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// Copyright 2014 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifdef UNSAFE_BUFFERS_BUILD
// TODO(crbug.com/40285824): Remove this and convert code to safer constructs.
#pragma allow_unsafe_buffers
#endif
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <GLES2/gl2extchromium.h>
#include <stdint.h>
#include <array>
#include "base/memory/raw_ptr.h"
#include "build/build_config.h"
#include "gpu/command_buffer/tests/gl_manager.h"
#include "gpu/command_buffer/tests/gl_test_utils.h"
#include "testing/gmock/include/gmock/gmock.h"
#include "testing/gtest/include/gtest/gtest.h"
#define SHADER(Src) #Src
namespace gpu {
class GLVirtualContextsTest
: public testing::TestWithParam<GpuDriverBugWorkarounds> {
protected:
static const int kSize0 = 4;
static const int kSize1 = 8;
static const int kSize2 = 16;
void SetUp() override {
GpuDriverBugWorkarounds workarounds = GetParam();
GLManager::Options options;
options.context_type = CONTEXT_TYPE_OPENGLES3;
options.size = gfx::Size(kSize0, kSize0);
gl_real_.InitializeWithWorkarounds(options, workarounds);
// If the gl_real context is not initialised, switch to ES2 context type
// and re-initialise
if (!gl_real_.IsInitialized()) {
gl_real_.Reset(); // Must reset object before initializing again
options.context_type = CONTEXT_TYPE_OPENGLES2;
gl_real_.InitializeWithWorkarounds(options, workarounds);
}
gl_real_shared_.InitializeWithWorkarounds(options, workarounds);
options.virtual_manager = &gl_real_shared_;
options.size = gfx::Size(kSize1, kSize1);
gl1_.InitializeWithWorkarounds(options, workarounds);
options.size = gfx::Size(kSize2, kSize2);
gl2_.InitializeWithWorkarounds(options, workarounds);
}
void TearDown() override {
gl1_.Destroy();
gl2_.Destroy();
gl_real_shared_.Destroy();
gl_real_.Destroy();
}
GLuint SetupColoredVertexProgram() {
static const char* v_shader_str = SHADER(
attribute vec4 a_position;
attribute vec4 a_color;
varying vec4 v_color;
void main()
{
gl_Position = a_position;
v_color = a_color;
}
);
static const char* f_shader_str = SHADER(
precision mediump float;
varying vec4 v_color;
void main()
{
gl_FragColor = v_color;
}
);
GLuint program = GLTestHelper::LoadProgram(v_shader_str, f_shader_str);
glUseProgram(program);
return program;
}
void SetUpColoredUnitQuad(const GLfloat* color) {
GLuint program1 = SetupColoredVertexProgram();
GLuint position_loc1 = glGetAttribLocation(program1, "a_position");
GLuint color_loc1 = glGetAttribLocation(program1, "a_color");
GLTestHelper::SetupUnitQuad(position_loc1);
GLTestHelper::SetupColorsForUnitQuad(color_loc1, color, GL_STATIC_DRAW);
}
GLManager gl_real_;
GLManager gl_real_shared_;
GLManager gl1_;
GLManager gl2_;
};
constexpr GLfloat kFloatRed[4] = {
1.0f, 0.0f, 0.0f, 1.0f,
};
constexpr GLfloat kFloatGreen[4] = {
0.0f, 1.0f, 0.0f, 1.0f,
};
constexpr uint8_t kExpectedRed[4] = {
255, 0, 0, 255,
};
constexpr uint8_t kExpectedGreen[4] = {
0, 255, 0, 255,
};
namespace {
void SetupSimpleShader(const uint8_t* color) {
static const char* v_shader_str = SHADER(
attribute vec4 a_Position;
void main()
{
gl_Position = a_Position;
}
);
static const char* f_shader_str = SHADER(
precision mediump float;
uniform vec4 u_color;
void main()
{
gl_FragColor = u_color;
}
);
GLuint program = GLTestHelper::LoadProgram(v_shader_str, f_shader_str);
glUseProgram(program);
GLuint position_loc = glGetAttribLocation(program, "a_Position");
GLTestHelper::SetupUnitQuad(position_loc);
GLuint color_loc = glGetUniformLocation(program, "u_color");
glUniform4f(
color_loc,
color[0] / 255.0f,
color[1] / 255.0f,
color[2] / 255.0f,
color[3] / 255.0f);
}
void TestDraw(int size) {
uint8_t expected_clear[] = {
127, 0, 255, 0,
};
glClearColor(0.5f, 0.0f, 1.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_TRUE(
GLTestHelper::CheckPixels(0, 0, size, size, 1, expected_clear, nullptr));
glDrawArrays(GL_TRIANGLES, 0, 6);
}
} // anonymous namespace
// http://crbug.com/281565
TEST_P(GLVirtualContextsTest, Basic) {
struct TestInfo {
int size;
uint8_t color[4];
raw_ptr<GLManager> manager;
};
const int kNumTests = 3;
auto tests = std::to_array<TestInfo>({
{kSize0, {255, 0, 0, 0}, &gl_real_},
{kSize1, {0, 255, 0, 0}, &gl1_},
{kSize2, {0, 0, 255, 0}, &gl2_},
});
for (int ii = 0; ii < kNumTests; ++ii) {
const TestInfo& test = tests[ii];
GLManager* gl_manager = test.manager;
gl_manager->MakeCurrent();
SetupSimpleShader(test.color);
}
for (int ii = 0; ii < kNumTests; ++ii) {
const TestInfo& test = tests[ii];
GLManager* gl_manager = test.manager;
gl_manager->MakeCurrent();
TestDraw(test.size);
}
for (int ii = 0; ii < kNumTests; ++ii) {
const TestInfo& test = tests[ii];
GLManager* gl_manager = test.manager;
gl_manager->MakeCurrent();
EXPECT_TRUE(GLTestHelper::CheckPixels(0, 0, test.size, test.size, 0,
test.color, nullptr));
}
for (int ii = 0; ii < kNumTests; ++ii) {
const TestInfo& test = tests[ii];
GLManager* gl_manager = test.manager;
gl_manager->MakeCurrent();
GLTestHelper::CheckGLError("no errors", __LINE__);
}
}
// http://crbug.com/363407
TEST_P(GLVirtualContextsTest, VertexArrayObjectRestore) {
GLuint vao1 = 0, vao2 = 0;
gl1_.MakeCurrent();
// Set up red quad in vao1.
glGenVertexArraysOES(1, &vao1);
glBindVertexArrayOES(vao1);
SetUpColoredUnitQuad(kFloatRed);
glFinish();
gl2_.MakeCurrent();
// Set up green quad in vao2.
glGenVertexArraysOES(1, &vao2);
glBindVertexArrayOES(vao2);
SetUpColoredUnitQuad(kFloatGreen);
glFinish();
gl1_.MakeCurrent();
// Test to ensure that vao1 is still the active VAO for this context.
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_TRUE(GLTestHelper::CheckPixels(0, 0, kSize1, kSize1, 0, kExpectedRed,
nullptr));
glFinish();
GLTestHelper::CheckGLError("no errors", __LINE__);
gl2_.MakeCurrent();
// Test to ensure that vao2 is still the active VAO for this context.
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_TRUE(GLTestHelper::CheckPixels(0, 0, kSize2, kSize2, 0, kExpectedGreen,
nullptr));
glFinish();
GLTestHelper::CheckGLError("no errors", __LINE__);
}
// http://crbug.com/363407
TEST_P(GLVirtualContextsTest, VertexArrayObjectRestoreRebind) {
GLuint vao1 = 0, vao2 = 0;
gl1_.MakeCurrent();
// Set up red quad in vao1.
glGenVertexArraysOES(1, &vao1);
glBindVertexArrayOES(vao1);
SetUpColoredUnitQuad(kFloatRed);
glFinish();
gl2_.MakeCurrent();
// Set up green quad in new vao2.
glGenVertexArraysOES(1, &vao2);
glBindVertexArrayOES(vao2);
SetUpColoredUnitQuad(kFloatGreen);
glFinish();
gl1_.MakeCurrent();
// Test to ensure that vao1 hasn't been corrupted after rebinding.
// Bind 0 is required so that bind vao1 is not optimized away in the service.
glBindVertexArrayOES(0);
glBindVertexArrayOES(vao1);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_TRUE(GLTestHelper::CheckPixels(0, 0, kSize1, kSize1, 0, kExpectedRed,
nullptr));
glFinish();
GLTestHelper::CheckGLError("no errors", __LINE__);
gl2_.MakeCurrent();
// Test to ensure that vao1 hasn't been corrupted after rebinding.
// Bind 0 is required so that bind vao2 is not optimized away in the service.
glBindVertexArrayOES(0);
glBindVertexArrayOES(vao2);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_TRUE(GLTestHelper::CheckPixels(0, 0, kSize2, kSize2, 0, kExpectedGreen,
nullptr));
glFinish();
GLTestHelper::CheckGLError("no errors", __LINE__);
}
// http://crbug.com/363407
TEST_P(GLVirtualContextsTest, VertexArrayObjectRestoreDefault) {
gl1_.MakeCurrent();
// Set up red quad in default VAO.
SetUpColoredUnitQuad(kFloatRed);
glFinish();
gl2_.MakeCurrent();
// Set up green quad in default VAO.
SetUpColoredUnitQuad(kFloatGreen);
glFinish();
// Gen & bind a non-default VAO.
GLuint vao;
glGenVertexArraysOES(1, &vao);
glBindVertexArrayOES(vao);
glFinish();
gl1_.MakeCurrent();
// Test to ensure that default VAO on gl1_ is still valid.
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_TRUE(GLTestHelper::CheckPixels(0, 0, kSize1, kSize1, 0, kExpectedRed,
nullptr));
glFinish();
gl2_.MakeCurrent();
// Test to ensure that default VAO on gl2_ is still valid.
// This tests that a default VAO is restored even when it's not currently
// bound during the context switch.
glBindVertexArrayOES(0);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_TRUE(GLTestHelper::CheckPixels(0, 0, kSize2, kSize2, 0, kExpectedGreen,
nullptr));
glFinish();
GLTestHelper::CheckGLError("no errors", __LINE__);
}
TEST_P(GLVirtualContextsTest, VirtualQueries) {
const GLenum query_targets[] = {
GL_ANY_SAMPLES_PASSED_EXT,
GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
GL_ASYNC_PIXEL_PACK_COMPLETED_CHROMIUM,
GL_COMMANDS_COMPLETED_CHROMIUM,
GL_COMMANDS_ISSUED_CHROMIUM,
GL_GET_ERROR_QUERY_CHROMIUM,
GL_TIME_ELAPSED_EXT,
};
for (GLenum query_target : query_targets) {
GLuint query1 = 0;
gl1_.MakeCurrent();
glGenQueriesEXT(1, &query1);
glBeginQueryEXT(query_target, query1);
const GLenum begin_error = glGetError();
if (GL_INVALID_OPERATION == begin_error) {
// Not supported, simply skip.
glDeleteQueriesEXT(1, &query1);
continue;
}
ASSERT_TRUE(GL_NO_ERROR == begin_error);
GLuint query2 = 0;
gl2_.MakeCurrent();
glGenQueriesEXT(1, &query2);
glBeginQueryEXT(query_target, query2);
EXPECT_TRUE(GL_NO_ERROR == glGetError())
<< "Virtualized Query " << query_target << " failed.";
gl1_.MakeCurrent();
glEndQueryEXT(query_target);
glFinish();
GLuint query1_available = 0;
glGetQueryObjectuivEXT(query1, GL_QUERY_RESULT_AVAILABLE_EXT,
&query1_available);
EXPECT_TRUE(query1_available);
glDeleteQueriesEXT(1, &query1);
GLTestHelper::CheckGLError("no errors", __LINE__);
gl2_.MakeCurrent();
glEndQueryEXT(query_target);
glFinish();
GLuint query2_available = 0;
glGetQueryObjectuivEXT(query2, GL_QUERY_RESULT_AVAILABLE_EXT,
&query2_available);
EXPECT_TRUE(query2_available);
glDeleteQueriesEXT(1, &query2);
GLTestHelper::CheckGLError("no errors", __LINE__);
}
}
// http://crbug.com/930327
TEST_P(GLVirtualContextsTest, Texture2DArrayAnd3DRestore) {
// This test should only be run for ES3 or higher context
// So if the current version is ES2, do not run this test
if (gl1_.GetContextType() == CONTEXT_TYPE_OPENGLES2)
return;
// Context 1
gl1_.MakeCurrent();
GLuint tex1_2d_array = 0, tex1_3d = 0;
glActiveTexture(GL_TEXTURE0);
// 2d array texture
glGenTextures(1, &tex1_2d_array);
glBindTexture(GL_TEXTURE_2D_ARRAY, tex1_2d_array);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// 3d texture
glGenTextures(1, &tex1_3d);
glBindTexture(GL_TEXTURE_3D, tex1_3d);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST_MIPMAP_NEAREST);
glFinish();
// switch to context 2
gl2_.MakeCurrent();
GLuint tex2_2d_array = 0, tex2_3d = 0;
glActiveTexture(GL_TEXTURE0);
// 2d array texture
glGenTextures(1, &tex2_2d_array);
glBindTexture(GL_TEXTURE_2D_ARRAY, tex2_2d_array);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// 3d texture
glGenTextures(1, &tex2_3d);
glBindTexture(GL_TEXTURE_3D, tex2_3d);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR);
glFinish();
// switch back to context1
gl1_.MakeCurrent();
// get the texture parameters which were programmed earlier for context1
GLint tex_2d_array_params = 0, tex_3d_params = 0;
glGetTexParameteriv(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER,
&tex_2d_array_params);
glGetTexParameteriv(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, &tex_3d_params);
// Do checks to make sure texture params are restored correctly after context
// switching
EXPECT_EQ(GL_NEAREST, tex_2d_array_params);
EXPECT_EQ(GL_NEAREST_MIPMAP_NEAREST, tex_3d_params);
GLTestHelper::CheckGLError("no errors", __LINE__);
}
static const GpuDriverBugWorkarounds workarounds_cases[] = {
// No extra workarounds.
GpuDriverBugWorkarounds(),
#if BUILDFLAG(IS_ANDROID)
// Regression tests for https://crbug.com/768324
//
// TODO(kainino): The #if is added because this case does not pass on Mac
// or Linux. My guess is that this workaround requires the backing context
// to be OpenGL ES (not OpenGL Core Profile).
GpuDriverBugWorkarounds({
USE_CLIENT_SIDE_ARRAYS_FOR_STREAM_BUFFERS,
}),
#endif
};
INSTANTIATE_TEST_SUITE_P(WithWorkarounds,
GLVirtualContextsTest,
::testing::ValuesIn(workarounds_cases));
} // namespace gpu
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