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Diffstat (limited to 'gfx/angle/src/tests/gl_tests/BufferDataTest.cpp')
-rwxr-xr-x | gfx/angle/src/tests/gl_tests/BufferDataTest.cpp | 544 |
1 files changed, 544 insertions, 0 deletions
diff --git a/gfx/angle/src/tests/gl_tests/BufferDataTest.cpp b/gfx/angle/src/tests/gl_tests/BufferDataTest.cpp new file mode 100755 index 000000000..7707a4a56 --- /dev/null +++ b/gfx/angle/src/tests/gl_tests/BufferDataTest.cpp @@ -0,0 +1,544 @@ +// +// 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 <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 = SHADER_SOURCE + ( + attribute vec4 position; + attribute float in_attrib; + varying float v_attrib; + void main() + { + v_attrib = in_attrib; + gl_Position = position; + } + ); + + const char * fsSource = SHADER_SOURCE + ( + 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, NULL, 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, NULL); + 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, NULL, GL_DYNAMIC_DRAW); + + glUseProgram(mProgram); + glVertexAttribPointer(mAttribLocation, 1, GL_FLOAT, GL_FALSE, 4, NULL); + glEnableVertexAttribArray(mAttribLocation); + glBindBuffer(GL_ARRAY_BUFFER, 0); + + drawQuad(mProgram, "position", 0.5f); +} + +// Tests that a huge allocation returns GL_OUT_OF_MEMORY +// TODO(jmadill): Figure out how to test this reliably on the Chromium bots +TEST_P(BufferDataTest, DISABLED_HugeSetDataShouldNotCrash) +{ + glBindBuffer(GL_ARRAY_BUFFER, mBuffer); + EXPECT_GL_NO_ERROR(); + + GLsizei allocSize = std::numeric_limits<GLsizei>::max() >> 2; + + uint8_t *data = NULL; + while (data == NULL && allocSize >= 4) + { + data = new (std::nothrow) uint8_t[allocSize]; + + if (data == NULL) + { + allocSize >>= 1; + } + } + + ASSERT_NE(static_cast<uint8_t*>(NULL), data); + memset(data, 0, allocSize); + + float * fValue = reinterpret_cast<float*>(data); + for (unsigned int f = 0; f < 6; f++) + { + fValue[f] = 1.0f; + } + + glBufferData(GL_ARRAY_BUFFER, allocSize, data, GL_STATIC_DRAW); + + GLenum error = glGetError(); + if (error == GL_NO_ERROR) + { + // If we didn't fail because of an out of memory error, try drawing a quad + // using the large buffer + + // DISABLED because it takes a long time, but left for posterity + + //glUseProgram(mProgram); + //glVertexAttribPointer(mAttribLocation, 1, GL_FLOAT, GL_FALSE, 4, NULL); + //glEnableVertexAttribArray(mAttribLocation); + //glBindBuffer(GL_ARRAY_BUFFER, 0); + //drawQuad(mProgram, "position", 0.5f); + //swapBuffers(); + + //// Draw operations can also generate out-of-memory, which is in-spec + //error = glGetError(); + //if (error == GL_NO_ERROR) + //{ + // GLint viewportSize[4]; + // glGetIntegerv(GL_VIEWPORT, viewportSize); + + // GLint midPixelX = (viewportSize[0] + viewportSize[2]) / 2; + // GLint midPixelY = (viewportSize[1] + viewportSize[3]) / 2; + + // EXPECT_PIXEL_EQ(midPixelX, midPixelY, 255, 0, 0, 255); + //} + //else + //{ + // EXPECT_EQ(GL_OUT_OF_MEMORY, error); + //} + } + else + { + EXPECT_GLENUM_EQ(GL_OUT_OF_MEMORY, error); + } + + delete[] data; +} + +// 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(); +} + +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 = SHADER_SOURCE + ( + 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 = SHADER_SOURCE + ( + 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) + if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE) + { + std::cout << "Test disabled on AMD OpenGL." << std::endl; + return; + } + + 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, NULL); + 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, NULL); + + 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, NULL); + + EXPECT_GL_NO_ERROR(); + EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255); +} + +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, NULL, 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(); +} + +// 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 |