Hash :
401345e4
Author :
Date :
2017-08-21T10:52:40
D3D11: Move more state into StateManager11. This moves the input layout cache and vertex and index data managers and related info into the state manager. This makes it easier to manage the state application with regards to dirty bits. Also updates the dirty current value handling in StateManager11. BUG=angleproject:1156 BUG=angleproject:2052 Change-Id: I8de968a1f8416363aa1c49d9e9da129942d21275 Reviewed-on: https://chromium-review.googlesource.com/616783 Reviewed-by: Geoff Lang <geofflang@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"
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;
const std::string basicFragmentShader =
"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(), basicFragmentShader);
}
};
// 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 = reinterpret_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