Improve D3D GetProgramBinary chipset validation
- Check chipset identifying info before trying to compile shaders
- Check device feature level when loading a binary
- Use chipset VendorID/DeviceID etc instead of LUID so that program
binaries remain valid across system reboots
Change-Id: I88ba4543bb990956d1d8fb324abf9784d72950cd
Reviewed-on: https://chromium-review.googlesource.com/280428
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/tests/gl_tests/ProgramBinaryTest.cpp b/src/tests/gl_tests/ProgramBinaryTest.cpp
index 9bcde2f..6ad5ba5 100644
--- a/src/tests/gl_tests/ProgramBinaryTest.cpp
+++ b/src/tests/gl_tests/ProgramBinaryTest.cpp
@@ -9,6 +9,10 @@
#include <memory>
#include <stdint.h>
+#include "EGLWindow.h"
+#include "OSWindow.h"
+#include "test_utils/angle_test_configs.h"
+
using namespace angle;
class ProgramBinaryTest : public ANGLETest
@@ -160,3 +164,278 @@
// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
ANGLE_INSTANTIATE_TEST(ProgramBinaryTest, ES2_D3D9(), ES2_D3D11());
+
+// For the ProgramBinariesAcrossPlatforms tests, we need two sets of params:
+// - a set to save the program binary
+// - a set to load the program binary
+// We combine these into one struct extending PlatformParameters so we can reuse existing ANGLE test macros
+struct PlatformsWithLinkResult : PlatformParameters
+{
+ PlatformsWithLinkResult(PlatformParameters saveParams, PlatformParameters loadParamsIn, bool expectedLinkResultIn)
+ {
+ majorVersion = saveParams.majorVersion;
+ minorVersion = saveParams.minorVersion;
+ eglParameters = saveParams.eglParameters;
+ loadParams = loadParamsIn;
+ expectedLinkResult = expectedLinkResultIn;
+ }
+
+ PlatformParameters loadParams;
+ bool expectedLinkResult;
+};
+
+class ProgramBinariesAcrossPlatforms : public testing::TestWithParam<PlatformsWithLinkResult>
+{
+ public:
+ void SetUp() override
+ {
+ mOSWindow = CreateOSWindow();
+ bool result = mOSWindow->initialize("ProgramBinariesAcrossRenderersTests", 100, 100);
+
+ if (result == false)
+ {
+ FAIL() << "Failed to create OS window";
+ }
+ }
+
+ EGLWindow *createAndInitEGLWindow(angle::PlatformParameters ¶m)
+ {
+ EGLWindow *eglWindow = new EGLWindow(1, 1, param.majorVersion, param.eglParameters);
+ bool result = eglWindow->initializeGL(mOSWindow);
+ if (result == false)
+ {
+ SafeDelete(eglWindow);
+ eglWindow = nullptr;
+ }
+
+ return eglWindow;
+ }
+
+ void destroyEGLWindow(EGLWindow **eglWindow)
+ {
+ ASSERT(*eglWindow != nullptr);
+ (*eglWindow)->destroyGL();
+ SafeDelete(*eglWindow);
+ *eglWindow = nullptr;
+ }
+
+ GLuint createES2ProgramFromSource()
+ {
+ const std::string testVertexShaderSource = SHADER_SOURCE
+ (
+ attribute highp vec4 position;
+
+ void main(void)
+ {
+ gl_Position = position;
+ }
+ );
+
+ const std::string testFragmentShaderSource = SHADER_SOURCE
+ (
+ void main(void)
+ {
+ gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
+ }
+ );
+
+ return CompileProgram(testVertexShaderSource, testFragmentShaderSource);
+ }
+
+ GLuint createES3ProgramFromSource()
+ {
+ const std::string testVertexShaderSource = SHADER_SOURCE
+ ( #version 300 es\n
+ precision highp float;
+ in highp vec4 position;
+
+ void main(void)
+ {
+ gl_Position = position;
+ }
+ );
+
+ const std::string testFragmentShaderSource = SHADER_SOURCE
+ ( #version 300 es \n
+ precision highp float;
+ out vec4 out_FragColor;
+
+ void main(void)
+ {
+ out_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
+ }
+ );
+
+ return CompileProgram(testVertexShaderSource, testFragmentShaderSource);
+ }
+
+ void drawWithProgram(GLuint program)
+ {
+ glClearColor(0, 0, 0, 1);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ GLint positionLocation = glGetAttribLocation(program, "position");
+
+ glUseProgram(program);
+
+ const GLfloat vertices[] =
+ {
+ -1.0f, 1.0f, 0.5f,
+ -1.0f, -1.0f, 0.5f,
+ 1.0f, -1.0f, 0.5f,
+
+ -1.0f, 1.0f, 0.5f,
+ 1.0f, -1.0f, 0.5f,
+ 1.0f, 1.0f, 0.5f,
+ };
+
+ glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, vertices);
+ glEnableVertexAttribArray(positionLocation);
+
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+
+ glDisableVertexAttribArray(positionLocation);
+ glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, NULL);
+
+ EXPECT_PIXEL_EQ(mOSWindow->getWidth() / 2, mOSWindow->getHeight() / 2, 255, 0, 0, 255);
+ }
+
+ void TearDown() override
+ {
+ mOSWindow->destroy();
+ SafeDelete(mOSWindow);
+ }
+
+ OSWindow *mOSWindow;
+};
+
+// Tries to create a program binary using one set of platform params, then load it using a different sent of params
+TEST_P(ProgramBinariesAcrossPlatforms, CreateAndReloadBinary)
+{
+ angle::PlatformParameters firstRenderer = GetParam();
+ angle::PlatformParameters secondRenderer = GetParam().loadParams;
+ bool expectedLinkResult = GetParam().expectedLinkResult;
+
+ if (!(IsPlatformAvailable(firstRenderer)))
+ {
+ std::cout << "First renderer not supported, skipping test";
+ return;
+ }
+
+ if (!(IsPlatformAvailable(secondRenderer)))
+ {
+ std::cout << "Second renderer not supported, skipping test";
+ return;
+ }
+
+ EGLWindow *eglWindow = nullptr;
+ std::vector<uint8_t> binary(0);
+ GLuint program = 0;
+
+ GLint programLength = 0;
+ GLint writtenLength = 0;
+ GLenum binaryFormat = 0;
+
+ // Create a EGL window with the first renderer
+ eglWindow = createAndInitEGLWindow(firstRenderer);
+ if (eglWindow == nullptr)
+ {
+ FAIL() << "Failed to create EGL window";
+ return;
+ }
+
+ // If the test is trying to use both the default GPU and WARP, but the default GPU *IS* WARP,
+ // then our expectations for the test results will be invalid.
+ if (firstRenderer.eglParameters.deviceType != EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE &&
+ secondRenderer.eglParameters.deviceType == EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE)
+ {
+ std::string rendererString = std::string(reinterpret_cast<const char*>(glGetString(GL_RENDERER)));
+ std::transform(rendererString.begin(), rendererString.end(), rendererString.begin(), ::tolower);
+
+ auto basicRenderPos = rendererString.find(std::string("microsoft basic render"));
+ auto softwareAdapterPos = rendererString.find(std::string("software adapter"));
+
+ if (basicRenderPos != std::string::npos || softwareAdapterPos != std::string::npos)
+ {
+ // The first renderer is using WARP, even though we didn't explictly request it
+ // We should skip this test
+ std::cout << "Test skipped on when default GPU is WARP." << std::endl;
+ return;
+ }
+ }
+
+ // Create a program
+ if (firstRenderer.majorVersion == 3)
+ {
+ program = createES3ProgramFromSource();
+ }
+ else
+ {
+ program = createES2ProgramFromSource();
+ }
+
+ if (program == 0)
+ {
+ FAIL() << "Failed to create program from source";
+ destroyEGLWindow(&eglWindow);
+ return;
+ }
+
+ // Draw using the program to ensure it works as expected
+ drawWithProgram(program);
+ EXPECT_GL_NO_ERROR();
+
+ // Save the program binary out from this renderer
+ glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
+ EXPECT_GL_NO_ERROR();
+ binary.resize(programLength);
+ glGetProgramBinaryOES(program, programLength, &writtenLength, &binaryFormat, binary.data());
+ EXPECT_GL_NO_ERROR();
+
+ // Destroy the first renderer
+ glDeleteProgram(program);
+ destroyEGLWindow(&eglWindow);
+
+ // Create an EGL window with the second renderer
+ eglWindow = createAndInitEGLWindow(secondRenderer);
+ if (eglWindow == nullptr)
+ {
+ FAIL() << "Failed to create EGL window";
+ return;
+ }
+
+ program = glCreateProgram();
+ glProgramBinaryOES(program, binaryFormat, binary.data(), writtenLength);
+
+ GLint linkStatus;
+ glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
+ EXPECT_EQ(expectedLinkResult, (linkStatus != 0));
+
+ if (linkStatus != 0)
+ {
+ // If the link was successful, then we should try to draw using the program to ensure it works as expected
+ drawWithProgram(program);
+ EXPECT_GL_NO_ERROR();
+ }
+
+ // Destroy the second renderer
+ glDeleteProgram(program);
+ destroyEGLWindow(&eglWindow);
+}
+
+ANGLE_INSTANTIATE_TEST(ProgramBinariesAcrossPlatforms,
+ // | Save the program | Load the program | Expected
+ // | using these params | using these params | link result
+ PlatformsWithLinkResult(ES2_D3D11(), ES2_D3D11(), true ), // Loading + reloading binary should work
+ PlatformsWithLinkResult(ES3_D3D11(), ES3_D3D11(), true ), // Loading + reloading binary should work
+ PlatformsWithLinkResult(ES2_D3D11_FL11_0(), ES2_D3D11_FL9_3(), false ), // Switching feature level shouldn't work
+ PlatformsWithLinkResult(ES2_D3D11(), ES2_D3D11_WARP(), false ), // Switching from hardware to software shouldn't work
+ PlatformsWithLinkResult(ES2_D3D11_FL9_3(), ES2_D3D11_FL9_3_WARP(), false ), // Switching from hardware to software shouldn't work for FL9 either
+ PlatformsWithLinkResult(ES2_D3D11(), ES2_D3D9(), false ), // Switching from D3D11 to D3D9 shouldn't work
+ PlatformsWithLinkResult(ES2_D3D9(), ES2_D3D11(), false ), // Switching from D3D9 to D3D11 shouldn't work
+ PlatformsWithLinkResult(ES2_D3D11(), ES3_D3D11(), true ) // Switching to newer client version should work
+
+ // TODO: ANGLE issue 523
+ // Compiling a program with client version 3, saving the binary, then loading it with client version 2 should not work
+ // PlatformsWithLinkResult(ES3_D3D11(), ES2_D3D11(), false )
+ );
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