Hash :
0946393d
Author :
Date :
2018-04-04T05:26:59
Move Buffer Subject/Observer to front end. This makes BufferImpl into an Observer Subject. It also refactors the Vertex Array updates for the D3D11 backend use more of a dirty bit coding style. This change makes it so Buffer contents changes trigger front-end dirty bits from the back-end, which may be undesirable. Bug: angleproject:2389 Change-Id: Iac8ce1171284a86851c18cd1373ddf24fcefe40b Reviewed-on: https://chromium-review.googlesource.com/979812 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: 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.
//
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
#include "random_utils.h"
#include <stdint.h>
using namespace angle;
class BufferDataTest : public ANGLETest
{
protected:
BufferDataTest()
{
setWindowWidth(16);
setWindowHeight(16);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
mBuffer = 0;
mProgram = 0;
mAttribLocation = -1;
}
void SetUp() override
{
ANGLETest::SetUp();
const char *vsSource =
R"(attribute vec4 position;
attribute float in_attrib;
varying float v_attrib;
void main()
{
v_attrib = in_attrib;
gl_Position = position;
})";
const char *fsSource =
R"(precision mediump float;
varying float v_attrib;
void main()
{
gl_FragColor = vec4(v_attrib, 0, 0, 1);
})";
glGenBuffers(1, &mBuffer);
ASSERT_NE(mBuffer, 0U);
mProgram = CompileProgram(vsSource, fsSource);
ASSERT_NE(mProgram, 0U);
mAttribLocation = glGetAttribLocation(mProgram, "in_attrib");
ASSERT_NE(mAttribLocation, -1);
glClearColor(0, 0, 0, 0);
glClearDepthf(0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
ASSERT_GL_NO_ERROR();
}
void TearDown() override
{
glDeleteBuffers(1, &mBuffer);
glDeleteProgram(mProgram);
ANGLETest::TearDown();
}
GLuint mBuffer;
GLuint mProgram;
GLint mAttribLocation;
};
TEST_P(BufferDataTest, NULLData)
{
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
EXPECT_GL_NO_ERROR();
const int numIterations = 128;
for (int i = 0; i < numIterations; ++i)
{
GLsizei bufferSize = sizeof(GLfloat) * (i + 1);
glBufferData(GL_ARRAY_BUFFER, bufferSize, nullptr, GL_STATIC_DRAW);
EXPECT_GL_NO_ERROR();
for (int j = 0; j < bufferSize; j++)
{
for (int k = 0; k < bufferSize - j; k++)
{
glBufferSubData(GL_ARRAY_BUFFER, k, j, nullptr);
ASSERT_GL_NO_ERROR();
}
}
}
}
TEST_P(BufferDataTest, ZeroNonNULLData)
{
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
EXPECT_GL_NO_ERROR();
char *zeroData = new char[0];
glBufferData(GL_ARRAY_BUFFER, 0, zeroData, GL_STATIC_DRAW);
EXPECT_GL_NO_ERROR();
glBufferSubData(GL_ARRAY_BUFFER, 0, 0, zeroData);
EXPECT_GL_NO_ERROR();
delete [] zeroData;
}
TEST_P(BufferDataTest, NULLResolvedData)
{
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glBufferData(GL_ARRAY_BUFFER, 128, nullptr, GL_DYNAMIC_DRAW);
glUseProgram(mProgram);
glVertexAttribPointer(mAttribLocation, 1, GL_FLOAT, GL_FALSE, 4, nullptr);
glEnableVertexAttribArray(mAttribLocation);
glBindBuffer(GL_ARRAY_BUFFER, 0);
drawQuad(mProgram, "position", 0.5f);
}
// Internally in D3D, we promote dynamic data to static after many draw loops. This code tests
// path.
TEST_P(BufferDataTest, RepeatedDrawWithDynamic)
{
std::vector<GLfloat> data;
for (int i = 0; i < 16; ++i)
{
data.push_back(static_cast<GLfloat>(i));
}
glUseProgram(mProgram);
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * data.size(), data.data(), GL_DYNAMIC_DRAW);
glVertexAttribPointer(mAttribLocation, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glEnableVertexAttribArray(mAttribLocation);
for (int drawCount = 0; drawCount < 40; ++drawCount)
{
drawQuad(mProgram, "position", 0.5f);
}
EXPECT_GL_NO_ERROR();
}
// Tests for a bug where vertex attribute translation was not being invalidated when switching to
// DYNAMIC
TEST_P(BufferDataTest, RepeatedDrawDynamicBug)
{
glUseProgram(mProgram);
GLint positionLocation = glGetAttribLocation(mProgram, "position");
ASSERT_NE(-1, positionLocation);
auto quadVertices = GetQuadVertices();
for (angle::Vector3 &vertex : quadVertices)
{
vertex.x() *= 1.0f;
vertex.y() *= 1.0f;
vertex.z() = 0.0f;
}
// Set up quad vertices with DYNAMIC data
GLBuffer positionBuffer;
glBindBuffer(GL_ARRAY_BUFFER, positionBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * quadVertices.size() * 3, quadVertices.data(),
GL_DYNAMIC_DRAW);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLocation);
glBindBuffer(GL_ARRAY_BUFFER, 0);
EXPECT_GL_NO_ERROR();
// Set up color data so red is drawn
std::vector<GLfloat> data(6, 1.0f);
// Set data to DYNAMIC
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * data.size(), data.data(), GL_DYNAMIC_DRAW);
glVertexAttribPointer(mAttribLocation, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(mAttribLocation);
EXPECT_GL_NO_ERROR();
// Draw enough times to promote data to DIRECT mode
for (int i = 0; i < 20; i++)
{
glDrawArrays(GL_TRIANGLES, 0, 6);
}
// Verify red was drawn
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// Set up color value so black is drawn
std::fill(data.begin(), data.end(), 0);
// Update the data, changing back to DYNAMIC mode.
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * data.size(), data.data(), GL_DYNAMIC_DRAW);
// This draw should produce a black quad
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
EXPECT_GL_NO_ERROR();
}
class IndexedBufferCopyTest : public ANGLETest
{
protected:
IndexedBufferCopyTest()
{
setWindowWidth(16);
setWindowHeight(16);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
}
void SetUp() override
{
ANGLETest::SetUp();
const char *vsSource =
R"(attribute vec3 in_attrib;
varying vec3 v_attrib;
void main()
{
v_attrib = in_attrib;
gl_Position = vec4(0.0, 0.0, 0.5, 1.0);
gl_PointSize = 100.0;
})";
const char *fsSource =
R"(precision mediump float;
varying vec3 v_attrib;
void main()
{
gl_FragColor = vec4(v_attrib, 1);
})";
glGenBuffers(2, mBuffers);
ASSERT_NE(mBuffers[0], 0U);
ASSERT_NE(mBuffers[1], 0U);
glGenBuffers(1, &mElementBuffer);
ASSERT_NE(mElementBuffer, 0U);
mProgram = CompileProgram(vsSource, fsSource);
ASSERT_NE(mProgram, 0U);
mAttribLocation = glGetAttribLocation(mProgram, "in_attrib");
ASSERT_NE(mAttribLocation, -1);
glClearColor(0, 0, 0, 0);
glDisable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
}
void TearDown() override
{
glDeleteBuffers(2, mBuffers);
glDeleteBuffers(1, &mElementBuffer);
glDeleteProgram(mProgram);
ANGLETest::TearDown();
}
GLuint mBuffers[2];
GLuint mElementBuffer;
GLuint mProgram;
GLint mAttribLocation;
};
// The following test covers an ANGLE bug where our index ranges
// weren't updated from CopyBufferSubData calls
// https://code.google.com/p/angleproject/issues/detail?id=709
TEST_P(IndexedBufferCopyTest, IndexRangeBug)
{
// TODO(geofflang): Figure out why this fails on AMD OpenGL (http://anglebug.com/1291)
ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
unsigned char vertexData[] = { 255, 0, 0, 0, 0, 0 };
unsigned int indexData[] = { 0, 1 };
glBindBuffer(GL_ARRAY_BUFFER, mBuffers[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(char) * 6, vertexData, GL_STATIC_DRAW);
glUseProgram(mProgram);
glVertexAttribPointer(mAttribLocation, 3, GL_UNSIGNED_BYTE, GL_TRUE, 3, nullptr);
glEnableVertexAttribArray(mAttribLocation);
ASSERT_GL_NO_ERROR();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mElementBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int) * 1, indexData, GL_STATIC_DRAW);
glUseProgram(mProgram);
ASSERT_GL_NO_ERROR();
glDrawElements(GL_POINTS, 1, GL_UNSIGNED_INT, nullptr);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
glBindBuffer(GL_COPY_READ_BUFFER, mBuffers[1]);
glBufferData(GL_COPY_READ_BUFFER, 4, &indexData[1], GL_STATIC_DRAW);
glBindBuffer(GL_COPY_WRITE_BUFFER, mElementBuffer);
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, sizeof(int));
ASSERT_GL_NO_ERROR();
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_EQ(0, 0, 0, 0, 0, 0);
unsigned char newData[] = { 0, 255, 0 };
glBufferSubData(GL_ARRAY_BUFFER, 3, 3, newData);
glDrawElements(GL_POINTS, 1, GL_UNSIGNED_INT, nullptr);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
class BufferDataTestES3 : public BufferDataTest
{
};
// The following test covers an ANGLE bug where the buffer storage
// is not resized by Buffer11::getLatestBufferStorage when needed.
// https://code.google.com/p/angleproject/issues/detail?id=897
TEST_P(BufferDataTestES3, BufferResizing)
{
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
ASSERT_GL_NO_ERROR();
// Allocate a buffer with one byte
uint8_t singleByte[] = { 0xaa };
glBufferData(GL_ARRAY_BUFFER, 1, singleByte, GL_STATIC_DRAW);
// Resize the buffer
// To trigger the bug, the buffer need to be big enough because some hardware copy buffers
// by chunks of pages instead of the minimum number of bytes neeeded.
const size_t numBytes = 4096*4;
glBufferData(GL_ARRAY_BUFFER, numBytes, nullptr, GL_STATIC_DRAW);
// Copy the original data to the buffer
uint8_t srcBytes[numBytes];
for (size_t i = 0; i < numBytes; ++i)
{
srcBytes[i] = static_cast<uint8_t>(i);
}
void *dest = glMapBufferRange(GL_ARRAY_BUFFER, 0, numBytes, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
memcpy(dest, srcBytes, numBytes);
glUnmapBuffer(GL_ARRAY_BUFFER);
EXPECT_GL_NO_ERROR();
// Create a new buffer and copy the data to it
GLuint readBuffer;
glGenBuffers(1, &readBuffer);
glBindBuffer(GL_COPY_WRITE_BUFFER, readBuffer);
uint8_t zeros[numBytes];
for (size_t i = 0; i < numBytes; ++i)
{
zeros[i] = 0;
}
glBufferData(GL_COPY_WRITE_BUFFER, numBytes, zeros, GL_STATIC_DRAW);
glCopyBufferSubData(GL_ARRAY_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, numBytes);
ASSERT_GL_NO_ERROR();
// Read back the data and compare it to the original
uint8_t *data = reinterpret_cast<uint8_t*>(glMapBufferRange(GL_COPY_WRITE_BUFFER, 0, numBytes, GL_MAP_READ_BIT));
ASSERT_GL_NO_ERROR();
for (size_t i = 0; i < numBytes; ++i)
{
EXPECT_EQ(srcBytes[i], data[i]);
}
glUnmapBuffer(GL_COPY_WRITE_BUFFER);
glDeleteBuffers(1, &readBuffer);
EXPECT_GL_NO_ERROR();
}
// Verify OES_mapbuffer is present if EXT_map_buffer_range is.
TEST_P(BufferDataTest, ExtensionDependency)
{
if (extensionEnabled("GL_EXT_map_buffer_range"))
{
ASSERT_TRUE(extensionEnabled("GL_OES_mapbuffer"));
}
}
// Test mapping with the OES extension.
TEST_P(BufferDataTest, MapBufferOES)
{
if (!extensionEnabled("GL_EXT_map_buffer_range"))
{
// Needed for test validation.
return;
}
std::vector<uint8_t> data(1024);
FillVectorWithRandomUBytes(&data);
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
glBufferData(GL_ARRAY_BUFFER, data.size(), nullptr, GL_STATIC_DRAW);
// Validate that other map flags don't work.
void *badMapPtr = glMapBufferOES(GL_ARRAY_BUFFER, GL_MAP_READ_BIT);
EXPECT_EQ(nullptr, badMapPtr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
// Map and write.
void *mapPtr = glMapBufferOES(GL_ARRAY_BUFFER, GL_WRITE_ONLY_OES);
ASSERT_NE(nullptr, mapPtr);
ASSERT_GL_NO_ERROR();
memcpy(mapPtr, data.data(), data.size());
glUnmapBufferOES(GL_ARRAY_BUFFER);
// Validate data with EXT_map_buffer_range
void *readMapPtr = glMapBufferRangeEXT(GL_ARRAY_BUFFER, 0, data.size(), GL_MAP_READ_BIT_EXT);
ASSERT_NE(nullptr, readMapPtr);
ASSERT_GL_NO_ERROR();
std::vector<uint8_t> actualData(data.size());
memcpy(actualData.data(), readMapPtr, data.size());
glUnmapBufferOES(GL_ARRAY_BUFFER);
EXPECT_EQ(data, actualData);
}
// Tests a bug where copying buffer data immediately after creation hit a nullptr in D3D11.
TEST_P(BufferDataTestES3, NoBufferInitDataCopyBug)
{
constexpr GLsizei size = 64;
GLBuffer sourceBuffer;
glBindBuffer(GL_COPY_READ_BUFFER, sourceBuffer);
glBufferData(GL_COPY_READ_BUFFER, size, nullptr, GL_STATIC_DRAW);
GLBuffer destBuffer;
glBindBuffer(GL_ARRAY_BUFFER, destBuffer);
glBufferData(GL_ARRAY_BUFFER, size, nullptr, GL_STATIC_DRAW);
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_ARRAY_BUFFER, 0, 0, size);
ASSERT_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(BufferDataTest, ES2_D3D9(), ES2_D3D11(), ES2_OPENGL(), ES2_OPENGLES());
ANGLE_INSTANTIATE_TEST(BufferDataTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
ANGLE_INSTANTIATE_TEST(IndexedBufferCopyTest, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
#ifdef _WIN64
// Test a bug where an integer overflow bug could trigger a crash in D3D.
// The test uses 8 buffers with a size just under 0x2000000 to overflow max uint
// (with the internal D3D rounding to 16-byte values) and trigger the bug.
// Only handle this bug on 64-bit Windows for now. Harder to repro on 32-bit.
class BufferDataOverflowTest : public ANGLETest
{
protected:
BufferDataOverflowTest()
{
}
};
// See description above.
TEST_P(BufferDataOverflowTest, VertexBufferIntegerOverflow)
{
// These values are special, to trigger the rounding bug.
unsigned int numItems = 0x7FFFFFE;
constexpr GLsizei bufferCnt = 8;
std::vector<GLBuffer> buffers(bufferCnt);
std::stringstream vertexShaderStr;
for (GLsizei bufferIndex = 0; bufferIndex < bufferCnt; ++bufferIndex)
{
vertexShaderStr << "attribute float attrib" << bufferIndex << ";\n";
}
vertexShaderStr << "attribute vec2 position;\n"
"varying float v_attrib;\n"
"void main() {\n"
" gl_Position = vec4(position, 0, 1);\n"
" v_attrib = 0.0;\n";
for (GLsizei bufferIndex = 0; bufferIndex < bufferCnt; ++bufferIndex)
{
vertexShaderStr << "v_attrib += attrib" << bufferIndex << ";\n";
}
vertexShaderStr << "}";
const std::string &fragmentShader =
"varying highp float v_attrib;\n"
"void main() {\n"
" gl_FragColor = vec4(v_attrib, 0, 0, 1);\n"
"}";
ANGLE_GL_PROGRAM(program, vertexShaderStr.str(), fragmentShader);
glUseProgram(program.get());
std::vector<GLfloat> data(numItems, 1.0f);
for (GLsizei bufferIndex = 0; bufferIndex < bufferCnt; ++bufferIndex)
{
glBindBuffer(GL_ARRAY_BUFFER, buffers[bufferIndex].get());
glBufferData(GL_ARRAY_BUFFER, numItems * sizeof(float), &data[0], GL_DYNAMIC_DRAW);
std::stringstream attribNameStr;
attribNameStr << "attrib" << bufferIndex;
GLint attribLocation = glGetAttribLocation(program.get(), attribNameStr.str().c_str());
ASSERT_NE(-1, attribLocation);
glVertexAttribPointer(attribLocation, 1, GL_FLOAT, GL_FALSE, 4, nullptr);
glEnableVertexAttribArray(attribLocation);
}
GLint positionLocation = glGetAttribLocation(program.get(), "position");
ASSERT_NE(-1, positionLocation);
glDisableVertexAttribArray(positionLocation);
glVertexAttrib2f(positionLocation, 1.0f, 1.0f);
EXPECT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, numItems);
EXPECT_GL_ERROR(GL_OUT_OF_MEMORY);
}
// Tests a security bug in our CopyBufferSubData validation (integer overflow).
TEST_P(BufferDataOverflowTest, CopySubDataValidation)
{
GLBuffer readBuffer, writeBuffer;
glBindBuffer(GL_COPY_READ_BUFFER, readBuffer.get());
glBindBuffer(GL_COPY_WRITE_BUFFER, writeBuffer.get());
constexpr int bufSize = 100;
glBufferData(GL_COPY_READ_BUFFER, bufSize, nullptr, GL_STATIC_DRAW);
glBufferData(GL_COPY_WRITE_BUFFER, bufSize, nullptr, GL_STATIC_DRAW);
GLintptr big = std::numeric_limits<GLintptr>::max() - bufSize + 90;
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, big, 0, 50);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, big, 50);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
ANGLE_INSTANTIATE_TEST(BufferDataOverflowTest, ES3_D3D11());
#endif // _WIN64