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// Copyright 2012 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "gpu/command_buffer/service/shader_manager.h"
#include "gpu/command_buffer/service/gpu_service_test.h"
#include "gpu/command_buffer/service/mocks.h"
#include "gpu/command_buffer/service/test_helper.h"
#include "testing/gtest/include/gtest/gtest.h"
#include "ui/gl/gl_mock.h"
using ::testing::Return;
using ::testing::ReturnRef;
namespace gpu {
namespace gles2 {
class ShaderManagerTest : public GpuServiceTest {
public:
ShaderManagerTest() : manager_(nullptr) {}
~ShaderManagerTest() override { manager_.Destroy(false); }
protected:
ShaderManager manager_;
};
TEST_F(ShaderManagerTest, Basic) {
const GLuint kClient1Id = 1;
const GLuint kService1Id = 11;
const GLenum kShader1Type = GL_VERTEX_SHADER;
const GLuint kClient2Id = 2;
// Check we can create shader.
Shader* info0 = manager_.CreateShader(
kClient1Id, kService1Id, kShader1Type);
// Check shader got created.
ASSERT_TRUE(info0 != nullptr);
Shader* shader1 = manager_.GetShader(kClient1Id);
ASSERT_EQ(info0, shader1);
// Check we get nothing for a non-existent shader.
EXPECT_TRUE(manager_.GetShader(kClient2Id) == nullptr);
// Check we can't get the shader after we remove it.
EXPECT_CALL(*gl_, DeleteShader(kService1Id))
.Times(1)
.RetiresOnSaturation();
manager_.Delete(shader1);
EXPECT_TRUE(manager_.GetShader(kClient1Id) == nullptr);
}
TEST_F(ShaderManagerTest, Destroy) {
const GLuint kClient1Id = 1;
const GLuint kService1Id = 11;
const GLenum kShader1Type = GL_VERTEX_SHADER;
// Check we can create shader.
Shader* shader1 = manager_.CreateShader(
kClient1Id, kService1Id, kShader1Type);
// Check shader got created.
ASSERT_TRUE(shader1 != nullptr);
EXPECT_CALL(*gl_, DeleteShader(kService1Id))
.Times(1)
.RetiresOnSaturation();
manager_.Destroy(true);
// Check that resources got freed.
shader1 = manager_.GetShader(kClient1Id);
ASSERT_TRUE(shader1 == nullptr);
}
TEST_F(ShaderManagerTest, DeleteBug) {
const GLuint kClient1Id = 1;
const GLuint kClient2Id = 2;
const GLuint kService1Id = 11;
const GLuint kService2Id = 12;
const GLenum kShaderType = GL_VERTEX_SHADER;
// Check we can create shader.
scoped_refptr<Shader> shader1(
manager_.CreateShader(kClient1Id, kService1Id, kShaderType));
scoped_refptr<Shader> shader2(
manager_.CreateShader(kClient2Id, kService2Id, kShaderType));
ASSERT_TRUE(shader1.get());
ASSERT_TRUE(shader2.get());
manager_.UseShader(shader1.get());
manager_.Delete(shader1.get());
EXPECT_CALL(*gl_, DeleteShader(kService2Id))
.Times(1)
.RetiresOnSaturation();
manager_.Delete(shader2.get());
EXPECT_TRUE(manager_.IsOwned(shader1.get()));
EXPECT_FALSE(manager_.IsOwned(shader2.get()));
EXPECT_CALL(*gl_, DeleteShader(kService1Id))
.Times(1)
.RetiresOnSaturation();
manager_.UnuseShader(shader1.get());
}
TEST_F(ShaderManagerTest, DoCompile) {
const GLuint kClient1Id = 1;
const GLuint kService1Id = 11;
const GLenum kShader1Type = GL_VERTEX_SHADER;
const char* kClient1Source = "hello world";
const GLenum kAttrib1Type = GL_FLOAT_VEC2;
const GLint kAttrib1Size = 2;
const GLenum kAttrib1Precision = GL_MEDIUM_FLOAT;
const char* kAttrib1Name = "attr1";
const GLenum kAttrib2Type = GL_FLOAT_VEC3;
const GLint kAttrib2Size = 4;
const GLenum kAttrib2Precision = GL_HIGH_FLOAT;
const char* kAttrib2Name = "attr2";
const bool kAttribStaticUse = false;
const GLenum kUniform1Type = GL_FLOAT_MAT2;
const GLint kUniform1Size = 3;
const GLenum kUniform1Precision = GL_LOW_FLOAT;
const bool kUniform1StaticUse = true;
const char* kUniform1Name = "uni1";
const GLenum kUniform2Type = GL_FLOAT_MAT3;
const GLint kUniform2Size = 5;
const GLenum kUniform2Precision = GL_MEDIUM_FLOAT;
const bool kUniform2StaticUse = false;
const char* kUniform2Name = "uni2";
const GLenum kVarying1Type = GL_FLOAT_VEC4;
const GLint kVarying1Size = 1;
const GLenum kVarying1Precision = GL_HIGH_FLOAT;
const bool kVarying1StaticUse = false;
const char* kVarying1Name = "varying1";
const GLenum kOutputVariable1Type = GL_FLOAT_VEC4;
const GLint kOutputVariable1Size = 4;
const GLenum kOutputVariable1Precision = GL_MEDIUM_FLOAT;
const char* kOutputVariable1Name = "gl_FragColor";
const bool kOutputVariable1StaticUse = true;
const GLint kInterfaceBlock1Size = 1;
const sh::BlockLayoutType kInterfaceBlock1Layout = sh::BLOCKLAYOUT_STANDARD;
const bool kInterfaceBlock1RowMajor = false;
const bool kInterfaceBlock1StaticUse = false;
const char* kInterfaceBlock1Name = "block1";
const char* kInterfaceBlock1InstanceName = "block1instance";
const GLenum kInterfaceBlock1Field1Type = GL_FLOAT_VEC4;
const GLint kInterfaceBlock1Field1Size = 1;
const GLenum kInterfaceBlock1Field1Precision = GL_MEDIUM_FLOAT;
const char* kInterfaceBlock1Field1Name = "field1";
const bool kInterfaceBlock1Field1StaticUse = false;
// Check we can create shader.
Shader* shader1 = manager_.CreateShader(
kClient1Id, kService1Id, kShader1Type);
// Check shader got created.
ASSERT_TRUE(shader1 != nullptr);
EXPECT_EQ(kService1Id, shader1->service_id());
// Check if the shader has correct type.
EXPECT_EQ(kShader1Type, shader1->shader_type());
EXPECT_FALSE(shader1->valid());
EXPECT_FALSE(shader1->InUse());
EXPECT_TRUE(shader1->source().empty());
EXPECT_TRUE(shader1->log_info().empty());
EXPECT_TRUE(shader1->last_compiled_source().empty());
EXPECT_TRUE(shader1->translated_source().empty());
EXPECT_EQ(0u, shader1->attrib_map().size());
EXPECT_EQ(0u, shader1->uniform_map().size());
EXPECT_EQ(0u, shader1->varying_map().size());
EXPECT_EQ(Shader::kShaderStateWaiting, shader1->shader_state());
// Check we can set its source.
shader1->set_source(kClient1Source);
EXPECT_STREQ(kClient1Source, shader1->source().c_str());
EXPECT_TRUE(shader1->last_compiled_source().empty());
// Check that DoCompile() will not work if RequestCompile() was not called.
shader1->DoCompile();
EXPECT_EQ(Shader::kShaderStateWaiting, shader1->shader_state());
EXPECT_FALSE(shader1->valid());
// Check RequestCompile() will update the state and last compiled source, but
// still keep the actual compile state invalid.
scoped_refptr<ShaderTranslatorInterface> translator(new MockShaderTranslator);
shader1->RequestCompile(translator, Shader::kANGLE);
EXPECT_EQ(Shader::kShaderStateCompileRequested, shader1->shader_state());
EXPECT_STREQ(kClient1Source, shader1->last_compiled_source().c_str());
EXPECT_FALSE(shader1->valid());
// Check DoCompile() will set compilation states, log, translated source,
// shader variables, and name mapping.
const std::string kLog = "foo";
const std::string kTranslatedSource = "poo";
AttributeMap attrib_map;
attrib_map[kAttrib1Name] = TestHelper::ConstructAttribute(
kAttrib1Type, kAttrib1Size, kAttrib1Precision,
kAttribStaticUse, kAttrib1Name);
attrib_map[kAttrib2Name] = TestHelper::ConstructAttribute(
kAttrib2Type, kAttrib2Size, kAttrib2Precision,
kAttribStaticUse, kAttrib2Name);
UniformMap uniform_map;
uniform_map[kUniform1Name] = TestHelper::ConstructUniform(
kUniform1Type, kUniform1Size, kUniform1Precision,
kUniform1StaticUse, kUniform1Name);
uniform_map[kUniform2Name] = TestHelper::ConstructUniform(
kUniform2Type, kUniform2Size, kUniform2Precision,
kUniform2StaticUse, kUniform2Name);
VaryingMap varying_map;
varying_map[kVarying1Name] = TestHelper::ConstructVarying(
kVarying1Type, kVarying1Size, kVarying1Precision,
kVarying1StaticUse, kVarying1Name);
OutputVariableList output_variable_list;
output_variable_list.push_back(TestHelper::ConstructOutputVariable(
kOutputVariable1Type, kOutputVariable1Size, kOutputVariable1Precision,
kOutputVariable1StaticUse, kOutputVariable1Name));
InterfaceBlockMap interface_block_map;
std::vector<sh::InterfaceBlockField> interface_block1_fields;
interface_block1_fields.push_back(TestHelper::ConstructInterfaceBlockField(
kInterfaceBlock1Field1Type, kInterfaceBlock1Field1Size,
kInterfaceBlock1Field1Precision, kInterfaceBlock1Field1StaticUse,
kInterfaceBlock1Field1Name));
interface_block_map[kInterfaceBlock1Name] =
TestHelper::ConstructInterfaceBlock(
kInterfaceBlock1Size, kInterfaceBlock1Layout,
kInterfaceBlock1RowMajor, kInterfaceBlock1StaticUse,
kInterfaceBlock1Name, kInterfaceBlock1InstanceName,
interface_block1_fields);
TestHelper::SetShaderStates(gl_.get(), shader1, true, &kLog,
&kTranslatedSource, nullptr, &attrib_map,
&uniform_map, &varying_map, &interface_block_map,
&output_variable_list, nullptr);
EXPECT_TRUE(shader1->valid());
// When compilation succeeds, no log is recorded.
EXPECT_STREQ("", shader1->log_info().c_str());
EXPECT_STREQ(kClient1Source, shader1->last_compiled_source().c_str());
EXPECT_STREQ(kTranslatedSource.c_str(), shader1->translated_source().c_str());
// Check varying infos got copied.
EXPECT_EQ(attrib_map.size(), shader1->attrib_map().size());
for (AttributeMap::const_iterator it = attrib_map.begin();
it != attrib_map.end(); ++it) {
const sh::Attribute* variable_info = shader1->GetAttribInfo(it->first);
ASSERT_TRUE(variable_info != nullptr);
EXPECT_EQ(it->second.type, variable_info->type);
EXPECT_EQ(it->second.getOutermostArraySize(),
variable_info->getOutermostArraySize());
EXPECT_EQ(it->second.precision, variable_info->precision);
EXPECT_EQ(it->second.staticUse, variable_info->staticUse);
EXPECT_STREQ(it->second.name.c_str(), variable_info->name.c_str());
EXPECT_STREQ(it->second.name.c_str(),
shader1->GetOriginalNameFromHashedName(it->first)->c_str());
}
// Check uniform infos got copied.
EXPECT_EQ(uniform_map.size(), shader1->uniform_map().size());
for (UniformMap::const_iterator it = uniform_map.begin();
it != uniform_map.end(); ++it) {
const sh::Uniform* variable_info = shader1->GetUniformInfo(it->first);
ASSERT_TRUE(variable_info != nullptr);
EXPECT_EQ(it->second.type, variable_info->type);
EXPECT_EQ(it->second.getOutermostArraySize(),
variable_info->getOutermostArraySize());
EXPECT_EQ(it->second.precision, variable_info->precision);
EXPECT_EQ(it->second.staticUse, variable_info->staticUse);
EXPECT_STREQ(it->second.name.c_str(), variable_info->name.c_str());
EXPECT_STREQ(it->second.name.c_str(),
shader1->GetOriginalNameFromHashedName(it->first)->c_str());
}
// Check varying infos got copied.
EXPECT_EQ(varying_map.size(), shader1->varying_map().size());
for (VaryingMap::const_iterator it = varying_map.begin();
it != varying_map.end(); ++it) {
const sh::Varying* variable_info = shader1->GetVaryingInfo(it->first);
ASSERT_TRUE(variable_info != nullptr);
EXPECT_EQ(it->second.type, variable_info->type);
EXPECT_EQ(it->second.getOutermostArraySize(),
variable_info->getOutermostArraySize());
EXPECT_EQ(it->second.precision, variable_info->precision);
EXPECT_EQ(it->second.staticUse, variable_info->staticUse);
EXPECT_STREQ(it->second.name.c_str(), variable_info->name.c_str());
EXPECT_STREQ(it->second.name.c_str(),
shader1->GetOriginalNameFromHashedName(it->first)->c_str());
}
// Check interface block infos got copied.
EXPECT_EQ(interface_block_map.size(), shader1->interface_block_map().size());
for (const auto& it : interface_block_map) {
const sh::InterfaceBlock* block_info =
shader1->GetInterfaceBlockInfo(it.first);
ASSERT_TRUE(block_info != nullptr);
EXPECT_EQ(it.second.arraySize, block_info->arraySize);
EXPECT_EQ(it.second.layout, block_info->layout);
EXPECT_EQ(it.second.isRowMajorLayout, block_info->isRowMajorLayout);
EXPECT_EQ(it.second.staticUse, block_info->staticUse);
EXPECT_STREQ(it.second.name.c_str(), block_info->name.c_str());
EXPECT_STREQ(it.second.name.c_str(),
shader1->GetOriginalNameFromHashedName(it.first)->c_str());
EXPECT_STREQ(it.second.instanceName.c_str(),
block_info->instanceName.c_str());
}
// Check interface block field infos got copied.
const sh::InterfaceBlock* interface_block1_info =
shader1->GetInterfaceBlockInfo(kInterfaceBlock1Name);
EXPECT_EQ(interface_block1_fields.size(),
interface_block1_info->fields.size());
for (size_t f = 0; f < interface_block1_fields.size(); ++f) {
const auto& exp = interface_block1_fields[f];
const auto& act = interface_block1_info->fields[f];
EXPECT_EQ(exp.type, act.type);
EXPECT_EQ(exp.getOutermostArraySize(), act.getOutermostArraySize());
EXPECT_EQ(exp.precision, act.precision);
EXPECT_EQ(exp.staticUse, act.staticUse);
EXPECT_STREQ(exp.name.c_str(), act.name.c_str());
std::string full_name = interface_block1_info->name + "." + act.name;
auto* original_basename = shader1->GetOriginalNameFromHashedName(full_name);
ASSERT_TRUE(original_basename != nullptr);
EXPECT_STREQ(kInterfaceBlock1Name, original_basename->c_str());
}
// Check output variable infos got copied.
EXPECT_EQ(output_variable_list.size(),
shader1->output_variable_list().size());
for (auto it = output_variable_list.begin(); it != output_variable_list.end();
++it) {
const sh::OutputVariable* variable_info =
shader1->GetOutputVariableInfo(it->mappedName);
ASSERT_TRUE(variable_info != nullptr);
EXPECT_EQ(it->type, variable_info->type);
EXPECT_EQ(it->getOutermostArraySize(),
variable_info->getOutermostArraySize());
EXPECT_EQ(it->precision, variable_info->precision);
EXPECT_EQ(it->staticUse, variable_info->staticUse);
EXPECT_STREQ(it->name.c_str(), variable_info->name.c_str());
EXPECT_STREQ(
it->name.c_str(),
shader1->GetOriginalNameFromHashedName(it->mappedName)->c_str());
}
// Compile failure case.
TestHelper::SetShaderStates(gl_.get(), shader1, false, &kLog,
&kTranslatedSource, nullptr, &attrib_map,
&uniform_map, &varying_map, nullptr,
&output_variable_list, nullptr);
EXPECT_FALSE(shader1->valid());
EXPECT_STREQ(kLog.c_str(), shader1->log_info().c_str());
EXPECT_STREQ("", shader1->translated_source().c_str());
EXPECT_TRUE(shader1->attrib_map().empty());
EXPECT_TRUE(shader1->uniform_map().empty());
EXPECT_TRUE(shader1->varying_map().empty());
EXPECT_TRUE(shader1->output_variable_list().empty());
}
TEST_F(ShaderManagerTest, ShaderInfoUseCount) {
const GLuint kClient1Id = 1;
const GLuint kService1Id = 11;
const GLenum kShader1Type = GL_VERTEX_SHADER;
// Check we can create shader.
Shader* shader1 = manager_.CreateShader(
kClient1Id, kService1Id, kShader1Type);
// Check shader got created.
ASSERT_TRUE(shader1 != nullptr);
EXPECT_FALSE(shader1->InUse());
EXPECT_FALSE(shader1->IsDeleted());
manager_.UseShader(shader1);
EXPECT_TRUE(shader1->InUse());
manager_.UseShader(shader1);
EXPECT_TRUE(shader1->InUse());
EXPECT_CALL(*gl_, DeleteShader(kService1Id))
.Times(1)
.RetiresOnSaturation();
manager_.Delete(shader1);
EXPECT_TRUE(shader1->IsDeleted());
Shader* shader2 = manager_.GetShader(kClient1Id);
EXPECT_EQ(shader1, shader2);
manager_.UnuseShader(shader1);
EXPECT_TRUE(shader1->InUse());
manager_.UnuseShader(shader1); // this should delete the info.
shader2 = manager_.GetShader(kClient1Id);
EXPECT_TRUE(shader2 == nullptr);
shader1 = manager_.CreateShader(kClient1Id, kService1Id, kShader1Type);
ASSERT_TRUE(shader1 != nullptr);
EXPECT_FALSE(shader1->InUse());
manager_.UseShader(shader1);
EXPECT_TRUE(shader1->InUse());
manager_.UseShader(shader1);
EXPECT_TRUE(shader1->InUse());
manager_.UnuseShader(shader1);
EXPECT_TRUE(shader1->InUse());
manager_.UnuseShader(shader1);
EXPECT_FALSE(shader1->InUse());
shader2 = manager_.GetShader(kClient1Id);
EXPECT_EQ(shader1, shader2);
EXPECT_CALL(*gl_, DeleteShader(kService1Id))
.Times(1)
.RetiresOnSaturation();
manager_.Delete(shader1); // this should delete the shader.
shader2 = manager_.GetShader(kClient1Id);
EXPECT_TRUE(shader2 == nullptr);
}
} // namespace gles2
} // namespace gpu
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