Hash :
ba319ba3
        
        Author :
  
        
        Date :
2018-12-29T10:29:33
        
      
Re-land "Load entry points dynamically in tests and samples." Fixes the Android/ChromeOS/Fuchsia builds by using consistent EGL headers. This CL adds a dynamic loader generator based on XML files. It also refactors the entry point generation script to move the XML parsing into a helper class. Additionally this includes a new GLES 1.0 base header. The new header allows for function pointer types and hiding prototypes. All tests and samples now load ANGLE dynamically. In the future this will be extended to load entry points from the driver directly when possible. This will allow us to perform more accurate A/B testing. The new build configuration leads to some tests having more warnings applied. The CL includes fixes for the new warnings. Bug: angleproject:2995 Change-Id: I5a8772f41a0f89570b3736b785f44b7de1539b57 Reviewed-on: https://chromium-review.googlesource.com/c/1392382 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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//
// 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.
//
// D3D11InputLayoutCacheTest:
//   Stress to to reproduce a bug where we weren't fluing the case correctly.
//
#include <sstream>
#include "libANGLE/Context.h"
#include "libANGLE/renderer/d3d/d3d11/Context11.h"
#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
#include "test_utils/ANGLETest.h"
#include "test_utils/angle_test_instantiate.h"
#include "util/EGLWindow.h"
using namespace angle;
namespace
{
class D3D11InputLayoutCacheTest : public ANGLETest
{
  protected:
    D3D11InputLayoutCacheTest()
    {
        setWindowWidth(64);
        setWindowHeight(64);
        setConfigRedBits(8);
        setConfigAlphaBits(8);
    }
    GLuint makeProgramWithAttribCount(unsigned int attribCount)
    {
        std::stringstream strstr;
        strstr << "attribute vec2 position;" << std::endl;
        for (unsigned int attribIndex = 0; attribIndex < attribCount; ++attribIndex)
        {
            strstr << "attribute float a" << attribIndex << ";" << std::endl;
        }
        strstr << "varying float v;" << std::endl
               << "void main() {" << std::endl
               << "    v = 0.0;" << std::endl;
        for (unsigned int attribIndex = 0; attribIndex < attribCount; ++attribIndex)
        {
            strstr << "    v += a" << attribIndex << ";" << std::endl;
        }
        strstr << "    gl_Position = vec4(position, 0.0, 1.0);" << std::endl << "}" << std::endl;
        constexpr char kFS[] =
            "varying highp float v;\n"
            "void main() {"
            "   gl_FragColor = vec4(v / 255.0, 0.0, 0.0, 1.0);\n"
            "}\n";
        return CompileProgram(strstr.str().c_str(), kFS);
    }
};
// Stress the cache by setting a small cache size and drawing with a bunch of shaders
// with different input signatures.
TEST_P(D3D11InputLayoutCacheTest, StressTest)
{
    // Hack the ANGLE!
    gl::Context *context       = static_cast<gl::Context *>(getEGLWindow()->getContext());
    rx::Context11 *context11   = rx::GetImplAs<rx::Context11>(context);
    rx::Renderer11 *renderer11 = context11->getRenderer();
    rx::InputLayoutCache *inputLayoutCache = renderer11->getStateManager()->getInputLayoutCache();
    // Clamp the cache size to something tiny
    inputLayoutCache->setCacheSize(4);
    GLint maxAttribs = 0;
    context->getIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxAttribs);
    // Reserve one attrib for position
    unsigned int maxInputs = static_cast<unsigned int>(maxAttribs) - 2;
    std::vector<GLuint> programs;
    for (unsigned int attribCount = 0; attribCount <= maxInputs; ++attribCount)
    {
        GLuint program = makeProgramWithAttribCount(attribCount);
        ASSERT_NE(0u, program);
        programs.push_back(program);
    }
    // Iteratively do a simple drop operation, trying every attribute count from 0..MAX_ATTRIBS.
    // This should thrash the cache.
    for (unsigned int iterationCount = 0; iterationCount < 10; ++iterationCount)
    {
        ASSERT_GL_NO_ERROR();
        for (unsigned int attribCount = 0; attribCount <= maxInputs; ++attribCount)
        {
            GLuint program = programs[attribCount];
            glUseProgram(program);
            for (unsigned int attribIndex = 0; attribIndex < attribCount; ++attribIndex)
            {
                std::stringstream attribNameStr;
                attribNameStr << "a" << attribIndex;
                std::string attribName = attribNameStr.str();
                GLint location = glGetAttribLocation(program, attribName.c_str());
                ASSERT_NE(-1, location);
                glVertexAttrib1f(location, 1.0f);
                glDisableVertexAttribArray(location);
            }
            drawQuad(program, "position", 0.5f);
            EXPECT_PIXEL_EQ(0, 0, attribCount, 0, 0, 255u);
        }
    }
    for (GLuint program : programs)
    {
        glDeleteProgram(program);
    }
}
ANGLE_INSTANTIATE_TEST(D3D11InputLayoutCacheTest, ES2_D3D11());
}  // anonymous namespace