordLoc = glGetAttribLocation(activeDuringProgram, "a_texCoord");
samplerLoc = glGetUniformLocation(activeDuringProgram, "s_texture");
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// Bind the texture object during capture
glGenTextures(1, &textureBoundDuringCapture);
glBindTexture(GL_TEXTURE_2D, textureBoundDuringCapture);
ASSERT_GL_NO_ERROR();
const size_t width = 2;
const size_t height = 2;
GLubyte pixels[width * height * 3] = {
255, 255, 0, // Yellow
0, 0, 255, // Blue
0, 255, 0, // Green
255, 0, 0, // Red
};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
GLfloat vertices[] = {
-0.25f, 0.75f, 0.0f, // Position 0
0.0f, 0.0f, // TexCoord 0
-0.25f, -0.25f, 0.0f, // Position 1
0.0f, 1.0f, // TexCoord 1
0.75f, -0.25f, 0.0f, // Position 2
1.0f, 1.0f, // TexCoord 2
0.75f, 0.75f, 0.0f, // Position 3
1.0f, 0.0f // TexCoord 3
};
GLushort indices[] = {0, 1, 2, 0, 2, 3};
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(activeDuringProgram);
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vertices);
glVertexAttribPointer(texCoordLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vertices + 3);
glEnableVertexAttribArray(positionLoc);
glEnableVertexAttribArray(texCoordLoc);
glUniform1i(samplerLoc, 0);
// Draw using texture bound during capture
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
EXPECT_PIXEL_EQ(108, 108, 0, 0, 255, 255);
glDeleteTextures(1, &textureBoundDuringCapture);
glDeleteVertexArrays(1, &positionLoc);
glDeleteVertexArrays(1, &texCoordLoc);
glDeleteProgram(activeDuringProgram);
glDeleteShader(activeDuringVertShader);
glDeleteShader(activeDuringFragShader);
}
void CapturedTest::frame3()
{
// TODO: using local objects (with RAII helpers) here that create and destroy objects within the
// frame. Maybe move some of this to test Setup.
constexpr char kVS[] = R"(precision highp float;
attribute vec3 attr1;
void main(void) {
gl_Position = vec4(attr1, 1.0);
})";
constexpr char kFS[] = R"(precision highp float;
void main(void) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
})";
GLBuffer emptyBuffer;
glBindBuffer(GL_ARRAY_BUFFER, emptyBuffer);
ANGLE_GL_PROGRAM(program, kVS, kFS);
glBindAttribLocation(program, 0, "attr1");
glLinkProgram(program);
ASSERT_TRUE(CheckLinkStatusAndReturnProgram(program, true));
glUseProgram(program);
// Use non-existing attribute 1.
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_UNSIGNED_BYTE, false, 1, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
EXPECT_GL_NO_ERROR();
// Note: RAII destructors called here causing additional GL calls.
}
void CapturedTest::frame4()
{
GLuint positionLoc;
GLuint texCoordLoc;
GLuint lateLinkTestTexture;
GLint samplerLoc;
// Deferred compile/link
glCompileShader(lateLinkTestVertShaderActive);
glLinkProgram(lateLinkTestProgramActive);
ASSERT_GL_NO_ERROR();
// Get the attr/sampler locations
positionLoc = glGetAttribLocation(lateLinkTestProgramActive, "a_position");
texCoordLoc = glGetAttribLocation(lateLinkTestProgramActive, "a_texCoord");
samplerLoc = glGetUniformLocation(lateLinkTestProgramActive, "s_texture");
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// Bind the texture object during capture
glGenTextures(1, &lateLinkTestTexture);
glBindTexture(GL_TEXTURE_2D, lateLinkTestTexture);
ASSERT_GL_NO_ERROR();
const size_t width = 2;
const size_t height = 2;
GLubyte pixels[width * height * 3] = {
255, 255, 0, // Yellow
0, 0, 255, // Blue
0, 255, 0, // Green
255, 0, 0, // Red
};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
GLfloat vertices[] = {
-0.25f, 0.75f, 0.0f, // Position 0
0.0f, 0.0f, // TexCoord 0
-0.25f, -0.25f, 0.0f, // Position 1
0.0f, 1.0f, // TexCoord 1
0.75f, -0.25f, 0.0f, // Position 2
1.0f, 1.0f, // TexCoord 2
0.75f, 0.75f, 0.0f, // Position 3
1.0f, 0.0f // TexCoord 3
};
GLushort indices[] = {0, 1, 2, 0, 2, 3};
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(lateLinkTestProgramActive);
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vertices);
glVertexAttribPointer(texCoordLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vertices + 3);
glEnableVertexAttribArray(positionLoc);
glEnableVertexAttribArray(texCoordLoc);
glUniform1i(samplerLoc, 0);
// Draw shaders & program created before capture
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
EXPECT_PIXEL_EQ(108, 108, 0, 0, 255, 255);
}
// Test captured by capture_tests.py
TEST_P(CapturedTest, MultiFrame)
{
// Swap before the first frame so that setup gets its own frame
swapBuffers();
frame1();
swapBuffers();
frame2();
swapBuffers();
frame3();
swapBuffers();
frame4();
// Empty frames to reach capture end.
for (int i = 0; i < 10; i++)
{
swapBuffers();
}
// Note: test teardown adds an additonal swap in
// ANGLETestBase::ANGLETestPreTearDown() when --angle-per-test-capture-label
}
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(CapturedTest);
// Capture is only supported on the Vulkan backend
ANGLE_INSTANTIATE_TEST(CapturedTest, ES3_VULKAN());
} // anonymous namespace