// // 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 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::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(NULL), data); memset(data, 0, allocSize); float * fValue = reinterpret_cast(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 data; for (int i = 0; i < 16; ++i) { data.push_back(static_cast(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(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(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 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 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::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