blob: 6bd63e66bd7131e38fe04e606fd86742d362e405 [file] [log] [blame]
//
// 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 <memory>
#include <stdint.h>
#include "EGLWindow.h"
#include "OSWindow.h"
#include "test_utils/angle_test_configs.h"
using namespace angle;
class ProgramBinaryTest : public ANGLETest
{
protected:
ProgramBinaryTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
virtual void SetUp()
{
ANGLETest::SetUp();
const std::string vertexShaderSource = SHADER_SOURCE
(
attribute vec4 inputAttribute;
void main()
{
gl_Position = inputAttribute;
}
);
const std::string fragmentShaderSource = SHADER_SOURCE
(
void main()
{
gl_FragColor = vec4(1,0,0,1);
}
);
mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
if (mProgram == 0)
{
FAIL() << "shader compilation failed.";
}
glGenBuffers(1, &mBuffer);
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glBufferData(GL_ARRAY_BUFFER, 128, NULL, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
ASSERT_GL_NO_ERROR();
}
virtual void TearDown()
{
glDeleteProgram(mProgram);
glDeleteBuffers(1, &mBuffer);
ANGLETest::TearDown();
}
GLuint mProgram;
GLuint mBuffer;
};
// This tests the assumption that float attribs of different size
// should not internally cause a vertex shader recompile (for conversion).
TEST_P(ProgramBinaryTest, FloatDynamicShaderSize)
{
glUseProgram(mProgram);
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 8, NULL);
glEnableVertexAttribArray(0);
glDrawArrays(GL_POINTS, 0, 1);
GLint programLength;
glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
EXPECT_GL_NO_ERROR();
for (GLsizei size = 1; size <= 3; size++)
{
glVertexAttribPointer(0, size, GL_FLOAT, GL_FALSE, 8, NULL);
glEnableVertexAttribArray(0);
glDrawArrays(GL_POINTS, 0, 1);
GLint newProgramLength;
glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &newProgramLength);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(programLength, newProgramLength);
}
}
// This tests the ability to successfully save and load a program binary.
TEST_P(ProgramBinaryTest, SaveAndLoadBinary)
{
GLint programLength = 0;
GLint writtenLength = 0;
GLenum binaryFormat = 0;
glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
EXPECT_GL_NO_ERROR();
std::vector<uint8_t> binary(programLength);
glGetProgramBinaryOES(mProgram, programLength, &writtenLength, &binaryFormat, binary.data());
EXPECT_GL_NO_ERROR();
// The lengths reported by glGetProgramiv and glGetProgramBinaryOES should match
EXPECT_EQ(programLength, writtenLength);
if (writtenLength)
{
GLuint program2 = glCreateProgram();
glProgramBinaryOES(program2, binaryFormat, binary.data(), writtenLength);
EXPECT_GL_NO_ERROR();
GLint linkStatus;
glGetProgramiv(program2, GL_LINK_STATUS, &linkStatus);
if (linkStatus == 0)
{
GLint infoLogLength;
glGetProgramiv(program2, GL_INFO_LOG_LENGTH, &infoLogLength);
if (infoLogLength > 0)
{
std::vector<GLchar> infoLog(infoLogLength);
glGetProgramInfoLog(program2, infoLog.size(), NULL, &infoLog[0]);
FAIL() << "program link failed: " << &infoLog[0];
}
else
{
FAIL() << "program link failed.";
}
}
else
{
glUseProgram(program2);
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 8, NULL);
glEnableVertexAttribArray(0);
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_NO_ERROR();
}
glDeleteProgram(program2);
}
}
// 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 &param)
{
EGLWindow *eglWindow = new EGLWindow(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 )
);