Hash :
9c0748d3
Author :
Date :
2023-08-16T09:15:22
Capture/Replay: Trim inactive Texture resources As is done with Shader and Program objects, trim inactive Texture objects from default trace execution playback and update CapturedTest with new use cases. Bug: b/297031925 Change-Id: I734d8f1fa66a24be7790391deaeee24cf570d12a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4802281 Reviewed-by: Roman Lavrov <romanl@google.com> Reviewed-by: Cody Northrop <cnorthrop@google.com> Commit-Queue: Mark Łobodziński <mark@lunarg.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);
})";
// 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);
}
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();
std::vector<GLuint> mFBOs;
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.
}
// 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();
// 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