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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->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
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