Hash :
4967de72
Author :
Date :
2019-03-20T10:35:11
Work around line loop streaming bug. This forces a hard limit on the buffer size we allocate from D3D11. It can work around a D3D11 driver bug on NVIDIA where we would get an invalid map pointer. This seemed to happen when the buffer sizes were close to MAX_UINT. Bug: chromium:943087 Change-Id: I64aa9c55cbb82015101262c19c72741c140964a5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1531374 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214
//
// 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"
using namespace angle;
class LineLoopTest : public ANGLETest
{
protected:
LineLoopTest()
{
setWindowWidth(256);
setWindowHeight(256);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
virtual void SetUp()
{
ANGLETest::SetUp();
mProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
if (mProgram == 0)
{
FAIL() << "shader compilation failed.";
}
mPositionLocation = glGetAttribLocation(mProgram, essl1_shaders::PositionAttrib());
mColorLocation = glGetUniformLocation(mProgram, essl1_shaders::ColorUniform());
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_BLEND);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
ASSERT_GL_NO_ERROR();
}
virtual void TearDown()
{
glDeleteProgram(mProgram);
ANGLETest::TearDown();
}
void runTest(GLenum indexType, GLuint indexBuffer, const void *indexPtr)
{
glClear(GL_COLOR_BUFFER_BIT);
static const GLfloat loopPositions[] = {0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, -0.5f,
-0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f};
static const GLfloat stripPositions[] = {-0.5f, -0.5f, -0.5f, 0.5f,
0.5f, 0.5f, 0.5f, -0.5f};
static const GLubyte stripIndices[] = {1, 0, 3, 2, 1};
glUseProgram(mProgram);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glEnableVertexAttribArray(mPositionLocation);
glVertexAttribPointer(mPositionLocation, 2, GL_FLOAT, GL_FALSE, 0, loopPositions);
glUniform4f(mColorLocation, 0.0f, 0.0f, 1.0f, 1.0f);
glDrawElements(GL_LINE_LOOP, 4, indexType, indexPtr);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glVertexAttribPointer(mPositionLocation, 2, GL_FLOAT, GL_FALSE, 0, stripPositions);
glUniform4f(mColorLocation, 0, 1, 0, 1);
glDrawElements(GL_LINE_STRIP, 5, GL_UNSIGNED_BYTE, stripIndices);
std::vector<GLubyte> pixels(getWindowWidth() * getWindowHeight() * 4);
glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
&pixels[0]);
ASSERT_GL_NO_ERROR();
for (int y = 0; y < getWindowHeight(); y++)
{
for (int x = 0; x < getWindowWidth(); x++)
{
const GLubyte *pixel = &pixels[0] + ((y * getWindowWidth() + x) * 4);
EXPECT_EQ(pixel[0], 0);
EXPECT_EQ(pixel[1], pixel[2]);
EXPECT_EQ(pixel[3], 255);
}
}
}
GLuint mProgram;
GLint mPositionLocation;
GLint mColorLocation;
};
TEST_P(LineLoopTest, LineLoopUByteIndices)
{
// Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
// On Win7, the D3D SDK Layers emits a false warning for these tests.
// This doesn't occur on Windows 10 (Version 1511) though.
ignoreD3D11SDKLayersWarnings();
static const GLubyte indices[] = {0, 7, 6, 9, 8, 0};
runTest(GL_UNSIGNED_BYTE, 0, indices + 1);
}
TEST_P(LineLoopTest, LineLoopUShortIndices)
{
// Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
ignoreD3D11SDKLayersWarnings();
static const GLushort indices[] = {0, 7, 6, 9, 8, 0};
runTest(GL_UNSIGNED_SHORT, 0, indices + 1);
}
TEST_P(LineLoopTest, LineLoopUIntIndices)
{
if (!extensionEnabled("GL_OES_element_index_uint"))
{
return;
}
// Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
ignoreD3D11SDKLayersWarnings();
static const GLuint indices[] = {0, 7, 6, 9, 8, 0};
runTest(GL_UNSIGNED_INT, 0, indices + 1);
}
TEST_P(LineLoopTest, LineLoopUByteIndexBuffer)
{
// Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
ignoreD3D11SDKLayersWarnings();
static const GLubyte indices[] = {0, 7, 6, 9, 8, 0};
GLuint buf;
glGenBuffers(1, &buf);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buf);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
runTest(GL_UNSIGNED_BYTE, buf, reinterpret_cast<const void *>(sizeof(GLubyte)));
glDeleteBuffers(1, &buf);
}
TEST_P(LineLoopTest, LineLoopUShortIndexBuffer)
{
// Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
ignoreD3D11SDKLayersWarnings();
static const GLushort indices[] = {0, 7, 6, 9, 8, 0};
GLuint buf;
glGenBuffers(1, &buf);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buf);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
runTest(GL_UNSIGNED_SHORT, buf, reinterpret_cast<const void *>(sizeof(GLushort)));
glDeleteBuffers(1, &buf);
}
TEST_P(LineLoopTest, LineLoopUIntIndexBuffer)
{
if (!extensionEnabled("GL_OES_element_index_uint"))
{
return;
}
// Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
ignoreD3D11SDKLayersWarnings();
static const GLuint indices[] = {0, 7, 6, 9, 8, 0};
GLuint buf;
glGenBuffers(1, &buf);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buf);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
runTest(GL_UNSIGNED_INT, buf, reinterpret_cast<const void *>(sizeof(GLuint)));
glDeleteBuffers(1, &buf);
}
// Tests an edge case with a very large line loop element count.
// Disabled because it is slow and triggers an internal error.
TEST_P(LineLoopTest, DISABLED_DrawArraysWithLargeCount)
{
constexpr char kVS[] = "void main() { gl_Position = vec4(0); }";
constexpr char kFS[] = "void main() { gl_FragColor = vec4(0, 1, 0, 1); }";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
glDrawArrays(GL_LINE_LOOP, 0, 0x3FFFFFFE);
EXPECT_GL_ERROR(GL_OUT_OF_MEMORY);
glDrawArrays(GL_LINE_LOOP, 0, 0x1FFFFFFE);
EXPECT_GL_NO_ERROR();
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these
// tests should be run against.
ANGLE_INSTANTIATE_TEST(LineLoopTest,
ES2_D3D9(),
ES2_D3D11(),
ES2_OPENGL(),
ES2_OPENGLES(),
ES2_VULKAN());