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//
// Copyright 2021 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.
//
// EGLMultiContextTest.cpp:
// Tests relating to multiple non-shared Contexts.
#include <gtest/gtest.h>
#include "EGLMultiThreadSteps.h"
#include "test_utils/ANGLETest.h"
#include "test_utils/angle_test_configs.h"
#include "test_utils/gl_raii.h"
#include "util/EGLWindow.h"
using namespace angle;
namespace
{
EGLBoolean SafeDestroyContext(EGLDisplay display, EGLContext &context)
{
EGLBoolean result = EGL_TRUE;
if (context != EGL_NO_CONTEXT)
{
result = eglDestroyContext(display, context);
context = EGL_NO_CONTEXT;
}
return result;
}
class EGLMultiContextTest : public ANGLETest
{
public:
EGLMultiContextTest() : mContexts{EGL_NO_CONTEXT, EGL_NO_CONTEXT}, mTexture(0) {}
void testTearDown() override
{
glDeleteTextures(1, &mTexture);
EGLDisplay display = getEGLWindow()->getDisplay();
if (display != EGL_NO_DISPLAY)
{
for (auto &context : mContexts)
{
SafeDestroyContext(display, context);
}
}
// Set default test state to not give an error on shutdown.
getEGLWindow()->makeCurrent();
}
EGLContext mContexts[2];
GLuint mTexture;
};
// Test that calling eglDeleteContext on a context that is not current succeeds.
TEST_P(EGLMultiContextTest, TestContextDestroySimple)
{
EGLWindow *window = getEGLWindow();
EGLDisplay dpy = window->getDisplay();
EGLContext context1 = window->createContext(EGL_NO_CONTEXT);
EGLContext context2 = window->createContext(EGL_NO_CONTEXT);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, context1));
EXPECT_EGL_TRUE(eglDestroyContext(dpy, context2));
EXPECT_EGL_SUCCESS();
}
// Test that a compute shader running in one thread will still work when rendering is happening in
// another thread (with non-shared contexts). The non-shared context will still share a Vulkan
// command buffer.
TEST_P(EGLMultiContextTest, ComputeShaderOkayWithRendering)
{
ANGLE_SKIP_TEST_IF(!platformSupportsMultithreading());
ANGLE_SKIP_TEST_IF(!isVulkanRenderer());
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 || getClientMinorVersion() < 1);
// Initialize contexts
EGLWindow *window = getEGLWindow();
EGLDisplay dpy = window->getDisplay();
EGLConfig config = window->getConfig();
constexpr size_t kThreadCount = 2;
EGLSurface surface[kThreadCount] = {EGL_NO_SURFACE, EGL_NO_SURFACE};
EGLContext ctx[kThreadCount] = {EGL_NO_CONTEXT, EGL_NO_CONTEXT};
EGLint pbufferAttributes[] = {EGL_WIDTH, 1, EGL_HEIGHT, 1, EGL_NONE, EGL_NONE};
for (size_t t = 0; t < kThreadCount; ++t)
{
surface[t] = eglCreatePbufferSurface(dpy, config, pbufferAttributes);
EXPECT_EGL_SUCCESS();
ctx[t] = window->createContext(EGL_NO_CONTEXT);
EXPECT_NE(EGL_NO_CONTEXT, ctx[t]);
}
// Synchronization tools to ensure the two threads are interleaved as designed by this test.
std::mutex mutex;
std::condition_variable condVar;
enum class Step
{
Thread0Start,
Thread0DispatchedCompute,
Thread1Drew,
Thread0DispatchedComputeAgain,
Finish,
Abort,
};
Step currentStep = Step::Thread0Start;
// This first thread dispatches a compute shader. It immediately starts.
std::thread deletingThread = std::thread([&]() {
ThreadSynchronization<Step> threadSynchronization(¤tStep, &mutex, &condVar);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface[0], surface[0], ctx[0]));
EXPECT_EGL_SUCCESS();
// Potentially wait to be signalled to start.
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread0Start));
// Wake up and do next step: Create, detach, and dispatch a compute shader program.
constexpr char kCS[] = R"(#version 310 es
layout(local_size_x=1) in;
void main()
{
})";
GLuint computeProgram = glCreateProgram();
GLuint cs = CompileShader(GL_COMPUTE_SHADER, kCS);
EXPECT_NE(0u, cs);
glAttachShader(computeProgram, cs);
glDeleteShader(cs);
glLinkProgram(computeProgram);
GLint linkStatus;
glGetProgramiv(computeProgram, GL_LINK_STATUS, &linkStatus);
EXPECT_GL_TRUE(linkStatus);
glDetachShader(computeProgram, cs);
EXPECT_GL_NO_ERROR();
glUseProgram(computeProgram);
glDispatchCompute(8, 4, 2);
EXPECT_GL_NO_ERROR();
// Signal the second thread and wait for it to draw and flush.
threadSynchronization.nextStep(Step::Thread0DispatchedCompute);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread1Drew));
// Wake up and do next step: Dispatch the same compute shader again.
glDispatchCompute(8, 4, 2);
// Signal the second thread and wait for it to draw and flush again.
threadSynchronization.nextStep(Step::Thread0DispatchedComputeAgain);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Finish));
// Wake up and do next step: Dispatch the same compute shader again, and force flush the
// underlying command buffer.
glDispatchCompute(8, 4, 2);
glFinish();
// Clean-up and exit this thread.
EXPECT_GL_NO_ERROR();
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
EXPECT_EGL_SUCCESS();
});
// This second thread renders. It starts once the other thread does its first nextStep()
std::thread continuingThread = std::thread([&]() {
ThreadSynchronization<Step> threadSynchronization(¤tStep, &mutex, &condVar);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface[1], surface[1], ctx[1]));
EXPECT_EGL_SUCCESS();
// Wait for first thread to create and dispatch a compute shader.
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread0DispatchedCompute));
// Wake up and do next step: Create graphics resources, draw, and force flush the
// underlying command buffer.
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
GLRenderbuffer renderbuffer;
GLFramebuffer fbo;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
constexpr int kRenderbufferSize = 4;
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kRenderbufferSize, kRenderbufferSize);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
renderbuffer);
glBindTexture(GL_TEXTURE_2D, texture);
GLProgram graphicsProgram;
graphicsProgram.makeRaster(essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
ASSERT_TRUE(graphicsProgram.valid());
drawQuad(graphicsProgram.get(), essl1_shaders::PositionAttrib(), 0.5f);
glFinish();
// Signal the first thread and wait for it to dispatch a compute shader again.
threadSynchronization.nextStep(Step::Thread1Drew);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread0DispatchedComputeAgain));
// Wake up and do next step: Draw and force flush the underlying command buffer again.
drawQuad(graphicsProgram.get(), essl1_shaders::PositionAttrib(), 0.5f);
glFinish();
// Signal the first thread and wait exit this thread.
threadSynchronization.nextStep(Step::Finish);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
EXPECT_EGL_SUCCESS();
});
deletingThread.join();
continuingThread.join();
ASSERT_NE(currentStep, Step::Abort);
// Clean up
for (size_t t = 0; t < kThreadCount; ++t)
{
eglDestroySurface(dpy, surface[t]);
eglDestroyContext(dpy, ctx[t]);
}
}
} // anonymous namespace
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(EGLMultiContextTest);
ANGLE_INSTANTIATE_TEST_ES31(EGLMultiContextTest);